Official Announcement: LeChuck's Revenge - Special Edition

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Comments

  • edited March 2010
    I feel like this argument should've had its own thread a long time ago.
    For the sake of humanity.
  • edited March 2010
    Cyphox wrote: »
    stop arguing, THAT'S what he meant. i know that, i can read minds.

    You can't buy either here right now and therefore his post clearly did not mean that.
  • edited March 2010
    Cyphox wrote: »
    stop arguing, THAT'S what he meant. i know that, i can read minds.
    Thanks. And quit with the mind reading!

    There has been no confirmation that LCR:SE will be sold here at launch. The press release says only SOMI:SE will be sold here.

    It is entirely possible that LCR:SE will be sold here at some point in the future.

    Happy now, everyone?
  • edited March 2010
    let's just say he meant it that way, but he's not a native speaker and hadn't found the right words. (im not sure i have either)

    edit: OR IS HE??

    lol, just jokin....
  • edited March 2010
    Wapcaplet wrote: »
    Thanks. And quit with the mind reading!

    There has been no confirmation that LCR:SE will be sold here at launch. The press release says only SOMI:SE will be sold here.

    It is entirely possible that LCR:SE will be sold here at some point in the future.

    Happy now, everyone?
    Saying either like it's fact is probably jumping to conclusions. I'd say it's at the very least a good 50/50 chance it'll launch here, too.
  • edited March 2010
    Does anyone else think Dominic should be allowed to voice Largo LaGrande? Despite his claim that he just did a quick, lame job for the MI5 prank, I thought he made a good Largo.
  • edited March 2010
    For some strange reason, I hated Dominic's Largo. Didn't sound right for the part.
  • edited March 2010
    Aw yeah, direct control!

    Wait, what the heel? SoMI:SE on Telltale Games?

    But AW YEAH, DIRECT CONTROL!
  • edited March 2010
    WOHOOOOOOOOOOOOO!

    (Standing ovation)
  • edited March 2010
    PariahKing wrote: »
    This is how the Civil War started.

    Which one? I remember a prayer book, some guys with silly collars, and a bunch of Scots in the one I'm thinking of.
  • edited March 2010
    taumel wrote: »
    What i'm asking myself when looking at Fargo as an example is, why did they exaggerate the character this much instead of drawing him the way he was looking before, just with more detail. I mean compared to the new look he was quite handsome before.

    Largo? He's always looked like an evil Popeye to me. I think they exaggerated his features a bit but it seems pretty authentic. There are a lot of little things that don't look the way I imagined, like the laundryman's glasses and one of the Men of Low Moral Fiber's mustaches don't really mesh with how I pictured them in my head, but the character designs are still pretty awesome looking, and there's a cool level of grit that fits the original mood well
  • edited March 2010
    Bring on summer 2010 world cup and this :)
  • edited March 2010
    Why can't they have SOMI SE and LCR SE on DVD too? I buy digital like everyone here, I have a Steam account and all, but I do like a tangible collection as well when it comes to games. Especially when my favorite games get a special treatment (BioShock 2 special edition was reaaaaaally nice), or when they add extra material with the game (TellTale add a lot of extra material to their DVD versions I think, and the reversible cover for Strongbad? absolutely marvellous!).

    Maybe it's just me... But the sheer joy of having a card box, the same format as the original SOMI and LCR releases, but with the updated art, and extra things inside (how about a copy of the now-obsolete but still amusing copy protection wheels? lol)? That would be great!
  • edited March 2010
    Im not I think new guybrush is smexy!
    Same..

    Glad I'm not the only one ;)
    LeChuck's looking pretty cool too
  • edited March 2010
    Why can't they have SOMI SE and LCR SE on DVD too? I buy digital like everyone here, I have a Steam account and all, but I do like a tangible collection as well when it comes to games. Especially when my favorite games get a special treatment (BioShock 2 special edition was reaaaaaally nice), or when they add extra material with the game (TellTale add a lot of extra material to their DVD versions I think, and the reversible cover for Strongbad? absolutely marvellous!).

    Maybe it's just me... But the sheer joy of having a card box, the same format as the original SOMI and LCR releases, but with the updated art, and extra things inside (how about a copy of the now-obsolete but still amusing copy protection wheels? lol)? That would be great!
    Well, for one thing, TTG don't own the rights to SMI:SE, so would have to pay to put it on the DVD (and thus would probably charge extra). Also, Size comes into it. TMI is probably around 2-3GB total (in addition to extras). SMI:SE was just over 2GB i think, so i would expect MI2:SE to be more. These would end up forcing an extra Disc to be made, which would drive the cost up.
  • edited March 2010
    I missed the announcement about this yesterday. Dang, today's been a good day for adventure game news!

    I'm liking the character designs and backgrounds. Guybrush is cute :D and definitely an improvement from the SOMI:SE Guybrush. LeChuck looks cool, even if he walked right in front of something I was trying to click on screen! Wally's sweet too. And the backgrounds look better quality compared to the ones in SOMI:SE. Mind you, the original MI2 backgrounds were much more detailed so that's no surprise.
  • edited March 2010
    I just realized something. SMI was initially created with computer art in EGA. Even the VGA version was VGA-ized with Deluxe Paint. MI2's backgrounds were scanned paintings or drawings or whatever. History seems to have repeated itself with the special editions in the same way.
  • edited March 2010
    Friar wrote: »
    Well, for one thing, TTG don't own the rights to SMI:SE, so would have to pay to put it on the DVD (and thus would probably charge extra). Also, Size comes into it. TMI is probably around 2-3GB total (in addition to extras). SMI:SE was just over 2GB i think, so i would expect MI2:SE to be more. These would end up forcing an extra Disc to be made, which would drive the cost up.

    I didn't mean TTG should put it out on DVD. LucasArts can do that.

    I expect it would cost more than $10, too. I'd pay just as much for SOMI SE and LCR SE in physical media as I do for all my other games (around $50, usually).
  • edited March 2010
    I didn't mean TTG should put it out on DVD. LucasArts can do that.

    I expect it would cost more than $10, too. I'd pay just as much for SOMI SE and LCR SE in physical media as I do for all my other games (around $50, usually).

    Ah, i misread your post. I think i would pay full price for the game if it included the two special editions, plus Curse (also Special edition-efied). Or i would pay full price if they came with some sort of incentive (like the TMI DVD, which comes with the piece'o'eight, map etc)
  • edited March 2010
    I didn't mean TTG should put it out on DVD. LucasArts can do that.

    I expect it would cost more than $10, too. I'd pay just as much for SOMI SE and LCR SE in physical media as I do for all my other games (around $50, usually).

    Me too. I would be more than happy to get both MI1SE and MI2SE on DVD. And even pay up to $50 for it. Preferably sold separately ( how great would it be to have two new MI games on your shelf?!, actually three when TMI comes out as well) but a DVD box which contains both of them combined would be fine as well.
  • edited March 2010
    When I clicked onto the MI:2 S.E website I couldn't help but beam with delight. This announcement has made my year :), the game looks beautiful.

    What I would like to know most: is there any official news on whether a fully orchestral iMUSE system will be implemented?

    I am aware of how difficult this would be, yet I'm definately hoping they've managed to achieve it because the music is one of the main highlights of Monkey Island 2 for me, and to hear those classic themes played with real instruments will be bring me such joy, doubly so if the transistion between themes is as flawless* as in the orginal game.

    *Having said this just recently I was able to catch the iMUSE system out in the original game in Woodtick. The music seemed to 'struggle' in its transition between themes and went a tad wild as I swapped screens. This is the first time I've encountered this before and it took me by suprise, but amused me no end. For the next ten minutes I kept clicking between screens on the offbeat and at other random musical intervals hoping to trick it, but I have never since been able to catch it out again. It is an excellent system, and one I'd dearly love to be present in the S.E.
  • edited March 2010
    ooh exciting! today I have discovered the officially official announcement for Sam and Max season 3, the tales DVD + merch, and now this! yay!

    I wonder who will voice Largo and what he'll sound like.....

    (totally with RD on the box art point, but super excited for the game to come out!)
  • edited March 2010
    Another thing about iMuse is it's not just musical transitions but also muting/crossfading alternate instruments. Like the cemetery theme for instance. There are like 3 different variations. One at the beginning with the organ, one at the gravesite with horns, and another when talking to Rapp Scalion with an electric guitar. The styles are monumentally different but the same theme.

    Also in DOTT when you're playing as Bernard in the mansion the music adds a hi-hat beat while you're walking and the hi-hat stops again when you stop walking.

    A beautiful system, iMuse. MI2 is probably the best example of its potential. I just hope (and expect) they nailed it.
  • edited March 2010
    Another thing about iMuse is it's not just musical transitions but also muting/crossfading alternate instruments. Like the cemetery theme for instance. There are like 3 different variations. One at the beginning with the organ, one at the gravesite with horns, and another when talking to Rapp Scalion with an electric guitar. The styles are monumentally different but the same theme.

    Also in DOTT when you're playing as Bernard in the mansion the music adds a hi-hat beat while you're walking and the hi-hat stops again when you stop walking.

    A beautiful system, iMuse. MI2 is probably the best example of its potential. I just hope (and expect) they nailed it.

    To get iMuse working on that exact calibur again would be some task, it would require every track to be re-recorded and then split up into individual instruments tracks and the engine would have to oversea each track to decide what cue follows what, which would be rather remarkable but I'd imagine would take some time compared to the method they used for recordings later on, which was basically a cross fade at key points in multiple recordings.
  • edited March 2010
    I can't believe I hadn't ever noticed that effect in Curse until earlier this year. I was floored when I realized that not only does the Barbery Coast theme change depending on which character you're in conversation with, but that I had managed to totally miss it for 13 years.
  • edited March 2010
    I can't believe I hadn't ever noticed that effect in Curse until earlier this year. I was floored when I realized that not only does the Barbery Coast theme change depending on which character you're in conversation with, but that I had managed to totally miss it for 13 years.

    It's still used today, best example in Tales would be right back at Chapter 1, Flotsam Town, there's Six different version of it playing at the same time but letting you hear the one you're standing next to, if you're near Club 41 you'll hear an extra tune on top that sounds like it's coming from inside, when you walk past Nipperkins place you hear a ticker keeping beat, the Narwahl has a little tune playing and of course, most easy to spot, De Singe's theme being worked in the Flotsam town theme when you walk up the bridge connecting to his little island. And f course we have the exact same again but with Pox'd versions later in the chapter!
  • edited March 2010
    In the Goodsoup Hotel, the theme also gets played by an accordeon while talking to Griswold.
  • edited March 2010
    Yeah, ever since I noticed it in Curse, I've begun to notice that it's fairly common. Which just means I'm going to have to run the series yet again and really keep my ears open!
  • edited March 2010
    I've never noticed IMUSE, so I don't think it'd be much of a loss.
  • edited March 2010
    I've never noticed IMUSE, so I don't think it'd be much of a loss.
    As far as I'm concerned, you're nothing short of a soulless monster.
  • edited March 2010
    As far as I'm concerned, you're nothing short of a soulless monster.

    Kinda harsh, huh? I'm too busy enjoying the game for what it is rather than worrying about its technical aspects.
  • edited March 2010
    I think they were just teasing you...
    shortcut-2_20100113161353_320_240.JPG
  • edited March 2010
    Irishmile wrote: »
    I think they were just teasing you...
    shortcut-2_20100113161353_320_240.JPG

    Well it looks like this joke...

    david-caruso-horatio-cain.jpg

    went over his head.


    YEEEEEEEEEEEEEEEEAAAAH.
  • edited March 2010
    Irishmile wrote: »
    I think they were just teasing you...
    shortcut-2_20100113161353_320_240.JPG

    Awww, a baby manatee standing on its head. How cute.
  • edited March 2010
    I've never noticed IMUSE, so I don't think it'd be much of a loss.

    The very fact that you didn't notice it means it was doing its job. How much more boring would the Woodtick section be without iMuse transitioning between all the variations of the theme? Or the swamp section where more and more instruments would come in the closer you got to the Voodoo Lady. The point is it's a genius music engine that does a great job of relaxing your ears by relieving you of hearing the same monotonous themes looping over and over again by keeping things interesting by giving you new themes to listen to.

    So it would be a big loss. It's very important to the whole flow of the game. Believe it. It's not being technical, it's being realistic.
  • edited March 2010
    Assuming that the music in LR-SE is handled in a similar way to the SMI-SE, it shouldn't be that difficult to recreate iMuse. In that game it was just a combination of mostly synthesized instruments, with an occasional real instrument, so it wouldn't be at all difficult to isolate individual tracks. Then they could just have the different tracks change in volume or fade away completely as you move from place to place, not that different from how Rock Band games let instruments drop away when you don't play them, that sort of thing
  • edited March 2010
    Well it looks like this joke...

    david-caruso-horatio-cain.jpg

    went over his head.


    YEEEEEEEEEEEEEEEEAAAAH.

    -smack-

    BAD! WE DO THAT OUTSIDE!
  • edited March 2010
    @LuigiHann: Then that would mean the the already longer soundtrack would be even bigger in file size exponentially because each instrument in a track is its own file (which would make ripping the soundtrack much more difficult to rip).

    Also, iMuse also had the ability to change the key, pitch, and tuning in real time of the MIDI tracks it played (this was in MI2 where the music dies away when you're about to spit in the spitting contest). It could also change the tempo in real time as well. These are things that are likely impossible to achieve for a digital soundtrack without simple cheap hacks like speeding up or slowing down the whole track (which leaves audible artifacts) or raising/lowering the pitch which makes it sound unnatural and synthetic and defeats the whole purpose.
  • edited March 2010
    Also, iMuse also had the ability to change the key, pitch, and tuning in real time of the MIDI tracks it played (this was in MI2 where the music dies away when you're about to spit in the spitting contest). It could also change the tempo in real time as well. These are things that are likely impossible to achieve for a digital soundtrack without simple cheap hacks like speeding up or slowing down the whole track (which leaves audible artifacts) or raising/lowering the pitch which makes it sound unnatural and synthetic and defeats the whole purpose.

    You see, things like can be recreated with recordings. The instrument players just slow down or speed up, raise pitch and so forth.
  • edited March 2010
    Yes but not on the fly randomly. Only at specific points in the song.
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