1. 3D's come a long way since [Escape from Monkey Island].
Indeed it has and Escape was a bad example; I just wanted to make sure people would know what game I was talking about. But still: Cinematic camera movements? How? If the backgrounds are static 2D images, they are. It doesn't make any difference if you pre-render a 3D scene, the backdrop will still be fixed. Any concrete examples of how to use it more creatively?
Oh, and Maxilyah put it much better than I did. TT's ability to create dramatic effect easily is one of the greatest strengths with their engine.
meh... 3D is better you just don't realize it. You just think that 2D is better because the previous MI games were much better and 2D. But I would much rather see CMI in 3D.
meh... 3D is better you just don't realize it. You just think that 2D is better because the previous MI games were much better and 2D. But I would much rather see CMI in 3D.
You have to remember, when you talk about these games, that CoMI was being developed 12 years before ToMI. Of course CoMI had (probably) a significantly larger budget than ToMI. Nonetheless, compare these pictures:
Sure, ToMI has a monthly deadline etc. But the bottom line is that using 2D, players might actually cease playing the game periodically just to enjoy looking at the background art. Meanwhile, (and i'm no expert so this might be a mistake) although the background trees in image-3 is actually 2d, it has to be in keeping with the overall style, which leaves them looking like something straight out of an ugly high-school play.
If you can look at that, take these thoughts on board, and still prefer ToMI's look, then I apologise for the intrusion
Oh and I wasn't trying to "lead the witness" as it were, those pictures were all on the first few results for the specific islands I googled
I couldn't agree more, and that is why I would love LucasArts to continue the "Special Edition" series at least through the next two games. I don't want to see anything change significantly in Curse, but I would love to see a new version where the graphics have been cleaned up and more colors have been added. I mean, the game is absolutely beautiful as it is, so imagine how much better it would be at a higher resolution and with better colors.
You have to remember, when you talk about these games, that CoMI was being developed 12 years before ToMI. Of course CoMI had (probably) a significantly larger budget than ToMI. Nonetheless, compare these pictures:
Sure, ToMI has a monthly deadline etc. But the bottom line is that using 2D, players might actually cease playing the game periodically just to enjoy looking at the background art. Meanwhile, (and i'm no expert so this might be a mistake) although the background trees in image-3 is actually 2d, it has to be in keeping with the overall style, which leaves them looking like something straight out of an ugly high-school play.
I'm not sure what your point is, you acknowledge that CMI probably had a larger budget as well as TMI's fast paced release schedule, and then go on to use CMI as a direct comparison with TMI as proof that 2d is better than 3d?
Do you not think that Telltale could achieve visuals that were more detailed if they were given a much larger budget and more time?
Wouldn't this be a more accurate representation of the 2D vs 3D debate?
I'm not sure what your point is, you acknowledge that CMI probably had a larger budget as well as TMI's fast paced release schedule, and then go on to use CMI as a direct comparison with TMI as proof that 2d is better than 3d?
No. I also said CoMI was made about 12 years before ToMI. Think back to the standard of machinery in 1997. They all sorta counter-balance one-another.
2d is easier to make to a good standard anyway. Most of what you have to do is artist-based, whereas in 3d it's easier to kick out a basic standard, but much harder to make it look good.
2d costs more than a basic 3d, but if you want to talk about top-drawer 3d graphics then that's certainly not the case. 3D also costs a lot of resources to run if it looks good, whereas 2d can be easier on system requirements.
Comments
Indeed it has and Escape was a bad example; I just wanted to make sure people would know what game I was talking about. But still: Cinematic camera movements? How? If the backgrounds are static 2D images, they are. It doesn't make any difference if you pre-render a 3D scene, the backdrop will still be fixed. Any concrete examples of how to use it more creatively?
Oh, and Maxilyah put it much better than I did. TT's ability to create dramatic effect easily is one of the greatest strengths with their engine.
You have to remember, when you talk about these games, that CoMI was being developed 12 years before ToMI. Of course CoMI had (probably) a significantly larger budget than ToMI. Nonetheless, compare these pictures:
Sure, ToMI has a monthly deadline etc. But the bottom line is that using 2D, players might actually cease playing the game periodically just to enjoy looking at the background art. Meanwhile, (and i'm no expert so this might be a mistake) although the background trees in image-3 is actually 2d, it has to be in keeping with the overall style, which leaves them looking like something straight out of an ugly high-school play.
If you can look at that, take these thoughts on board, and still prefer ToMI's look, then I apologise for the intrusion
Oh and I wasn't trying to "lead the witness" as it were, those pictures were all on the first few results for the specific islands I googled
Machinarium. Came out last month.
Or Runaway.
I'm not sure what your point is, you acknowledge that CMI probably had a larger budget as well as TMI's fast paced release schedule, and then go on to use CMI as a direct comparison with TMI as proof that 2d is better than 3d?
Do you not think that Telltale could achieve visuals that were more detailed if they were given a much larger budget and more time?
Wouldn't this be a more accurate representation of the 2D vs 3D debate?
Telltale Games - 0%
LucasArts (Developed Internally) - 84%
Outsourced to another third-party developer - 48%
Probability of a Monkey Island 6 that looks kind of crappy:
Telltale Games - 12%
LucasArts (Developed Internally) - 67%
Outsourced to another third-party developer - 53%
No. I also said CoMI was made about 12 years before ToMI. Think back to the standard of machinery in 1997. They all sorta counter-balance one-another.
2d is easier to make to a good standard anyway. Most of what you have to do is artist-based, whereas in 3d it's easier to kick out a basic standard, but much harder to make it look good.
2d costs more than a basic 3d, but if you want to talk about top-drawer 3d graphics then that's certainly not the case. 3D also costs a lot of resources to run if it looks good, whereas 2d can be easier on system requirements.