> Roger Ebert had a great quote that I am constantly reminding myself of: > "The muse visits during the act of creation, not before." I'd never heard this before but this is an amazing quote.
BTW, easily one of the best books I've ever read.
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> Roger Ebert had a great quote that I am constantly reminding myself of: > "The muse visits during the act of creation, not before." I'd never heard this before but this is an amazing quote.
BTW, easily one of the best books I've ever read.
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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
While that sounds like an amazing technical accomplishment, I can tell you that discovering it on an amiga with a hifi separates amp and speakers[1] was definitely better. I was very lucky, but I'm not sorry! ;) The soundtrack is sensational. 1. To be fair, the speakers were intended for the back shelf of a car. It was cobbled together from castoffs found in the loft...
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Thank goodness Ron Gilbert has you to tell him what a proper Monkey Island game needs to be.
You're being sarcastic but it seriously sounds like he needs a refresher course. We didn't wait 20 years for this.
Yes we did. MI1 and 2 was great because they were pushing the technological limitations, trying to be the best puzzle games they could, and were made by a great, talented, and enthusiastic team. Not because it was catering to entitled fans with rose tinted glasses.
I love this post. I know a decent amount of indie devs, I also have done some hobby game development myself. I see this alarming trend of devs and small studios that are, what I would call, hyper engaging with their players. I get it, the players are important, you want to sell the game, you want people to play it. But, the entitlement and feedback I have seen from some players is just ridiculous. Most players don't…
that seems unfair. I think players (especially the kind who follow developers and make spend time posting online about games) do know what makes a good game. They know because they play title after title and see what works for them and what doesn't. The issue is that asking "What makes a good game" is much like asking what makes a good movie, or book, or romantic partner, or vacation. People are going to have very different ideas of what a good game is, but gamers are pretty damn savvy about what they love and about games in general.
That said, I agree with you that creators often go too far with player feedback. I think it's best for creators to make the games they would love, and if that doesn't lead to mainstream success that's fine, if real passion and love are put into a project there'll pretty much always be an audience out there who will appreciate it.
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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 could never say part 3 doesn't have atmosphere. The music, the art, the overall feel was different, but great on it's own. On the other hand, the story, and the subtle humor from 1 and 2 was lacking or different.
MI2 took it a little further with the unresolved tension with LeChuck.
MI3 didn't really have that same sense of tension or urgency because Guybrush is already in a relationship with Elaine and he's just trying to break the curse. MI3 (or CMI) was a great game, but it just didn't leave you wanting more.
It'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…
For Monkey Islane I'm pretty sad that he's gone with the art style he has, looking at the photos they just seem claustrophobic, lacking in charm or character to me.
It'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…
I replayed Secret of Monkey Island this weekend and was really struck by what a ramshackle, distorted place Melee Island is. It is an accurate cartoon caricature of slapdash architecture on sinking ground. 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 ve…
I played Day of the Tentacle last night (remastered version on iPad, but the pixel art not the new art). My impression is it's kinda like monkey island except more extreme. Like someone took monkey island and added loads more vortex art tool.
I have incredible memories of playing MI1, and to a lesser extent, MI2 (never finished - no Internet back then and these games were tricky). I think it is very cool he is getting to make the game he wants, and I do the same with my development work (it is always for me, if someone else likes it...bonus). I'll reserve judgement until release, but I personally don't like the art style...but who cares, I'm probably not…
Cool indeed. I think MI caught the spirit of gameplay for me, alongside iconic titles like Elite and Civ. Pirates of the Caribbean had a similar spirit. I'll likely be handing over cash for this version. If the new game has the same banter and half decent puzzles, it'll be a winner, for me. Something to get my daughter to play with me if she has the patience of walking about the place!
The film? Did you see the (at least one) Monkey Island reference in it?
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"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 un…
If you ignore the awful controls and equally awful minigames, I think Escape is still a fun pirate tale with a lot of things to love about it. I think the plot's overall is pretty inspired about the gentrification of the pirate islands, and it's the natural progression from Curse's exploration of the same themes (which in turn those themes going all the back to things like Secret's used boat sales lot). A lot of Esca…
Escape would be a great spin-off - it's still a genuinely fun and engaging adventure game if you can look past its shortcomings. However, as an entry in the main series, it feels a bit wrong, and definitely the weakest. It's not "a pirate tale with good share of silliness" anymore, but rather "a silly tale with good share of pirates". I bet that most of the stuff in the new game that will end up contradicting older games' canon will be stuff that goes at odds with Escape in particular, mostly thanks to its plot twists for the sake of plot twists and taking previous games' gags way too seriously :P
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Cool indeed. I think MI caught the spirit of gameplay for me, alongside iconic titles like Elite and Civ. Pirates of the Caribbean had a similar spirit. I'll likely be handing over cash for this version. If the new game has the same banter and half decent puzzles, it'll be a winner, for me. Something to get my daughter to play with me if she has the patience of walking about the place!
> Pirates of the Caribbean had a similar spirit. The film? Did you see the (at least one) Monkey Island reference in it?
Makes sense that they are suspiciously similar!
>reference "Captain Jack Sparrow at one point used a coffin as a rowboat, just like Guybrush did. The movie and the game both featured a Caribbean voodoo lady who lived in a swamp. " https://www.ocweekly.com/10-things-you-did-not-know-about-mo...
Definitely recall the coffin reference. Pleasing to see.