Art style: 2D -vs- 3D Graphics, CMI -vs- TMI Visuals

I think curse of MI art style is much better suited to monkey island than the 3D MI4 style adopted for tales of MI. I think that's the main drawback with tales.

The textures and backgrounds in the screenshots and trailer for TMI are bland and lack the level of visual detail neeeded for the player to become absorbed in the game-world.

MI3
http://www.worldofmi.com/images/categories/4/screen09.jpg

MI4
http://image.com.com/gamespot/images/screenshots/gs/adventure/monkeyisland/mi4_1109_screen001.jpg

TMI
http://www.unigamesity.com/wp-content/uploads//2009/06/tales-of-monkey-island-guybrush.jpg


a Curse of MI art direction should perhaps be considered by the team, rather than relying on the Sam and Max engine, as this higher level of detail is easier to achieve with the watercoloured style, scrolling backgrounds used in CMI and easier to translate from concept to game

Agreed?
«1

Comments

  • edited July 2009
    Absolutely. CMI was gorgeous. Beautiful color, detail, composition and STYLE.

    I was just replaying a big of CMI today and I'm hoping, no BEGGING Telltale (or whoever might continue this series) to return to the Curse 2D style! It was perfection, and if brought into HD would be fantastic.
  • edited July 2009
    TMI is better than CMI.
    Just accept it
  • edited July 2009
    Curse of Monkey Island had the best graphics.

    But Tales of Monkey Island comes in second. Honestly, I was impressed with the graphics and I don't think they could have done a better job. 2D graphics cost ALOT more, and this is the only way for MI to progress.

    Tales of Monkey Island, so far, is the second best Monkey Island out there. That opinion may change after finishing all the eps.

    Ep1 was gorgeous, and I can't wait for the rest.
  • edited July 2009
    If you placed EMI and TMI seperate, it may have gotten a few more votes.
    My opinion? Even though Tales was a 3D game, I very much felt it had a Curse feel to it.
  • edited July 2009
    Bill Tiller's backgrounds were amazing (and still are... Play Vampyre Story if you want to see what he's doing now).

    But Telltale's able to do what they do because they're using an existing technology base, which is not just an engine, but a set of development tools. If they didn't do it this way, you just wouldn't get a new Monkey Island. Like the last 9 years.
  • edited July 2009
    I like them all... I can find faults in all of them, but none of these faults have kept me from enjoying the game as a whole.
  • edited July 2009
    Just putting it in terms of art style is completely inappropriate, as the actual "graphics" are only about 50% of TMI's visual presentation. The animation, character expressions, cinematography, and comedic timing are all areas which TMI particularly excels in. CMI is a more gorgeous looking game? Doesn't take a diploma to figure that one out. But there's a trade-off with each direction.

    There are things in TMI that simply could never have been done in a previous Monkey Island game strictly from a presentation standpoint. Consider the gag in the Voodoo Lady's hut where Guybrush puts his hands over his ears when the Voodoo Lady begins to say something that he doesn't want to hear, and he gets the tail end of her statement when he removes his ears. This gag could never have been done, or done nearly as effectively, in a previous Monkey Island game. There are tons of examples of this in just the first episode of TMI. This sort of thing isn't a "bells and whistles" feature, either - it's a fundamental part of the storytelling, and the methods of storytelling comes from the tools at your disposal.

    With 2D illustrations for backgrounds, CMI's storytelling from a presentation standpoint was handled much differently (though obviously no worse) simply because of logistics. When your backgrounds are in 2D, most closeup shots are completely unfeasible (I'm pretty sure all of CMI's closeups were in the cutscenes, which are expensive, grueling, lengthy, heavily storyboarded productions with traditional animation), so you are limited to single, wide shots of an environment. TMI cannot possibly replicate the beauty or subtlety of a hand drawn illustration, but it gets to use cutaways, pans, and other camera movements for dramatic or comedic effect. The designers also have way more control over timing and "small moments," and a lot more quality, hand drawn character animation can be employed much quicker and easier than would be the case when animating a 2D sprite. Again, this is not some throwaway fluff feature - it's an integral part of the quality of Telltale's presentation. And it's not the kind of thing you can really get from static screenshots or even some glimpses from a trailer.

    There's no question that CMI is completely timeless from an art perspective and that in many ways TMI can't hold a candle, but there's a flipside to that too. The bottom line is that both approaches have strengths and weaknesses. For CMI, the graphics ARE the artwork. In TMI, they're only a part of the visual presentation. It's silly to act as if the resolution of TMI's textures tell anymore than a tiny fraction of the story. CMI has TMI completely KO'ed with the artwork, but as far as which game is more cinematic, TMI would win that equally unfair fight.

    (Also, it's highly unlikely that Telltale "chose" a 3D Monkey Island game over a 2D one. Given various facts about their situation, there was no choice, or at least not one that they could have made any more recent than five years ago.)
  • edited July 2009
    I vote for MI 2 graphics...
  • edited July 2009
    The graphics in Tales did have a curse feel to them, it was what I expected MI4 to be. Heck, it's what it should have been.
  • edited July 2009
    I gotta say I'm a sucker for TMI. Played all previous games and have to say that TMI looks the best IMO. Hell even curse WANTED to be 3D. Some of the cutscenes were in prerendered 3D, like the beginning when it showed the island. The clouds in the sky at 43 seconds of this video http://www.youtube.com/watch?v=09_QL-8pHD4&feature=related

    Is exactly how I pictured it should look.... which is more in lines of Tales. I personally wouldn't mind a touch of that cartoon phong shading either. From what I've played and from what many people are saying is that the Art Style feels inspired by curse in ToMi, only 3D... a good Toon shader over the game as it is would of made it feel more like Curse and less like Plastic. This is the only way I think it could of been done better.

    I mean just look at my crude rudimentary sketch up comparison.

    image1s.th.jpg

    Now imagine it in color.... with a 2d effect. Would feel a lot like Curse IMO...

    All it needs is shading like Naruto Ultimate Ninja Storm.

    http://ps3media.ign.com/ps3/image/article/906/906349/naruto-ultimate-ninja-storm-20080828073135518_640w.jpg

    I think Naruto and Curse look nearly Identical in terms of 2d ness. The only real difference at that point is the art direction.
  • edited July 2009
    I prefered the 2D style in CMI by far. The camera angles in 3D made it kinda awkward at times for me. Well not awkward. Just did my head in a bit.

    CMI is probably my favourite game ever though so I may be being bias :D
  • edited July 2009
    Laokin wrote: »
    ...even curse WANTED to be 3D. Some of the cutscenes were in prerendered 3D, like the beginning when it showed the island.
    Using 3D to render perspective objects doesn't mean they "wanted" it to be 3D. Knowing where to use 3D vs 2D has been part of the artform since 101 Dalmations (Cruella's car used 3D tech).

    I've actually work with 3D production. Going 2D allows more stylized background details, line weighting and certain nuances to the animation that are harder to get in 3D. I think the bigger reasoning here for the style choice was that Telltale was already experienced and set up to do it with this engine in 3D. In the end I don't know that it would cost more to go 2D, other than the cost to set up a different type of studio.

    I would love to see Telltale or someone hire back the talent from CMI and go back to that style. It was a great surprise to me to see them bring back Monkey Island at all, but if there is another go around, I'm hoping they go back to the 2D glory.
  • edited July 2009
    Curse of Monkey Island is a beautiful game, but who's going to pay to make something like that? 2D animation isn't cheap.
  • edited July 2009
    TMI is not in the same style as EMI, so I'm not going to answer this. TMI has a style of its own which is heavily influenced by CMI and other games in the series. So far I have liked it a lot.

    There are one or two points where the lighting isn't quite what it could be, or the facial animation comes off a bit wierd but over all I think it's an excellent job, especially the backgrounds. The point is they did MI in 3D really well, with all the advantages that brings.
  • edited July 2009
    I think curse of MI art style is much better suited to monkey island than the 3D MI4 style adopted for tales of MI. I think that's the main drawback with tales.

    The textures and backgrounds in the screenshots and trailer for TMI are bland and lack the level of visual detail neeeded for the player to become absorbed in the game-world.

    MI3
    http://www.worldofmi.com/images/categories/4/screen09.jpg

    MI4
    http://image.com.com/gamespot/images/screenshots/gs/adventure/monkeyisland/mi4_1109_screen001.jpg

    TMI
    http://www.unigamesity.com/wp-content/uploads//2009/06/tales-of-monkey-island-guybrush.jpg


    a Curse of MI art direction should perhaps be considered by the team, rather than relying on the Sam and Max engine, as this higher level of detail is easier to achieve with the watercoloured style, scrolling backgrounds used in CMI and easier to translate from concept to game

    Agreed?

    Its easy to say CMI backgrounds were better when u show a picture of a lush hand drawn forest against an infinite ocean... if you want to make an argument at least have some decent examples
  • edited July 2009
    Honestly, I love the art style of ToMI for the Marquis de Singe alone. His badly smudged foundation powder, his unbuttoned waistcoat, his sissy walk. So perfect. And Guybrush's expressions, plus his awkward little dance is so embarrassing, it makes me feel bad for him :). CMI had great style, but there are times when 3D does add a lot to a scene, and they really took advantage of it, I think anyway.
  • edited July 2009
    Lena_P wrote: »
    Honestly, I love the art style of ToMI for the Marquis de Singe alone. His badly smudged foundation powder, his unbuttoned waistcoat, his sissy walk. So perfect. And Guybrush's expressions, plus his awkward little dance is so embarrassing, it makes me feel bad for him :). CMI had great style, but there are times when 3D does add a lot to a scene, and they really took advantage of it, I think anyway.

    I completely agree with Lena. CoMI Was a great game visually and artistically no doubt. But that was years ago. The art style and feel of ToMI is far superior to Curse in my opinion. Going with what Lena said again, it would not have been possible to have the Marquis De Singe as he was in this game. Personally he was the stand out character in episode one! (SPOILER!!!!!!)
    Tell me i'm wrong.. when you were locked in that Frankenstein-esque table/chair thing, didnt you want to get out of there fast as possible? That feeling only comes from a great character yet a great villain which could only be made possible from a 3D stand point.
  • edited July 2009
    i am pleasantly surprised with the gfx quality in tomi - it looks allot better than expected and way better than emi, im playing with the settings and resolution maxed so not sure how well it scales at lower settings however. you cant really compare it with cmi though. Cmi and i believe tomis graphics style are timeless. Emis style at least on pc (ps2 version was vastly improved) however with its poor pixelated models looks rather awful now and hasn't aged well
  • edited July 2009
    It seems unjust to me that you would lump MI4 and TMI together. It seems as if you are saying "if you like the graphics of TMI then you must also have approved of the graphics of MI4" which would be silly. That game failed on many levels, but mainly because they chose to take a previously beautiful 2d game and bring it into 3D before 3D was a viable format to express the art style that fans had come to associate with the series after CMI.

    The bottom line, really, for me is that Telltale is doing with its 3d engine what lucasarts did with CMI and that is making the very most of their assets to make a game in a francise they obviously care very deeply about. There are very few developers in the industry that do what they do for the reasons they do it.
  • edited July 2009
    I've played the beginning of A vampire Story which has the same background artist as Curse of Monkey island, but to be honest it's not that great. The main character has the most annoying voice ever and the characters don't look good either (characters are in 3d and background in 2D Grim Fandango style).. It shows that even though backgrounds look pretty it doesn't make the game much better. TOMI episode one was really good for me. I really liked it and you can see Telltale is already improving quality wise. I heard no bad sound (hissing) like in Sam and Max and gfx were fine. Sure they could be better, but that's just the way it is..
  • edited July 2009
    thin029 wrote: »
    TMI is better than CMI.
    Just accept it

    I think TMI is better than CMI also. do not know which one I prefer of EMI and TMI yet.
  • edited July 2009
    I do think there are some nice things in TMI. I like how it transitions to the island map screen by zooming in or way out. And the island looks quite nice.

    CMI looked amazing, no question. I have no idea how much more it would cost (making a 3D game costs money too) to go 2D.

    I would love to hear if they considered the 2D route, or if they would the next time, because I would love that so much.
  • edited July 2009
    A few points I would like to make:

    I absolutely 100% adore the new art. The character design and over all feel of the art is beautiful and you can tell was very lovingly rendered, and that makes me happy, but art is completely subjective.

    I myself prefer a 2D medium, but that's probably only because I am an illustrator and all my attempts at 3d things have been thwarted by my lack of knowledge on the subject, so while the art is enviable, it is somewhat unattainable to wrap my head around. This makes me persnickety about the 3d thing, not because it is bad, but because i can see how I would have done it differently, but differently certainly does not equal better at all times. I think that certain puzzles really lended themselves to the 3d medium wonderfully, and while I may have a predilection for 2d, the art "STYLE" that telltale used for this game has been absolutely my favorite.

    CMI was what it was, a beautiful and fun and endearing game, made, what, twelve years ago? with technology that was the best way to portray monkey island at the time, but honestly since then, has been largely unused for almost any game.

    Plus with episodic gaming, hand drawn and animated sprites with individual actions, reactions,and patterns to their speech is a daunting project. With 3d character sprites that can be manipulated and changed without starting from scratch each time has to be a boon for the art team. I can see the whys and why nots that went into the art direction, and am overall really really pleased.

    I guess my rambling longwinded not really pointed point was that its not really fair to compare two separate art forms and say which one is better for the game. Aesthetically I really liked CMI, but the reactions and animations (more over the methods of producing them) of the characters are very dated and not very viable for an episodic quick release game like TMI. So yeah. Keep up the good work Telltale.
  • edited July 2009
    I like the new 3d look, but i chose the 2d as that will allways be my favorite choice! :D
  • edited July 2009
    I refuse to participate in this poll!

    You can't put EMI and TMI as one option! EMI did not look very good at all!

    It's not a simple case of 2D vs 3D! And why not include MI1 or 2? Personally I prefer the style of 2 over all the others!

    And I prefer Tales over Curse, but I'm not voting on the grounds that I would be forced to condone Escape :D
  • edited July 2009
    if you think you cant make a game thats looks good in 3d look at these screenshots:
    http://www.gbase.ch/PC/shots/Ghost%2BPirates%2Bof%2BVooju%2BIsland/5375.html

    tales of mi is really great, the puzzels are good, the humor is great ... really good game, but the grafics are not very nice, i wouldnt say there bad but almost ... the controls are the worst thing i have ever seen!
  • edited July 2009
    Syrynx wrote: »
    CMI was what it was, a beautiful and fun and endearing game, made, what, twelve years ago? with technology that was the best way to portray monkey island at the time, but honestly since then, has been largely unused for almost any game.
    To that point, what other genre would support traditional 2D animation? Certainly first-person-shooters are out of the question, as are most popular genres. In fact, this genres seems the best fit for 2D animation. Even back when CMI came out, it seemed like the stars just aligned and this was a match made in heaven. So, with the rebirth of the point-click adventure genre comes the return of this question.

    I agree that I can see how enticing it would be from a production standpoint to use 3D models to build an episodic game - but if you look at the credits list for CMI, they're actually not larger than the current 3D teams. So I don't know how unfeasible it would be. Telltale might even benefit in other franchises by investing in 2D hand drawn production.

    And lastly, the 2D art style (aside from the resolution CMI supported) seems more timeless than these 3D offerings. CMI still looks gorgeous today.
  • edited July 2009

    I agree that I can see how enticing it would be from a production standpoint to use 3D models to build an episodic game - but if you look at the credits list for CMI, they're actually not larger than the current 3D teams. So I don't know how unfeasible it would be. Telltale might even benefit in other franchises by investing in 2D hand drawn production.

    Yes, but those teams also had literally months and perhaps years to polish their work, not to mention a significantly larger budget from lucas arts.
  • edited July 2009
    I like them all as well. Both have things I like and dont like.
  • edited July 2009
    Curse is my favorite visual style. Partially because I'm a 2D kind of guy (Which is purely an aesthetic preference) and because I think it fit the series the best. I agree with Threepslayer that it does look beautiful today.

    But while I'd like to see the style return (either in a Monkey Island game or another game), I think Udvarnoky makes a lot of good points that a 3D style allows them to a lot of things that would be difficult or impossible to do in a 2D style, and I think Telltale made the right choice, even if we ignore budget issues.
  • edited July 2009
    The graphics for CMI were absolutely wonderful and will most likely always be my favorite. That being said the graphics for ToMI were also really good and I would probably rate them as a close second. I believe it is a huge mistake to loop ToMI in with EMI, which were simply horrible.
  • edited July 2009
    You know I adore the CMI art a ton, and HATED the EMI look.

    But TMI looks great, not as colorfully vibrant perhaps, but it has an absolute awesome air to it. I couldn't really choose between it and CMI.

    EMI can go to the trashcan though :P
  • edited July 2009
    chrisweb wrote: »
    if you think you cant make a game thats looks good in 3d look at these screenshots:
    http://www.gbase.ch/PC/shots/Ghost%2BPirates%2Bof%2BVooju%2BIsland/5375.html

    tales of mi is really great, the puzzels are good, the humor is great ... really good game, but the grafics are not very nice, i wouldnt say there bad but almost ... the controls are the worst thing i have ever seen!

    Those backgrounds are not 3-D. And all the locations are staged, like in vampyre story, too. Which...btw...sucked.
  • edited July 2009
    Like several others I'm not gonna vote, lumping ToMI in with 4 just.. ick. I couldn't even finish 4 it was so painful to look at. Curse was one of the true high points for 2D graphics, across all of gaming.. so I have to side with it there. I do think the TT guys did a bang-up job of giving us a 3D MI that actually felt right. Given their budget/time/current production environment I think they did even better than any of us could truly have expected. Also, given the realities of the market and production these days I don't think there's any serious hope for a fully hand-animated production short of a possible movie deal if all these remakes and returns go really, REALLY well.

    What might be a possibility somewhere down the line, would be a cel-shaded style. Obviously not gonna happen now, the look is locked for this story arc but I could see a stylized thing sorta like Borderlands, Eternal Sonata, or Okami giving us most of the best of both worlds.
  • edited July 2009
    3D is cheaper than 2D and adventure games are a niche market. CMI graphics are impossible with episodic gaming.

    It's a necessity brought upon by the economy.
  • edited July 2009
    where is the option for MI1/2 style? I would much prefer that.
    Like several others I'm not gonna vote, lumping ToMI in with 4 just.. ick. I couldn't even finish 4 it was so painful to look at. Curse was one of the true high points for 2D graphics, across all of gaming.. so I have to side with it there. I do think the TT guys did a bang-up job of giving us a 3D MI that actually felt right. Given their budget/time/current production environment I think they did even better than any of us could truly have expected. Also, given the realities of the market and production these days I don't think there's any serious hope for a fully hand-animated production short of a possible movie deal if all these remakes and returns go really, REALLY well.

    What might be a possibility somewhere down the line, would be a cel-shaded style. Obviously not gonna happen now, the look is locked for this story arc but I could see a stylized thing sorta like Borderlands, Eternal Sonata, or Okami giving us most of the best of both worlds.
    Borderlands is not cel shaded
  • edited July 2009
    I think TMI looks fine. MI2 and CMI were the best looking, both for different reasons. But the folks at TT did a great job with the 3D! I have a much bigger complaint with the walking controls. I can see how the drag feature may be great for Wii, but with a mouse its a pain in the neck. Using the keyboard like with grim fandango and EMI is easier than moving Guybrush with the mouse. Point and click should be point and click. Not point and drag.

    Aside from that, a great game so far! I haven't finished the episode yet, but I already know TMI will be better than EMI...as long as it stays far away from 'Monkey Kombat.'
  • edited July 2009
    patters wrote: »
    Borderlands is not cel shaded

    It's a variant on the style. They use a cel-shader routine to produce a light 'inked' border on the characters and objects but go for a more painterly type look for the interior.. dunno if that's achieved completely in the textures themselves, additional shaders, or some combination. Result looks rather like a penciled/inked then painted colors comic book.
  • edited July 2009
    It's a variant on the style. They use a cel-shader routine to produce a light 'inked' border on the characters and objects but go for a more painterly type look for the interior.. dunno if that's achieved completely in the textures themselves, additional shaders, or some combination. Result looks rather like a penciled/inked then painted colors comic book.
    Chris Remo wrote:
    Cell-shaded is when the shading is basically flat, when there's a really sharp contrast between the lit area and the unlit area. Borderlands uses the same kind of gradual, softer, traditional shading most games do. It just has a colorful high-contrast palette, black outlines, exaggerated character proportions, and so on -- the same stuff POP does, although POP has less exaggerated proportions.

    cell shaded does NOT mean bordered, look at the Wind Waker, cell shaded however no border.
  • edited July 2009
    Hmm... I'm also having trouble voting here. Personally, I thought MI4 was an abomination when it came to graphics, but I love ToMI. I also wasn't very fond of MI3's graphics style. 1 on the other hand was a bit too plain for me.

    I can't in good faith vote for ToMI and MI4 here, so I'll just post the games

    5>2>3>1>4

    PS: About cellshading & borders

    Borders don't need any kind of shading. You can simply put a slightly bigger copy of the model around it and color that black on the inside and transparent on the outside. Voilà.
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