Telltale needs to hire these guys.

Some guys remade a bunch of Blood Island backgrounds and characters in 3d, and their work is stunning. Now this is Monkey Island.

storageroom.jpg

shipwreck1.jpg

More artwork here.

Comments

  • edited February 2010
    At first I was all like :)

    Then I was all like :D
  • edited February 2010
    And I'm like :confused:

    And after some :rolleyes:

    I am still :confused:
  • edited February 2010
    seperated.png

    ??????????????????
  • edited February 2010
    Stan is neither manny enough to be Manny, and Manny isn't stanly enough to be Stan. Not to mention being a height deficient Mexican.
  • edited February 2010
    nice!

    Their environment designs are pretty great, and they match Tiller's layout & painting style. Whether that's a good or bad for Tiller, I don't know, but it's pretty cool none the less.
  • edited February 2010
    Cool for something not made professionally(or for a professional job), but I wouldn't want to play a Monkey island game that looked like that. That is, I'd probably play it, but I'd hardly be sold on the looks alone, nor would I say "this feels like Monkey Island". Then again, I'm in the minority of people that thinks Curse doesn't at all "feel like Monkey Island", so perhaps I'm just a contradictory, contemptuous git.
  • edited February 2010
    Cool for something not made professionally(or for a professional job), but I wouldn't want to play a Monkey island game that looked like that. That is, I'd probably play it, but I'd hardly be sold on the looks alone, nor would I say "this feels like Monkey Island". Then again, I'm in the minority of people that thinks Curse doesn't at all "feel like Monkey Island", so perhaps I'm just a contradictory, contemptuous git.

    Well, as long as you're aware of it.
  • edited February 2010
    Man Blood Island still looks awesome in awkward 3D!
  • edited February 2010
    Then again, I'm in the minority of people that thinks Curse doesn't at all "feel like Monkey Island", so perhaps I'm just a contradictory, contemptuous git.
    Well, as long as you're aware of it.

    haha! indeed.
    I love Curse.

    However good the background art is in this 3D rendering, the character models are bad. Stan, the Voodoo Lady, Elaine-turned-to-gold, and Goodsoup all look awful. Also when I look at Elaine's gold statue, the shadowing on her body makes her breasts stand out. Literally. Kudos to the background artist, but whoever did the characters needs to keep their day job.
  • edited February 2010
    Meh, CMI doesn't really need 3D. 3D never beats beautiful handcrafted 2D. That said, I barely notice any difference at all in the first posted shot.

    Can't be bothered to see all pics in the link, but I would say I would prefer the old CMI style look.
  • edited February 2010
    Well, here's some 2D for ya. From the same link. Really, I'm surprised none of the rabid Sam & Max fans around here posted this already

    sm1.jpg
  • edited February 2010
    Heh, most of these are pretty old. Mixnmojo just happened to re-launch the site recently.
  • edited February 2010
    Wow, maybe you can make a special edition of Curse...

    It's not perfect, but I'm a little more willing to see what can be done with it.
  • edited February 2010
    Wow, maybe you can make a special edition of Curse...

    It's not perfect, but I'm a little more willing to see what can be done with it.

    Re-scan the art, make it high-res, and, if you reallyyyy have to, add new models for the characters so that shadows grow when they stand under trees, etc. Smooth out some of the animation (the bit where Guybrush sighs at the opening has always been a little clunky). Maybe get the original guys to extend the epilogue. Maybe.

    Otherwise, leave it alone. Don't even make the clouds move. Leave. It. Alone.
  • edited February 2010
    Kroms wrote: »
    Re-scan the art, make it high-res, and, if you reallyyyy have to, add new models for the characters so that shadows grow when they stand under trees, etc. Smooth out some of the animation (the bit where Guybrush sighs at the opening has always been a little clunky). Maybe get the original guys to extend the epilogue. Maybe.

    Otherwise, leave it alone. Don't even make the clouds move. Leave. It. Alone.

    Pretty much this and have the audio at 48Khz for Vocals and SFX and 44.1Khz for Music, and not have it compressed like Tales (no offence to Telltale but I can see why they do it), that's all Curse needs if it were to be updated, just rescanned at a higher resolution and better colour depth and higher frequency uncompressed audio.
  • edited February 2010
    I dunno it doesn't feel right. some environments look good, but the people look terrible. And like Hassat Hunter said: 3D never beats beautiful handcrafted 2D. I love 2d
  • edited February 2010
    I thought this thread would be about the guys who made "Ben There Dan That" and "Time Gentlemen Please."
  • edited February 2010
    Ash735 wrote: »
    Pretty much this and have the audio at 48Khz for Vocals and SFX and 44.1Khz for Music, and not have it compressed like Tales (no offence to Telltale but I can see why they do it), that's all Curse needs if it were to be updated, just rescanned at a higher resolution and better colour depth and higher frequency uncompressed audio.

    This is what I've been saying for months. However, to get there we need MI2 Special Edition first, so hopefully LucasArts won't divert its attention from us Monkey Island fans too soon.
  • edited February 2010
    Wow, these look really good. I'm liking 'em a lot
  • edited February 2010
    Ash735 wrote: »
    Pretty much this and have the audio at 48Khz for Vocals and SFX and 44.1Khz for Music, and not have it compressed like Tales (no offence to Telltale but I can see why they do it), that's all Curse needs if it were to be updated, just rescanned at a higher resolution and better colour depth and higher frequency uncompressed audio.

    Tales is currently uncompressed in the new versions.
  • edited February 2010
    Tales is currently uncompressed in the new versions.

    I doubt that, it may be LESS compressed, but that does not equal Uncompressed like curse used back in 1997!
  • edited February 2010
    Those are pretty amazing. Oddly, they remind me of EMI.
  • edited February 2010
    They're talented. Definitely got skill! I wouldn't say their visual style screams Monkey Island as such, but on the other hand the series has already gone through so many graphic styles, and I certainly think this style is MI worthy!
  • edited February 2010
    Ash735 wrote: »
    I doubt that, it may be LESS compressed, but that does not equal Uncompressed like curse used back in 1997!

    I'm not sure, but I'd be incredibly surprised if it was uncompressed. Uncompressed audio is huge (think - one hour of uncompressed, CD-quality sound would fill...one CD), and if I recall CMI was only about 600MB. The soundtrack alone is over 4 hours of audio, and I'm sure the speech is significantly more than that.

    Maybe you meant compressed, but with a lossless codec? Citation? =)
  • edited February 2010
    Friar wrote: »
    Those are pretty amazing. Oddly, they remind me of EMI.

    Except these have atmosphere and don't suck. They remind me a lot of Ghost Pirates of Vooju Island fittingly enough.
  • edited February 2010
    Ripcord wrote: »
    I'm not sure, but I'd be incredibly surprised if it was uncompressed. Uncompressed audio is huge (think - one hour of uncompressed, CD-quality sound would fill...one CD), and if I recall CMI was only about 600MB. The soundtrack alone is over 4 hours of audio, and I'm sure the speech is significantly more than that.

    Maybe you meant compressed, but with a lossless codec? Citation? =)

    CMI does have uncompressed audio in a sense, it's set at 22.05Khz instead of 44.1Khz. The bit rate for each track is 705kbps, each track is then heavily "zipped" with it's iMuse cues into an .IMX file, which is then placed into the bundle file. The game simply reads the iMuse cues to know which tracks to cache and playback as Wave through the sound card.

    The difference between this and lossless is that it's the games engine doing the compression rather than the actual tracks being compressed into a readable lossless file.

    The engine really was a genius bit of work, this method was used in other games such as Sam & Max Hit the Road and Full Throttle but with lower quality Wave files.

    Here's a quick example of the size differences of a track that's 2:21 long:
    1103-W~1.IMX = 5.12MB
    1103-W~1.WAV = 11.8MB
  • edited February 2010
    Ash735 wrote: »
    CMI does have uncompressed audio in a sense, it's set at 22.05Khz instead of 44.1Khz. The bit rate for each track is 705kbps, each track is then heavily "zipped" with it's iMuse cues into an .IMX file, which is then placed into the bundle file. The game simply reads the iMuse cues to know which tracks to cache and playback as Wave through the sound card.

    The difference between this and lossless is that it's the games engine doing the compression rather than the actual tracks being compressed into a readable lossless file.

    The engine really was a genius bit of work, this method was used in other games such as Sam & Max Hit the Road and Full Throttle but with lower quality Wave files.

    Here's a quick example of the size differences of a track that's 2:21 long:
    1103-W~1.IMX = 5.12MB
    1103-W~1.WAV = 11.8MB

    Interesting. I don't see the point of this, though? Why is unzipping the file at runtime better than using a codec to, well, decode compressed audio? And don't the numbers above just imply that the codec itself is compressing inefficiently?

    If it's zipped I assume that means that an entire range of data would need to be uncompressed at once before playback of the sound can begin, which has performance implications.

    Seems like it'd be both simpler and less overhead to simply use an efficient codec.
  • edited February 2010
    Ripcord wrote: »
    Seems like it'd be both simpler and less overhead to simply use an efficient codec.

    It is, and that's why it's done and that's why the quality now is nowhere near as good! The iMuse engine way of dealing with Wav files was as close to a lossless codec at the time, the only reason I don't class it as a lossless codec is because the IMX file contains other data for the game rather than just the audio file on its own.
  • edited February 2010
    Aren't there a wide varieties of lossless codecs?
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