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When I made another Monkey Island

grumpygamer.com

141–150 of 215 posts

Re: When I made another Monkey Island

#141

Earlier quoted context omitted.

Indie game development isn't a hobby these days. Hence the hyper engagement, even big companies like Wendy's hyper engage people on twitter.

I don't think the level of engagement is helpful, in the end it makes a terrible hodgepodge product that no one really wants, especially the dev who had an idea for a game that has been co-opted into something very different by their "customers". I am not saying devs shouldn't get feedback, I just don't think they should be taking feedback from EVERYONE. Personally if I ever wanted to release a game I would never hav…

Game devs can engage and have a back-and-forth, without incorporating anything into the game. It's socializing and information-sharing to grow an audience, not a collaborative effort.

Re: When I made another Monkey Island

#142
post #134
post #114

Earlier quoted context omitted.

But you can experience it with new things! 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.

I mean yes, the joy is still there when trying new things for the first time, I would be lying if I said otherwise. But it's just not the same. You know that feeling of total absorption/encompassment when you played your favorite game for the first time in your childhood? There's nothing like it. I went to dinner thinking about the game. I went to sleep thinking about the game. I went to school thinking about the gam…

I've had this feeling not so long ago when playing horizon zero dawn. I don't know why but I loved this game so much that it reminded me of the feeling of playing secret of mana as a kid.

Re: When I made another Monkey Island

#143

Ron you really should not be bashing your oldest most hard core fans. Monkey Island 2 is a masterpiece. The 2D hand drawn style and animation are a huge part of it. I'll take any Monkey Island sequel, but if you take a closer look at say the Tales of Monkey Island sequels, you'll see what people are worried about. Monkey Island 4 was TERRIBLE. Fully 3D and tank controls. Tales of Monkey Island was great but completel…

> Monkey Island 2 is a masterpiece.

My mileage certainly differs. I loved how it looked, but to me it is by far the weakest of the lucasarts games I played (and I played all but the first Maniac Mansion and Zac McKraken). It is far too difficult! Far too many locations and items, you just get overwhelmed in the middle part of the game.

MI1 was a much better game in this regard.

Re: When I made another Monkey Island

#144
post #20

lucasarts had a string of hits that are timeless, dig, day of the tentacle, sam and max[had own tv show], and full throttle. great single player games that didn't require fast user clicks. you can go at your own pace. it was like the studio Ghibli of the 90s

> that didn't require fast user clicks

It absolutely did! Curse that seagull in MI1 tavern, ugh.

Re: When I made another Monkey Island

#145
post #47
post #20

lucasarts had a string of hits that are timeless, dig, day of the tentacle, sam and max[had own tv show], and full throttle. great single player games that didn't require fast user clicks. you can go at your own pace. it was like the studio Ghibli of the 90s

Man, I loved The Dig. Once my kids are old enough to _not_ have nightmares from some of the scenes we're doing it.

If you loved The Dig, you'll badly want a remake after this https://youtu.be/xHJlIhpNS2I

Re: When I made another Monkey Island

#146
post #86

Ron says "I never liked the art in DotT...never liked the wacky Chuck Jones style" but the first screens of RTMI looks exactly like that! Not that I don't like that style, but I don't think it's a surprise for Lucas Art fans. Day of the Tentacle, Sam & Max, Fullthrottle weren't that far away (except with a lower resolution)

Full throttle had a fairly grounded art style.

Re: When I made another Monkey Island

#147
post #28

Earlier 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.

I think a big part of it as well is the music that comes in when you're first presented with this scene.

I genuinely think this game (which I didn't discover until years later following its release) has the impact that it has for me because of the brilliant soundtrack.

Re: When I made another Monkey Island

#148

Earlier quoted context omitted.

What do 3D games have to do with this though? The new game is very clearly not 3D. Also, while Escape was absolutely atrocious, Tales wasn't so bad. It wasn't point'n'click, but unlike Escape it actually had reasonable controls.

The new game isn't 3D, you're right. At least from the trailer I can assume so. But I wouldn't rule it out completely. Let's see when we actually get some gameplay. But it still feels like a major downgrade to Curse of Monkey Island or the originals. It looks like every other game, very generic style. It's lost the charm of the original games IMO. I think Ron has an opportunity to differentiate his game from all the…

"All the bad sequels"? From all Monkey Island games, I'd say only Escape could be considered somewhat bad. It felt rather uninspired compared to others, control scheme was awful and it aged the worst way of all MI games. All the rest are really great.

Monkey Island series has been drastically changing the art style in its every single installment. When it comes to this new style, I find it hard to judge from still unpopulated screenshots, as they feel way too static to me. The trailer looks nice though.

Re: When I made another Monkey Island

#149
post #95

Earlier 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.

I did play Life is Strange when I was 36. The story wasn’t so great, but the atmosphere? Just great.

One of the few games I've played in my 30s. I really liked the story actually, until the final chapter where Max is navigating some weird Dreamscape that goes on a bit too long.

Re: When I made another Monkey Island

#150

Earlier quoted context omitted.

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.

I think a big part of it as well is the music that comes in when you're first presented with this scene. I genuinely think this game (which I didn't discover until years later following its release) has the impact that it has for me because of the brilliant soundtrack.

That music on tinny computer speakers (if you didn't have Soundblasters at the time) was something else: https://www.youtube.com/watch?v=1IOL4q5tDDQ

I think it was here on HN that I previously read a comment breaking down how the PC speaker could only play one tone at a time, but the team managed to simulate two overlapping melodies

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