Vandalis wrote: »
I was just wondering somthing..you got Sam and Max in all new 3d goodness. And now Monkey Island. Whats Next? I think you should make a sequal to Day of the Tenticle or Loom or maybe even Zak Mckrakken! Now that would be awsome!
Fury wrote: »
Monkey Island 2 had a horrible ending. Seriously, it made MI2 the weakest in the series (until Mi4 came out).
I think 3 did it's best to salvage a plot from that ending, and most people will agree 3 was the best.
parabolee wrote: »
I think you will find you are in minority in this opinion. In all polls on Monkey Island fan boards that I have seen had LeChucks Revenge in the well deserved first position with Secret trailing by about 20%.
And I think the ending was pure genius. Monkey Island 2 is a masterpiece in my opinion and one of the greatest games of all time.
And it wasn't the first I played (Secret was).
Oh my, I'm off-topic aren't I? Well I'm just killing time until Tales comes out!
djchallis wrote: »
Thanks for the reply again! That sounds good.
I guess my thoughts were from a design point-of-view. I wonder if you guys might design some bits in a certain way just because that's the way it's always done in your games and with your system. Or are you guys too creative for that?
djchallis wrote: »
If that is your job, you could answer another question for me: How much creativity do you get within your particular job? I always imagine the designer making all the creative decisions. Is that true and does it frustrate you, or are there loads of things you get to be creative with?
Will wrote: »
Actually, I'm just Lead Tester. In short, I play the games. So you would probably assume I have absolutely zero creative input. The way we are set up though, we have a pretty free flow of ideas. The designers are very open to ideas, and I'm constantly walking over to the designers and programmers to hash out ideas and fixes. I've got my hands in a bit of everything.
Fefe wrote: »
I just can't sleep so I decided to write my first post here just before the release
I think I am the true Monkey Generation, being 28 now, I was about 11 when I first got my hands on MI2.
Shauntron wrote: »
To elaborate on this, the kinds of creative input from a tester most likely to be addressed involves devising situations well off the regular path of the game in which the way the characters act make no sense. Like if you solve a puzzle that ends up torching a characters home, should he still be cheerful when you meet him next time? We also try to think about the weird things a player might try to solve a puzzle, because even if it's wrong, it might be a really good idea, and that's a good opportunity to steer the player in the right direction.
We're also in a good position to help designers recycle existing content creatively in crunch times (when generating new animations and voices will be a strain), like at the end of the Homestar audition in SBCG4AP 103. If you wait too long to solve the final leg of that puzzle, the timing will be thrown off (since it's a music puzzle) and you won't succeed even if you had the right answer, so Mike was trying to figure out the best way to let people know they needed to be quicker, and I remembered the line "Too late!" when burning Strong Sad's paper work in 102. Now the puzzle works just fine!
pnkthrepwood wrote: »
But I cannot wait that long!!
CalBearRJ wrote: »
PS For the love of your mouse...don't hit refresh for eleven more hours. You're going to need the left click button to play the game
Lena_P wrote: »
Will wrote: »
I've picked up a few new ones in the coming episodes. It's been busy recently.
MurrayTheSkull wrote: »
Question of utmost importance: Why do I have to be at work on the release day of a game Ive wanted for a whole lot of years? Surely there should be a new bank holiday for the occasion?