Telltale games and Curse of Monkey Island

2»

Comments

  • edited December 2009
    Dunno how many of these have been mentioned, but the CMI strategy guide mentioned several unused ideas, some of which I suspect of having been made up in purely for the book. The best of these was the idea that supposedly somebody wanted to have the ship-battles section as multiplayer! (Y'know, like the EMI multiplayer mode, only... um.... well, real).
  • puzzleboxpuzzlebox Telltale Alumni
    edited December 2009
    RyanJW wrote: »
    I still prefer the originals but he's done a good job of capturing the MI feeling with polygons (albeit not as good as that Crytek guy who did 3D scenes of MI2). :)

    I actually quite like the lighthouse one (first link), probably because of the nice use of lighting (especially the mist on the water).
  • edited December 2009
    Dunno how many of these have been mentioned, but the CMI strategy guide mentioned several unused ideas, some of which I suspect of having been made up in purely for the book. The best of these was the idea that supposedly somebody wanted to have the ship-battles section as multiplayer! (Y'know, like the EMI multiplayer mode, only... um.... well, real).

    I don't know what they constitute as unused ideas. If it was even mentioned once, that may have counted. It did seem like a bit of a waste creating that small part of the game. It couldn't have been easy with the SCUMM engine. It's understandable that they would want to get more out of it.
  • edited December 2009
    Those images are really nice. Like excellent 3D 'translations' of the original 2D handmade backgrounds, specially the cementery.
  • edited December 2009
    I must say.. the opening post in this thread was a hell to understand for me who's not a native english speaker.

    .. but what you wanted to say; please make CMI in the style of Tales of Monkey Island?
  • edited December 2009
    sharper wrote: »
    Am I the only one that feels CMI is far from dated? The game is still fun to play, and the jokes aren't as grounded in pop-culture as some media does these days. I think it has aged remarkably well. The only thing dated is that to play it these days you need the scumm emulator. While 3d, if done right, could be cool... I feel the charm is with the 2d look. Perhaps a 3d cell shading style could work?

    Personally though, I'd rather see a CMI remake that makes the images truely vector so when you see guybrush walking to and from the front of the stage you don't see him getting pixelated.


    What the talking skull said! CoMI was the first MI I ever played, and it drew me into the series, and I've always loved the design of the graphics.

    to this day I randomly quote Guybrush from the scene in the ships hold. "haHA! Taste cold steel feeble cannon restraint rope!"
    :)
  • edited December 2009
    LCR needs a remake, not CMI.

    With SMI:SE out, LCR stands so strangely separate from the series as a narrative. It changed every major and minor character and then every subsequent game threw the new characterizations out, not to mention the kids-fantasy ending. The puzzles were great but thematically it just doesn't fit.

    LucasArts should do a LCR:SE with reworked dialogue but the same puzzles, and a more canonical ending.
  • edited December 2009
    Pryftan wrote: »
    LCR needs a remake, not CMI.

    LucasArts should do a LCR:SE with reworked dialogue but the same puzzles, and a more canonical ending.

    Really? I thought Monkey Island 1 and 2 dialog and endings were fine. Yes LeChuck's Revenge was a little confusing at the end but after I started playing Curse it made a little more sense. It made the game interesting to end like that. The only other adventure game I've played with such a cliffhanger is Simon the Sorcerer 2. Escape is the one that needs a whole new story and puzzles. Between Herman, Ozzie, those symbols in that store to get directions to pegnose's house and getting off monkey island that easily gets the most unenjoyable monkey island game i've ever played.
  • edited December 2009
    techie775 wrote: »
    Really? I thought Monkey Island 1 and 2 dialog and endings were fine. Yes LeChuck's Revenge was a little confusing at the end but after I started playing Curse it made a little more sense. It made the game interesting to end like that. The only other adventure game I've played with such a cliffhanger is Simon the Sorcerer 2. Escape is the one that needs a whole new story and puzzles. Between Herman, Ozzie, those symbols in that store to get directions to pegnose's house and getting off monkey island that easily gets the most unenjoyable monkey island game i've ever played.

    Curse does a ton of work to try and resolve the plotholes at the end of LCR but never really succeeds. Dinky becomes an atoll of Monkey Island to explain how Toothrot and Guybrush got there from MI, but Elaine can travel there from Booty nearly instantaneously. LeChuck's status as Guybrush's brother and the skeletons of their parents are brushed aside. Guybrush never defeated LeChuck at the end of LCR according to Curse, since his zombie form has its leg back, so did the voodoo doll sequence even happen? They just ignored the whole ending.

    But even more pronounced was the abandonment of the characterizations - Elaine thinking of Guybrush as an incompetent little brother instead of the "only man she ever loved", Herman becoming a philosopher (his 180 between MI1 and 2 just makes no sense at all), a LeChuck who never even MENTIONS his obsession with Elaine, and worst of all.. a pompous, stupid, and overblown Guybrush who writes three books about his defeat of LeChuck and talks everyone to death about his past successes, which couldn't be more incongruous with the wanna-be pirate who becomes a hero in SMI.

    I've just played the games in a row for the first time, and the jump from LCR to Curse is just.. it's absurd. Its a different world. Escape had a few puzzle problems but played it close to the world established in SMI, tossing out LCR's characterizations (and most of its plot) just like Curse did. Its only big plot problem was combining Toothrot with HT Marley, which was nowhere near as egregious as the character changes introduced in LCR in my opinion.
  • edited December 2009
    dvibe wrote: »
    I must say.. the opening post in this thread was a hell to understand for me who's not a native english speaker.

    .. but what you wanted to say; please make CMI in the style of Tales of Monkey Island?
    That's pretty much all they said.
  • edited December 2009
    Pryftan wrote: »
    I've just played the games in a row for the first time, and the jump from LCR to Curse is just.. it's absurd. Its a different world. Escape had a few puzzle problems but played it close to the world established in SMI, tossing out LCR's characterizations (and most of its plot) just like Curse did. Its only big plot problem was combining Toothrot with HT Marley, which was nowhere near as egregious as the character changes introduced in LCR in my opinion.

    Yeah, it's a pity that they chose to ignore the past instead of going down a "voodoo curse" scenario or something (to explain why he thought LeChuck was his brother). The story can be seen as quite weak. Yet certain bits like Blood Island really hit the nail on the head.

    This is what makes a game, not how good the writing is consistently, but whether there are any amazing moments. LCR, for me, had some great moments, and Curse had Blood Island and the beautiful Plunder Island. I think what made fans forgive a rather average (though acceptable) start in ep1 & 2 of ToMI was the way everything clicked in 3, and it gave 4 some momentum. This, for me, is why EfMI failed. Ozzy was a decent bad-guy, but LeChuck in his schizo-form was just half-arsed, Monkey Kombat might have been alright if we didn't have to run for a pen and paper, and if Guybrush didn't look so darned weird, and the whole property-developer thing was a nice idea, but didn't stick for whatever reason. There was just not a single wow factor. The graphics (even for the time) felt clumsy, and had a hard act to follow, while I have a pet hate of the keyboard/click-drag systems, etc.

    Sorry, I wet a tad off-topic, but what I was trying to point to is that I think part of what made CoMI so acclaimed was the graphics. The plot-holes in the story are a prime example. Fans generally overlook these plot-holes, yet they were rabid when it came to the ugly EfMI.
  • edited December 2009
    Gryffalio wrote: »
    Yeah, it's a pity that they chose to ignore the past instead of going down a "voodoo curse" scenario or something (to explain why he thought LeChuck was his brother). The story can be seen as quite weak. Yet certain bits like Blood Island really hit the nail on the head.

    Sorry, I wet a tad off-topic, but what I was trying to point to is that I think part of what made CoMI so acclaimed was the graphics. The plot-holes in the story are a prime example. Fans generally overlook these plot-holes, yet they were rabid when it came to the ugly EfMI.

    Well I have no problem with Curse. I think it's a great game that started with a really tough problem: how to explain what the hell was going on with LCR. Its choice - to throw pretty much everything out and come up with some tissue-paper ties - means LCR is the most in need of a remake to bring it more in line with the series as it's become.
  • edited December 2009
    Pryftan wrote: »
    Well I have no problem with Curse. I think it's a great game that started with a really tough problem: how to explain what the hell was going on with LCR. Its choice - to throw pretty much everything out and come up with some tissue-paper ties - means LCR is the most in need of a remake to bring it more in line with the series as it's become.

    Or just ignore CoMI and half go back to LCR through obscure references and seemingly innocuous sentences? :)

    I know what you mean, but i'm not sure about changing LCR's story much, because as well as the general game, the story felt brilliant for me (even the brother-thing which I know other people hated).

    Oh if only Ron Gilbert would charge in on his white horse and announce a third MI that would completely ignore everything else, just as a one-off thing to say "here's how we were gonna do it." :(
  • edited December 2009
    Pryftan wrote: »
    even more pronounced was the abandonment of the characterizations - Elaine thinking of Guybrush as an incompetent little brother instead of the "only man she ever loved"

    But this is exaggerated. Her attitude definitely softens in LCR when Guybrush is pouring his heart out to her upstairs in her bedroom
  • edited December 2009
    Pryftan wrote: »
    But even more pronounced was the abandonment of the characterizations - Elaine thinking of Guybrush as an incompetent little brother instead of the "only man she ever loved", Herman becoming a philosopher (his 180 between MI1 and 2 just makes no sense at all), a LeChuck who never even MENTIONS his obsession with Elaine, and worst of all.. a pompous, stupid, and overblown Guybrush who writes three books about his defeat of LeChuck and talks everyone to death about his past successes, which couldn't be more incongruous with the wanna-be pirate who becomes a hero in SMI.
    It seems like you're complaining about MI2 here, not CMI.

    EDIT:
    And
    Pryftan wrote: »
    but Elaine can travel there from Booty nearly instantaneously.
    She doesn't go there quickly. When Guybrush finishes his recap, just before he falls, he says "And you showed up days/weeks later" (I forget which).
Sign in to comment in this discussion.