The Epic LeChuck's Revenge Comparison Thread!

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  • edited March 2010
    The LucasArts helpline scene will be completely outdated if they leave it the way it was in the original. :p
  • edited March 2010
    Teeth wrote: »
    The LucasArts helpline scene will be completely outdated if they leave it the way it was in the original. :p

    the loom joke was as outdated but they keept it
  • edited March 2010
    the loom joke was as outdated but they keept it

    Except Loom was re-released at the same time.
  • edited March 2010
    I can't imagine why they would actually change any of the jokes, even if they seem a little bit outdated. I think they should stay true the original (lines), because it's still fun for the gamers that are familiar with Monkey Island and new gamers will learn more about that time period. Although I really liked the new background jokes in SOMI:SE, like Grim Fandango in the cave beneath Monkey Island, so I don't mind if the add something, but they should not change the game.

    I just realised how good this game looked back in those days. The SE backgrounds (especially the colors) are exacly like the old ones, only less pixel-y
  • edited March 2010
    I'm pretty certain that it's a 3D-model... some details give it away, like the perspective change on the cuff, the motion of the coat (which in one frame gets penetrated by his leg)

    This is what gave it away for me, as well as the hair-bounce to a certain extent.

    If there's a clipping error then it can't NOT be a 3D model :P
  • edited March 2010
    It's very plausible that it was a 3D model. It's a much cheaper way to animate and easier to change single things. More reason to add the chin strap beard!

    Also they used 3d models in the first SE. Evident from the Guybrush flying towards screen from cannon.
  • edited March 2010
    Wally: You? Don't make me laugh! You couldn't even grow a decent beard!
    Guybrush: Hey! How did you know about my attempted beard?
    Wally: Uh, pirate's intuition
    Finished Curse a few days ago. Its fresh in mind.

    Wasn't there another moment in the game where Guybrush says something like: "I used to have really cool beard... i wonder what happend to it."
  • edited March 2010
    Hamkaas wrote: »
    Wasn't there another moment in the game where Guybrush says something like: "I used to have really cool beard... i wonder what happend to it."

    he askes the voodoo lady about safe hair replacment and she says your telling me didnt you have a beard last time I saw you? and he said yh I used to have..ect
  • edited March 2010
    parabolee wrote: »
    It's very plausible that it was a 3D model.

    Not necessarily. You can get the same type of glitch with Flash animations as well. Maybe it's something a little more similar to Flash. Maybe not.
    Also they used 3d models in the first SE. Evident from the Guybrush flying towards screen from cannon.

    I still don't fully believe that either.
  • edited March 2010
    Not necessarily. You can get the same type of glitch with Flash animations as well. Maybe it's something a little more similar to Flash. Maybe not.



    I still don't fully believe that either.

    I said plausible. Although your right, it's not 100% that the first SE used 3D models. But it looked that way.
  • edited March 2010
    I'm pretty certain the animation in the game won't be as smooth as the animation on the website. We'll see though. I don't think I'll be disappointed if I'm right.
  • edited March 2010
    I will be. That's false advertising. Why would they make so many frames for a website that's meant to look like the new game if they're not going to use them? Like I said, it's totally possible to implement a frame-filling feature to fill in the missing frames on top of the old ones. Just takes a little math.
  • edited March 2010
    I'm pretty certain the animation in the game won't be as smooth as the animation on the website. We'll see though. I don't think I'll be disappointed if I'm right.

    Don't be so naive. They would have put less frames if there were less frames. Remember, this is an upgraded SCUMM engine.
  • edited March 2010
    parabolee wrote: »
    It's very plausible that it was a 3D model. It's a much cheaper way to animate and easier to change single things. More reason to add the chin strap beard!

    Also they used 3d models in the first SE. Evident from the Guybrush flying towards screen from cannon.

    I thought this way back before the SE was even released. I mentioned it but the theory was shot down; but I still think they were 3D. It just looked SO 3D I can't imagine it having been anything else, so it's nice to see I wasn't the only one.
  • edited March 2010
    I thought this way back before the SE was even released. I mentioned it but the theory was shot down; but I still think they were 3D. It just looked SO 3D I can't imagine it having been anything else, so it's nice to see I wasn't the only one.

    I'm not sure that the sprites themselves were 3D in MI1SE, but it's much more difficult to tell because the animations aren't so smooth. LeChuck's Revenge special edition almost definitely has 3D models (which have perhaps been painted over) for the sprites. I'd be really surprised if they didn't.
  • edited March 2010
    No one can tell me this part doesn't use a 3D model. Maybe turned into a frame by frame animation, but it's rendered.

    gfs_125254_2_155_mid.jpg
  • edited March 2010
    Of course it is a 3D-model... and a crummy one too.
  • edited March 2010
    Was that skull in the clouds in the original game?
  • edited March 2010
    Kind of. But while in the SE there is a cloud shaped like a skull, in the original there's a hole in the clouds that resembles a skull. It has little details (like teeth) made out of tiny clouds.

    They have made the skull more obvious in the new one though.
  • edited March 2010
    From looking at the walking cycle i would say that it's a 3d model, i mean, the left one.
  • edited March 2010
    Not necessarily. You can get the same type of glitch with Flash animations as well. Maybe it's something a little more similar to Flash. Maybe not.

    I still don't fully believe that either.


    I laugh! I see 3D for sure...
  • edited March 2010
    Does it really matter either way? Thanks for laughing at my expense, though. Real mature.

    I still say it's not 3D. Traced 3D maybe.
  • edited March 2010
    It can't be actual 3D, since it's based on the SCUMM engine, which doesn't support real 3D. I think it's easiest for the production team to first create a 3D model of Guybrush, then model a walking animation, and then create walking sprites from that.
  • edited March 2010
    No one can tell me this part doesn't use a 3D model.

    Sure they can. It's not a 3D model. See? I just did it. :p
  • edited March 2010
    Didero wrote: »
    It can't be actual 3D, since it's based on the SCUMM engine, which doesn't support real 3D. I think it's easiest for the production team to first create a 3D model of Guybrush, then model a walking animation, and then create walking sprites from that.

    That's what everyone means. Nobody is suggesting the game will use a real 3D in game model.
  • edited March 2010
    Didero wrote: »
    It can't be actual 3D, since it's based on the SCUMM engine, which doesn't support real 3D. I think it's easiest for the production team to first create a 3D model of Guybrush, then model a walking animation, and then create walking sprites from that.

    Let's say you build a certain model, paint/uv it, rig it, set up the lightning, animate it and finally render those frames out, maybe doing some post processing afterwards. Still it's a 3d model they used.
  • edited March 2010
    parabolee wrote: »
    That's what everyone means. Nobody is suggesting the game will use a real 3D in game model.
    I was just summarizing, to prevent people from talking past each other.
    taumel wrote: »
    Let's say you build a certain model, paint/uv it, rig it, set up the lightning, animate it and finally render those frames out, maybe doing some post processing afterwards. Still it's a 3d model they used.
    They used a 3D model, yes, but there's no 3D model in the game.
    So everybody's right! :p
  • edited March 2010
    I might be wrong but i thought that it was quite clear that we were only talking about if the gfx are based on a 3d model. I guess no one really expects 3d models walking around in SCUMM, at least i wouldn't. *<(:O)
  • edited March 2010
    This screenshot made me notice something else:

    comparison.jpg

    There seems to be a relic of the old low-resolution image in the background here - in the edge between the building and the sky, left of the pirate's nose. In MI:SE these effects were all over the place, but this is the first time I've noticed it in MI2:SE (which I agree looks great otherwise - they obviously made a real effort this time).
  • edited March 2010
    Nosehair wrote: »
    This screenshot made me notice something else:



    There seems to be a relic of the old low-resolution image in the background here - in the edge between the building and the sky, left of the pirate's nose. In MI:SE these effects were all over the place, but this is the first time I've noticed it in MI2:SE (which I agree looks great otherwise - they obviously made a real effort this time).

    Well spotted, took me a while to see that even with you pointing it out. Hopefully they will be very rare and as hard to spot as this one in this one.
  • edited March 2010
    Didero wrote: »
    It can't be actual 3D, since it's based on the SCUMM engine, which doesn't support real 3D. I think it's easiest for the production team to first create a 3D model of Guybrush, then model a walking animation, and then create walking sprites from that.

    IIRC they did Stan like this in Escape.
  • edited March 2010
    But Escape was entirely in 3D, since it was made in the GrimE engine, so there would be no need for the last step, the creation of sprites. Every character was 3D in that game.
  • edited March 2010
    IIRC they had to do it like that with Stan because of his jacket. I could be wrong, though.
  • edited March 2010
    Oooh, right, now I understand what you mean. Reading comprehension fail >_>

    I haven't played Escape in a long time, so it could be done like that. It seems like a whole lot of trouble to go through though.
    They could also have made his jacket transparent, and place a static image behind it. I don't know though.
  • edited March 2010
    Although this might just be used on the website...

    I'm not keen on his walk in that animation.
    It looks a bit girly!:eek::D
  • edited March 2010
    I personally don't get how it could be easier to make a 3D model then paint over it rather than paint directly without spending ages making a 3D model first.
    Or do they have that much trouble with perspective that they need to "cheat" for their drawing to be accurate?
  • edited March 2010
    They better fix the walk cycles this time. The much smoother walking animation looks like ABSOLUTE CRAP when he's gliding instead of walking.
  • edited March 2010
    It's actually faster to make a 3D model, animate it, and touch it up later than to draw animation frames from scratch. And cheaper.

    And the walk animations look fine. Honestly, you guys, you're way too critical of a good thing. It's NOT "pure crap" it's a heck of a lot better than the (already more than pleasant) animations from the first remake. So much whining....
  • edited March 2010
    It's actually faster to make a 3D model, animate it, and touch it up later than to draw animation frames from scratch. And cheaper.

    And the walk animations look fine. Honestly, you guys, you're way too critical of a good thing. It's NOT "pure crap" it's a heck of a lot better than the (already more than pleasant) animations from the first remake. So much whining....

    I don't see anyone complaining..?
  • edited March 2010
    The advantage of making a 3D-model and animating it, you only have to do it once (at least for a certain animation). So after modeling, you animate a walk-cycle, and then you can render it from the necessary perspectives... front, back, left, right. Plus, you can make the animation smoother, as you can see with Guybrush. Getting that kind of fluidity with a hand-drawn animation (at that detail and resolution) is possible, but WAY more work. Plus, you'd have to draw him from all four sides (although with symmetrical characters, you can just mirror the left view to get the right view).

    And I like the new Guybrush 1000x times than in the first SE. I would've loved him more, if he was a bit closer to Purcell's artwork, but still. Plus, I still have to see how good he works once voiced by Dom.
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