Tales of Monkey Island ending

edited August 2010 in Tales of Monkey Island
Just finished TOMI, and i have to say, where was the ending.

There wasnt any kind of video or anything, i was kind of expecting maybe a 10 minute movie or something, but all that happened is i talked to Elaine, picked the first option and then it ended. Didnt even give me a chance to say all the possible text.

Was anyone else slightly miffed by this?
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Comments

  • edited August 2010
    Did you play the first game? You only get to choose one moral, too.
  • edited August 2010
    did you wait till the credits went theres an after movie
  • edited August 2010
    What? There was an ending. A rather "Awwwww" worthy ending at that. Guybrush realizes he's living for his marriage. It's cute, it's sweet, it's not too complicated, and (IMO) a good happy ending that is sorely needed these days. Why would you want anything else?

    A ten minute cutscene epilogue wouldn't really work for a game like this anyway. They left a lot of threads open, but they also made it quite clear that doing so was intentional. I'd rather have more games in the future than a long ending...
  • edited August 2010
    I saw the after credit video.

    I dont know, it just took ages to complete for me, and i was disapointed with what i got for my efforts. Great game overall, but a decent ending is definatly needed.
  • edited August 2010
    Gbanja wrote: »
    I saw the after credit video.

    I dont know, it just took ages to complete for me, and i was disapointed with what i got for my efforts. Great game overall, but a decent ending is definatly needed.

    You definitely don't want to play Broken Sword 4 then. Pretty disappointing ending :(
  • edited August 2010
    Pfft, Kids today.

    "what you got for your efforts" was an entertaining story, with witty dialouge and puzzles.

    The game's story was wrapped up in-game, with a rather d'aww-ish dénouement about his marriage, and had a nice epilouge that should hopefully lead into another season.

    It certainly did not need a 10 minute whizz-bang cgi-fest at the end to resolve the story, that kind of thing isn't really required in this gaming genre.
  • edited August 2010
    tomo_cjt wrote: »
    Pfft, Kids today.

    "what you got for your efforts" was an entertaining story, with witty dialouge and puzzles.

    The game's story was wrapped up in-game, with a rather d'aww-ish dénouement about his marriage, and had a nice epilouge that should hopefully lead into another season.

    It certainly did not need a 10 minute whizz-bang cgi-fest at the end to resolve the story, that kind of thing isn't really required in this gaming genre.

    Polychrome apparently has two accounts! Or a parrot or stalker, you guys decide...
  • edited August 2010
    tomo_cjt wrote: »
    Pfft, Kids today.

    "what you got for your efforts" was an entertaining story, with witty dialouge and puzzles.

    The game's story was wrapped up in-game, with a rather d'aww-ish dénouement about his marriage, and had a nice epilouge that should hopefully lead into another season.

    It certainly did not need a 10 minute whizz-bang cgi-fest at the end to resolve the story, that kind of thing isn't really required in this gaming genre.

    Kids today require 10minute cutscenes to give them time to get snacks in between fits of "Shoot all enemies".
  • edited August 2010
    The story on ToMI was a nice one, well told all through the game. But it is true that the final scene was a bit like a rush, I also noticed it. I'm not saying it needed a superb mega final scene 10 or 15 minutes, I just say I also expected something a bit better in the video and music matter. It was as if they were a bit tyred at the end of the game :D.

    It's fine, but could have been better, of course.
  • edited August 2010
    I liked the happy ending, but I also felt that it would have been better if the epilogue was a little longer. Still, it was better than CMI ending though, which was just a scene that Guybrush and Elaine was sailing off indicating they got married.
  • edited August 2010
    Guys, I've been an avid adventurer all my life and I agree with him. It was just a LITTLE too short. A 10 minute ending is a little much, but 60 seconds just doesn't cut it for an epic 5-chapter story (epic is the word that TTG used). That said, I'm not entirely sore about it. But I do wish there was just a little more...at least the scene after the credits was nice.
  • edited August 2010
    Why does everyone always want a 10 minute ending movie? If they wanted that to happen, they'd have made the entire final battle a 10 minute cutscene instead of interactive.

    I find it pretty hilarious that people complain if a game has too many cutscenes because then "it might as well be a movie" and then also complain if there isn't a 10 minute long ending, while simultaneously failing to realize that they just finished playing the ending. What else could they have possibly put at the end of TMI? Guybrush putting on a zoot suit and dancing a polka? The game was fully wrapped up, there was no need to go on and on with scene after scene of random crap.
  • edited August 2010
    I find it pretty hilarious that people complain if a game has too many cutscenes because then "it might as well be a movie" and then also complain if there isn't a 10 minute long ending, while simultaneously failing to realize that they just finished playing the ending. What else could they have possibly put at the end of TMI? Guybrush putting on a zoot suit and dancing a polka? The game was fully wrapped up, there was no need to go on and on with scene after scene of random crap.

    This. Besides, none of the other Monkey Island games had long drawn-out epilogues either.

    However, I'd say Guybrush would polka better in lederhosen than in a zoot suit. :D
  • edited August 2010
    ...[C]omplain if there isn't a 10 minute long ending, while simultaneously failing to realize that they just finished playing the ending.
    Pretty much. The ending of Tales was simply excellent through and through, a few minor holes and untied loose ends aside. We got a climactic battle in the form of an excellent puzzle.

    We also got our mini-sad ending, the glimmer of hope, and the final realization that "YES! We can get out!", all in the form of a puzzle. The cutscene after these puzzles that made up all the narrative necessities of an ending was just to perform the final send-off, to show us that yes they reunited and yes they're off on their next adventure, and we got our foreshadowing after the credits. Really extremely well-done ending on all counts, especially where narrative needs are met within the structure of a puzzle, which is what is really necessary when using games as a narrative form: YOU NEED TO USE THE ACTUAL GAME AS THE MAJORITY OF THE NARRATIVE. Tales pulled this off so superbly, it seems, that it flew right over some peoples' heads.
  • edited August 2010
    I find it pretty hilarious that people complain if a game has too many cutscenes because then "it might as well be a movie" and then also complain if there isn't a 10 minute long ending

    I doubt the people complaining there are too many cutsenes and the people asking for more cutscenes are the same. I could be wrong of course.

    I'm one of those people who think it's too much like a movie, and I certainly wouldn't want a 10 minute ending.
  • edited August 2010
    doodo! wrote: »
    Polychrome apparently has two accounts! Or a parrot or stalker, you guys decide...

    Actually, I'm really unlucky or bad at raising parrots.... :(
  • edited August 2010
    Polychrome wrote: »
    Actually, I'm really unlucky or bad at raising parrots.... :(

    No one ever claimed that it was well behaved, sister...;)
  • edited August 2010
    Avistew wrote: »
    I doubt the people complaining there are too many cutsenes and the people asking for more cutscenes are the same. I could be wrong of course.

    I'm one of those people who think it's too much like a movie, and I certainly wouldn't want a 10 minute ending.

    games like metal gear solid that are more like movies are awesome first play through but 2nd and 3rd your hitting skip repeatedly yelling let me play!
  • edited August 2010
    doodo! wrote: »
    No one ever claimed that it was well behaved, sister...;)

    I never claimed they were badly behaved. :( I was referring to their lifespan.
  • edited August 2010
    Polychrome wrote: »
    I never claimed they were badly behaved. :( I was referring to their lifespan.

    Maybe, it's you that has been misbehaving then. At any rate tomo_cjt needs to die...definitely...
  • edited August 2010
    People, the OP is just saying what you all said back in December: the game didn't thoroughly explain its plot by not allowing you to ask Elaine about her plan. It'd do some of you good to stop parroting the company line. And no, don't think I'm blasphemous, I'm at least as big a fan as any of you lot.
  • edited August 2010
    Kroms wrote: »
    People, the OP is just saying what you all said back in December: the game didn't thoroughly explain its plot by not allowing you to ask Elaine about her plan. It'd do some of you good to stop parroting the company line. And no, don't think I'm blasphemous, I'm at least as big a fan as any of you lot.

    So you think the ending should've added a 5 minute conversation going into elaborate detail about exactly why Elaine did everything she did at every point in the entire game? Yeah, that sounds like almost as good of an idea as Lechuck explaining MI2's ending for 10 minutes straight.
  • edited August 2010
    So you think the ending should've added a 5 minute conversation going into elaborate detail about exactly why Elaine did everything she did at every point in the entire game? Yeah, that sounds like almost as good of an idea as Lechuck explaining MI2's ending for 10 minutes straight.

    Why is everyone jumping to the conclusion that people are asking for a 5 or 10 minute cutscene, when all anybody has really said is that it could have used 2 or 3 extra lines of dialogue to explain things a little better?? Do you guys even read the other posts before you add your inane thoughts to the pile? Despite how good the story is and how well it is delivered throughout the game, the one short-coming is that it never adequately explained how Elaine seemed to know everything and have this overarching "master plan." I don't buy that BS--explaining something as "oh it was all part of her master plan" is one is one of the lamest plot cliches ever. I completely agree with the OP. The last chapter is amazing--but the ending is abrupt and leaves just a few too many plot holes open. The foreshadowing is nice, but we still never really get a good explanation of things. It doesn't SUCK--but it could have been handled better.
  • edited August 2010
    Gbanja wrote: »
    i was kind of expecting maybe a 10 minute movie or something

    Do you read?
  • edited August 2010
    Lambonius wrote: »
    Why is everyone jumping to the conclusion that people are asking for a 5 or 10 minute cutscene, when all anybody has really said is that it could have used 2 or 3 extra lines of dialogue to explain things a little better?? Do you guys even read the other posts before you add your inane thoughts to the pile? Despite how good the story is and how well it is delivered throughout the game, the one short-coming is that it never adequately explained how Elaine seemed to know everything and have this overarching "master plan." I don't buy that BS--explaining something as "oh it was all part of her master plan" is one is one of the lamest plot cliches ever. I completely agree with the OP. The last chapter is amazing--but the ending is abrupt and leaves just a few too many plot holes open. The foreshadowing is nice, but we still never really get a good explanation of things. It doesn't SUCK--but it could have been handled better.

    Elaine, of all people, was the one person in a position to know.

    Elaine has been around Le Chuck the longest if you think about it. Who probably had to listen to his crazy plots and plans more than any other character? Who was most likely to know his spell for returning from the afterlife?

    For me, it was just fine to believe when it happened, that Elaine giving Guybrush her ring was a sweet gesture and nothing more. The surprise made sense, and didn't feel like it was randomly pulled out of hammerspace.

    Honestly, the game had me pondering a lot of interesting questions about the characters. Were there motives to Le Chuck chasing Elaine other than the whole Bowser->Peach dynamic? Did Le Chuck believe in some insane way that marrying Elaine would bring him immortality without being a rotting corpse? And how much is a certain Voodoo lady involved in his perception of all this?

    All stuff to leave us wanting more, but in a good way.
  • edited August 2010
    So you think the ending should've added a 5 minute conversation going into elaborate detail about exactly why Elaine did everything she did at every point in the entire game? Yeah, that sounds like almost as good of an idea as Lechuck explaining MI2's ending for 10 minutes straight.

    Had they explained the story properly, this thread would not have been necessary. There's good and bad ambiguity. Learn the difference.
  • edited August 2010
    Yeah, the ending might have been a bit longer. It's still pretty good, IMO.
  • edited August 2010
    Kroms wrote: »
    Had they explained the story properly, this thread would not have been necessary. There's good and bad ambiguity. Learn the difference.

    And yet it seems people are able to piece it together?

    Granted, that thread is mostly plot mixed with speculation. It makes some assumptions we really don't know are facts.

    There's a lot the characters reveal in parts 4 and 5. (Such as the fact that Elaine hadn't trusted Le Chuck or the Voodoo Lady all along, and had been hanging around him to tail him. Or the explanation about what all the dang monkeys were for.) That's all we really know, and should know at this point, IMO.

    The loose threads seem to be evidence they're going to take this further. As in, make more games. You don't want to wrap everything up *too* cleanly if that's the plan for the future. Morgan and the Voodoo Lady's final lines scream of "SEQUEL COMING! READY YOUR MONEY!" Why explain everything when the plot is still going?
  • edited August 2010
    Polychrome wrote: »
    Or the explanation about what all the dang monkeys were for

    they where to make the gate to the crossroads visble which im assuming must move between openings since its hinted lechuck escaped though it and was on monkey or dinky island
  • edited August 2010
    Yes, I know. I was using the monkeys as an example of things we do know.
  • edited August 2010
    Polychrome wrote: »
    Yes, I know. I was using the monkeys as an example of things we do know.

    oooooooooh my bad
  • edited August 2010
    doodo! wrote: »
    Maybe, it's you that has been misbehaving then. At any rate tomo_cjt needs to die...definitely...

    Ouch! First, I'm a clone, then a parrot, then a stalker, then I must die? :eek:

    Jeeze, that's the second biggest insult I've ever heard!
  • edited August 2010
    tomo_cjt wrote: »
    Ouch! First, I'm a clone, then a parrot, then a stalker, then I must die? :eek:

    Jeeze, that's the second biggest insult I've ever heard!

    Want to try your luck with five!? :p
  • edited August 2010
    Polychrome wrote: »
    For me, it was just fine to believe when it happened, that Elaine giving Guybrush her ring was a sweet gesture and nothing more. The surprise made sense, and didn't feel like it was randomly pulled out of hammerspace.
    Really? That made no sense to me. How did Elaine know Guybrush was going to die? (The way she acts at the end of ch4 it didn't seem she was expecting that.)How did she know the only way to bring him back from pergatory in ch5 (or what ever you want to call it) was using her ring?
  • edited August 2010
    techie775 wrote: »
    Really? That made no sense to me. How did Elaine know Guybrush was going to die? (The way she acts at the end of ch4 it didn't seem she was expecting that.)How did she know the only way to bring him back from pergatory in ch5 (or what ever you want to call it) was using her ring?

    I'm pretty sure she didn't know, but she just had a gut feeling he would need it.
    Her giving him her wedding ring after he loses his
    isn't some giant gaping plot hole that the entire game collapses under the weight of, it's not even a big deal, so why does everyone make such a huge deal about why exactly she did it? She's Elaine, we never know what she's planning, just that she seems to always be one step ahead. This is true from the first game on.

    Example:
    How did Elaine know that Guybrush would be on Dinky Island? Did he text her quick to say "hey Laney, was tied up in Lechuck's dungeon, blew it up, now stranded on Dinky Island, plz help"?
    No, she always just seems to know where to be and what to do. Maybe the voodoo lady told her, maybe she has latent psychic powers, who knows? Who cares?
  • edited August 2010
    games like metal gear solid that are more like movies are awesome first play through but 2nd and 3rd your hitting skip repeatedly yelling let me play!

    Speak for yourself. I love those games.
  • edited August 2010
    Example:
    How did Elaine know that Guybrush would be on Dinky Island?

    Actually, there was a cutscene explaining that. It went kinda like this.
    [Explosion]
    Elaine: That sounded like it came from Dinky Island. Some idiot must be messing with my grandfather's treasure. I'd better get over there...
  • edited August 2010
    Actually, there was a cutscene explaining that. It went kinda like this.
    [Explosion]
    Elaine: That sounded like it came from Dinky Island. Some idiot must be messing with my grandfather's treasure. I'd better get over there...
    And that makes total sense, that she could hear an explosion from that far away and determine precisely where it came from?
  • edited August 2010
    I think a better example would be Elaine messing with the tracks in CMI or switching places with the monkeys in a wedding dress in SMI.
  • edited August 2010
    Yeah but in both examples we know how she get there, and we know what her plan is.

    Not in Tales. We dont know why she doesn't trust the voodo lady, most important, we don't know what her plan was (if she had any) Cause leting LeChuck be a pirate god just to say: "see? i told you i don't like the voodoo lady" it's a bit stupid.
    What did she knew? What was her plan? What was she waiting to act?
    Lots of things are not clear.
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