When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…
What was special about the first two Monkey Island games (at least for me) was the atmosphere . I mean, just look at this screenshot: https://www.adventurecorner.de//uploads/images/games/monkey1... Parts 1 and 2 had this effect on me, with part 3 the magic was mostly gone unfortunately. If Return to Monkey Island manages to recapture some of that, I don't care if it's pixel art or whatever else...
When I made another Monkey Island
111–120 of 215 posts
Re: When I made another Monkey Island
#112When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…
> I really dislike the fan mob that it's starting the hate I looked into responses to the announcement (on YouTube, Reddit, various forums), and didn't find any example of a "fan mob that it's starting the hate." Just about all of the top responses were extremely positive. I only found a small minority of comments saying they don't like the art style, and they're all pretty tame. For example, sorting by controversial…
It’s scary tech censorship. I would take the wild go f yourself days of YouTube comments over this v1 matrix toxic positivity world any day.
Re: When I made another Monkey Island
#113It's a bit ironic that he says he was not really a fan of Day of the Tentacle's "Chuck Jones" art style, when the screenshots for his upcoming Return to Monkey Island are all very specifically that 90's-infused Chuck Jones style - multiple skewed perspective lines in a scene, extreme avoidance of curves (rendered instead as polygonal outlines, so to speak). The art style for his new game is rather ironically nostalgi…
Here's the very first place Guybrush is controllable in:
https://www.mobygames.com/game/amiga/secret-of-monkey-island...
https://www.mobygames.com/game/amiga/secret-of-monkey-island...
Look at those walls. Not a vertical one in sight. They're all leaning.
Deeper in town:
https://www.mobygames.com/game/amiga/secret-of-monkey-island...
https://www.mobygames.com/game/amiga/secret-of-monkey-island...
Lots of straight lines, but no two buildings are in the same perspective. It's cartoon cubism, filtered through a 640x480 grid. Maurice Noble's work with Chuck Jones looms large over the backgrounds but so does the realities of what cheap shacks slapped together by pirates on constantly-sinking ground would look like.
I suspect the "Chuck Jones" art style of DOTT he's referring to is the character design. Which was so Jones-influenced that I recall hearing that when Lucasfilm had a chance to show it to Chuck, he did the most flattering thing possible: he tried to hire the animators to work at the new studio he was opening up.
Re: When I made another Monkey Island
#114Earlier quoted context omitted.
I've been thinking about that quite a lot, but with Zelda games. I've come to the conclusion that the old games feel beautiful and mysterious and nostalgic because I played them as a child . I'm no longer a child, life is no longer the same. It's not necessarily worse, it's just fundamentally different. I will never blame Shigeru Miyamoto for that, it would be absurd.
Yeah, it's a sad fact that I've realized myself as well. No matter how good a game is, I'll never be able to experience again that magical feeling when I played Pokemon for the first time on the GB.
If you approach stuff with positivity, openness and wonder you'll have a blast! This is my current experience with learning Go, having learned Python previously.
I don my explorer's hat and force myself to live into the text, subject or code (Herder's Einfühlung). Personally it makes the journey so much more entertaining than merely as a tools to an end.
Re: When I made another Monkey Island
#115I love his Day of the Tentacle critique, it's basically what my grandma would say if she reviewed games.... "I'm sure what you've created might be good, but it's not my cup of tea at all... In fact..."
I love the Chuck Jones style in that game. I play through it at least 5-6 times a year. But I also just like Chuck Jones's stuff in general.
but i totally get what ron means -- art style is 100% personal preference.
Re: When I made another Monkey Island
#116Earlier quoted context omitted.
They are available quite cheaply on gog.com https://www.gog.com/en/games?query=monkey%20island&developer... They are very good! Obviously the style is out of fashion and some puzzles can be a bit frustrating (though not as much as old Sierra adventures), but they are amazing games...
These are the special editions with updated graphics and voice acting. Although you can always switch back to the original style at any time.
Re: When I made another Monkey Island
#117Earlier quoted context omitted.
What was special about the first two Monkey Island games (at least for me) was the atmosphere . I mean, just look at this screenshot: https://www.adventurecorner.de//uploads/images/games/monkey1... Parts 1 and 2 had this effect on me, with part 3 the magic was mostly gone unfortunately. If Return to Monkey Island manages to recapture some of that, I don't care if it's pixel art or whatever else...
I've been thinking about that quite a lot, but with Zelda games. I've come to the conclusion that the old games feel beautiful and mysterious and nostalgic because I played them as a child . I'm no longer a child, life is no longer the same. It's not necessarily worse, it's just fundamentally different. I will never blame Shigeru Miyamoto for that, it would be absurd.
--The Phoenix Exultant by John C. Wright
Re: When I made another Monkey Island
#118When you read posts like this, and also the previous, linked one [1], you can clearly see that Ron is a smart and humble guy. I really dislike the fan mob that it's starting the hate because RTMI is not going to be a throwback and retro-game. > Monkey Island 1 and 2 weren't pixel art games. They were games using state-of- the-art tech and art. This is SO true, and as much as I loved those games, as much as I stopped…
What was special about the first two Monkey Island games (at least for me) was the atmosphere . I mean, just look at this screenshot: https://www.adventurecorner.de//uploads/images/games/monkey1... Parts 1 and 2 had this effect on me, with part 3 the magic was mostly gone unfortunately. If Return to Monkey Island manages to recapture some of that, I don't care if it's pixel art or whatever else...
On the other hand, the story, and the subtle humor from 1 and 2 was lacking or different.
Re: When I made another Monkey Island
#119Earlier quoted context omitted.
What was special about the first two Monkey Island games (at least for me) was the atmosphere . I mean, just look at this screenshot: https://www.adventurecorner.de//uploads/images/games/monkey1... Parts 1 and 2 had this effect on me, with part 3 the magic was mostly gone unfortunately. If Return to Monkey Island manages to recapture some of that, I don't care if it's pixel art or whatever else...
Without having context of when this was made and that it was part of a game, this looks like a fairly generic picture of a mountain. You regularly see images with far more atmosphere on r/PixelArt.
Re: When I made another Monkey Island
#120About the art, I think another perfect example is Grim Fandango. It was the first Lucasarts 3D adventure, at a time when the 3D (late '90) was a graphically inferior solution to 2D. However, they exploited the low polygon number, to give a special character to the models, like paper dolls. So the heresy of moving from 2D was instead a conscious artistic choice, strictly linked to the then-modern technologies.