Bring back the darkness and adult-ness of MI2
For the next season.
I LOVED TMI, but for whatever comes next please make it darker, less cartoony, less 100% translations of the concept art (it's great, but it should be a concept, not an actual translation), and more piratey please
EDIT:
Basically the buildings like the Flotsam Times and Crimpdigits house are just a bit much for my tastes. That and the proportions and skewed angles
I LOVED TMI, but for whatever comes next please make it darker, less cartoony, less 100% translations of the concept art (it's great, but it should be a concept, not an actual translation), and more piratey please
EDIT:
Basically the buildings like the Flotsam Times and Crimpdigits house are just a bit much for my tastes. That and the proportions and skewed angles
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*entirely fabricated
Okay.
Wait whats this thread?
Oh yeah, this again! If we do another Monkey game (which would be cool, but we aren't right now, if you're curious), I'm sure we'll take a lot of what we learned during the course of Tales and apply it. That includes pushing the creepy/dramatic stuff more, which I think we did more and more as the series went on (to the liking of most who played). I don't think Monkey 2 was truly "dark" or "adult," but they were definitely willing to go for contrast, and the story was willing to take itself seriously when it needed it. I personally think Tales did that a fair amount for a modern Monkey game, I think even maybe more than it gets credit for, but it's something I've always loved about Monkey Island and would hope whatever comes next, they go for it in that department.
No season 2 spoilers please.
Also, I've discovered a great way of making ToMI darker for those who think that it wasn't dark enough. I have this button on my monitor (I'm not sure if all monitors have this..mine is rather old so newer models may not have such a button) that whenever I press it the whole screen suddenly becomes very dark and mysterious..even that green light on the front turns off!
The computer stays turned on but the screen becomes a dark, spooky, creepy, mysterious mystery of strange mystery. I highly recommend playing ToMI this way if you think it wasn't dark enough. As I said though, I don't know if new monitors have such a button as this.
Oh, and I was actually able to find some ancient hieroglyph that closely resembles the image on the button:
So strange..I wonder what it could mean. Definitely something along the lines of "Activate Dark and Mysterious Mode".
hahaha!
Hopefully, since that would mean a bunch more people would play it. Gotta take the good with the bad, you know.
Yay! Season 2 confirmed!
/thread
See:
thats my recuring nightmare but with a giant marshmallow doing it insted of lechuck
MI2 *does* feel a lot darker then TOMI. One reason is the art style (dead cook anyone?), but I feel the largest part of it is the atmosphere, and quite a lot of that can be attributed to not having voices.
And that ship has sailed about 15 years ago as far as adventure games go. I think I might replay TOMI parts 3, 4 & 5 with subs only and see how it goes.
Look for it sometime this summer.
So which wasnt dark enough, guybrushes hand beong chopped off, when lechuck
This is all in here apart from all the bits like stuffing the monkey down your pants, the part where Guybrush lights a match, finds himself in a room of dynamite and flies out of LeChuck's fortress just like in every freaking cartoon. Or Guybrush's mouth literally dropping? Do you remember that?
Dark:
Not dark:
Dark:
Not dark. Notice the especially not dark moose:
Dark:
Not dark:
Dark:
Not dark. Notice the especially not very dark library:
LeChuck's Fortress, for one. Largo's reign of terror on Scabb. Then digging up Largo's grandfather. The graveyard. The swamp, rowing the coffin and the bats. The whole Rap Scallion thing. The tiranic governor of Phatt. The skeleton in the bathtub. The dream sequence. Wally's kidnapping. The ending chase sequence. And all that done in a - at the time - very detailed graphic style. It just didn't look as cartooney as more recent installments of the game. It was done in the same style as the more realistic "Fate of Atlantis". A lot of that is atmosphere and design.
But as the examples above show, there are many silly things as well.
I like how Telltale has combined a more cartooney style with a darker story. I don't think you can change the designs of characters and scenery in a more serious way without losing the humoristic side of the series. You can have a game in that fashion but it wouldn't be a Monkey Island game. I think the Tales already have a good balance and trying too hard to go in one particular direction might make the whole thing tip over.
LeChuck's fortress was always ironically dark, to me.
Largo wasn't much of a reign of terror either, though he was a bully. And one who got kicked off the island with his tongue sticking out of his mouth and his hands over his butt.
And while exhumation, graveyards, coffins-for-boats, resurrecting the dead and skeletons are all rather dark, too much of it is a bad thing. More to the point, one has to remember that Guybrush, in TMI, kills McGillicutty, feeds a crew to a giant manatee, gets his hand cut off, has his friend/enemy dies in his arms, is killed, is betrayed by his wife, resurrects the dead, ppps out of a graveyard himself, is zapped out of existence at least once, meets a little nerd who "moves to a farm upstate", conjurs several voodoo curses, talks to a resurrected dead seagull, screws over a bunch of people, wins their cases in court, electrocutes a monkey and probably paralyzes a cat. If that isn't dark as hell, then please go back to the Middle Ages. Or read up on Josef Fritz.
Yep.
To: The Ghost Pirate LeChuck
c/o LeChuck's Island Getaway & Spa
Contents: Misc. Voodoo Supplies.
Says so on the box the Voodoo Lady ships out.
I think people confuse "dark" or "length" with "depth", in this case the feeling that LeChuck was always around, an omnipresent being that shows up occasionally, like when your parents' skeletons dancing or in a cutscene, pissed off at you and Largo. In a way, he's always there. There's more going on in the background than the foreground, like in the original Manchurian Candidate movie.
The one where you escape by spitting into another person?
With a room full of dynamite in the most typical Looney Toons fashion?
Yep , it was dramatic when Guybrush's pants drops down, in that great serious moment.
Yep, whose dramatic quest to rest in peace was to check if the gas was off. And it was dark when when his cook hat materializes out of nowhere.
The Fat Guy being feed with tubes each couple of minutes?
Also, I agree that Monkey Island should have more serious moments, as it gives more depth to the characters. I love how in the final battle of ToMI, we actually see Guybrush not kicking LeChuck's butt, but the other way around. It really shows a new side of Guybrush's story, one that contrasts with what we've seen before, making it more powerful.
You forgot mentioning Guybrush ducking in time to avoid the guard's bullet on Phatt. Also very Looney Tunes.
And you picking up all the "discarded" limbs as inventory...
I thought I was playing a Schwarzenegger/Stallone game.
Oh wait, Blood Island.
I think I'll try ToMI without voices when the DVD arrives...
I'm not denying that MI2 was dark, especially the last part where you're being chased around by LeChuck. But as other folk have pointed out, MI2 also tended to balance the darker moments with comedy, like Guybrush's pants falling down, giving LeChuck a wedgie, that kind of thing. I thought that the balance they achieved in the latter episodes of Tales (specifically the last three) was perfect, I wouldn't like to see things getting much darker than that.
Then put your little hand in mine
There ain't no hill or mountain we can't climb
Babe
I got you babe
"okay campers, rise and shine, and don't forget your booties 'cause it's cold out there today..."
But yeah, MI2 was a master at dark humour. And the game was a lot grittier too, because of the graphics and the music. It had this sad undertone almost all of the time, made the game feel really moody. As I said in my post, the contrasts made the elements a lot more powerful than it would be without it.