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Return To Monkey Island - MI2 sequel from Ron Gilbert

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I know I’m going to be called a decline enabler here, but I just don’t find the art to be that big a deal, certainly not in comparison to Ron’s evasive answers on gameplay.

Secret’s art is fine, with the close-up portrait’s being a particular highlight, but otherwise I think the word that most aptly describes it is “serviceable”. Ditto LeChuck’s Revenge.

Curse undeniably has fantastic art, but it’s also not a Ron Gilbert game so *shrug*
Don’t get me wrong great art is always a plus, but I don’t find it particularly requisite for a great game. So far Return’s art looks roughly on par with Deponia or Gibbous, both games that, while certainly not stunners visually, I found enjoyable enough.
 

Alpan

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Grab the Codex by the pussy Pathfinder: Wrath
I know I’m going to be called a decline enabler here, but I just don’t find the art to be that big a deal,

Yeah, the fixation on the art style seems overly pessimistic. Given how dismissive the Codex normally is of graphics, you could actually make the argument that the detractors are the true decline enablers here. After all, you don't play the screenshots; you play the game. I suspect when people move to compliment the older games' art styles, they don't realize it's mostly their memories speaking on their behalf.
 

Manny

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As for the drum puzzle, I agree with both MRY and <3sRichardSimmons that it would be better if there was some kind of feedback on what is being done wrong or right. Perhaps one of the things that, for example, makes the first Discworld so difficult is that there is no kind of answer to what one tries beyond the desperate and generic "That doesn't work" by Rincewind. But care must be taken that this suggestion does not become too explicit.

<3sRichardSimmons, no offense taken. In part, the fact that English is my second language has made it difficult for me to solve some puzzles, especially word/sound ones, such as the telephone puzzle in Strangeland or the entire chapter on the island where people was transformed in other things in the first Spellcasting game.

In this case, the one with the clock, my memory reminded me that there was nothing that would lead to linking the book of poems of the three dragons with Gabriel's grandfather, and therefore with the clock. But since memory fails, I opened the game to confirm my suspicions. And of course, I will have to retract and say that there are enough clues to solve the puzzle: not only it is mentioned that the book of poems is written by Heinz Ritter (although only the first time Gabriel manipulate the book, when Grace comments on the book and Gabriel responds), but then Gabriel's grandmother mentions that her husband used to write her poems. What I think must have happened in my case is that the information about the authorship of the book, appearing only once, must have passed me by when Gabriel found out, days later, about his grandfather's real name. And that point seems interesting to me to discuss from a design point of view: how long or how far away a clue should be from the moment in which the puzzle can be solved. I turn again to Ringworld:

There is a puzzle in the second chapter where you have to place a toad in the mouth of the Rincewind from the day before in order to catch a fly that is flying above him. The only concrete clue is one at the beginning of the game, when Rincewind throw out a toad of his mouth and wonders "how did that toad get there". But that hint is so far away that you either have to have an excellent memory or replay from the beginning to see the relationship.

And those are the kinds of questions I would like to see more often in adventure design.

PD: I neither see a problem with the preview screenshots in the comparison really. I really like old pixel art, but I don’t see any remarkable in this case in the original MI image. But it's true that I'm normally ok with serviceable art.
 

Viata

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true, but also a lot to do with things like amount of content and to lesser degree quality of this content, graphics, quality assurance and many others
image.png
 

MRY

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So far Return’s art looks roughly on par with Deponia or Gibbous, both games that, while certainly not stunners visually, I found enjoyable enough.
That does not seem right to me. First of all, it's a super apples-to-oranges comparison because while Deponia and Gibbous are both meant to look cartoony in the CMI way, RMI is not. For instance, RMI is deliberately using unnatural perspective, scale, shading, and proportion, while Deponia and Gibbous aimed for (stylized) realism in that regard. Second, while I think Gibbous is an extraordinary achievement for an indie game, it is not in the same tier as Deponia.
935151-deponia-macintosh-screenshot-everything-is-ready-for-launching.jpg



db258ab691e04c50b1bcf60e5e875faa.jpg


return-to-monkey-island-01.png
I don't know the right words for it, but RMI is clearly meant to look "off" while the other two are meant to be pleasing.

Secret’s art is fine, with the close-up portrait’s being a particular highlight, but otherwise I think the word that most aptly describes it is “serviceable”. Ditto LeChuck’s Revenge.
I very much disagree. Even 30+ years later, Secret still looks great!
861880-the-secret-of-monkey-island-amiga-screenshot-a-circus-tent.png

Note the dramatic use of lighting, the interesting use of perspective, and the great line work on the tree, for instance.

861894-the-secret-of-monkey-island-amiga-screenshot-a-sword-fighting.png

Again, the use of lighting, the stars, and the inclusion of character-defining details (e.g., ragged pant legs, robe belt, earing, textured bandana, large nose, etc.) in the bit-part pirate.

740776-the-secret-of-monkey-island-dos-screenshot-exploring-monkey.png


The scale, clever use of a foreground bird, naturalism of the river delta, and detail of the trees.

318376-the-secret-of-monkey-island-dos-screenshot-the-lookout-point.png

The use of colors as well as scale to convey distance, the transition of foreground to midground to background along the left side, the sense of naturalism overall.

What all of these convey to me is an effort to do the most possible with the limited number of pixels and colors available -- not to overcrowd, but to find some way to add more beauty, more distinctiveness to a scene (in lighting, in scale, in texture), while maintaining a coherent visual language.

This is frankly essential to the game. The genius of Monkey Island is not its pratfall comedy, but its sense of adventure. This is the tone it took directly from the Pirates of the Caribbean ride: a fun, colorful world of pirates such as a kid dreams of adventuring in. These pictures don't convey "lol, clown pirate slapstick fourth-wall breaking deconstruction"; if you took a kid who said, "My name's [name], and I want to be a pirate!" this is the world they would dream of entering: mysterious, a little scary, full of possibility for swashbuckling adventure.

By setting that as the baseline, the game is then able to introduce the pratfalls -- the fencing training machine, the rubber tree, the rubber-ducky pully, Stan's used boats, etc. Those elements puncture the mood created by the premise, the setting, and the art. They puncture it, but they don't entirely deflate it; MI1 and MI2 never stop being swashbuckling adventures (up until MI2's last moments). You do assemble a crew, defeat a ruthless and terrifying pirate captain, win the girl, and get the treasure. (In this sense, Monkey Island and Space Quest have some overlap, though Space Quest is a step further away from genuine adventure and toward ridiculous deconstruction.)

One reason why the Enhanced Edition's visuals irritate me is that they shift away from the baseline sense of adventure -- they make everything look more ridiculous, less mysterious, less beautiful, etc. The original games struck the right balance between "pirate adventure" (great for mood!) and "pratfall humor" (great for puzzles!). If the game had the more serious mood of Sid Meier's Pirates!, it could not have had satisfying gameplay because there are not that many puzzles that fit comfortably within a non-ridiculous pirate story. Conversely, if the game had gone full DOTT ridiculousness, it would have lost the genuine sense of boyhood adventure that made Guybrush such a natural surrogate for the player.

The sequels increasingly detach the player from the sense of adventure through irony -- presumably because Lucas Arts (like, say J.K. Rowling with her franchise) assumed that the player base was aging with the games. CMI may look more cartoony than SMI, but it's actually aimed at an older audience. (I've seen my own kids play the series when they were young, and each sequel became less engaging to them.) Ironic distancing from genuine adventure is one of the over-used coping mechanisms of modern storytelling, and you see more of it in each game in the series.

What I had hoped for RMI, based on what Ron had written, was that it would be a true sequel in part by being an incremental ironic detachment from MI2 -- in other words, a game whose tenor was basically a year more "too cool for this stuff" than MI2, and two years more "too cool for this stuff" than MI1. Instead, based on the visuals, it is a 2022 game that needs 30+ years worth of irony and deconstruction to approach an adventure about a young man who wants to be a pirate and get the girl. The art is for someone who is way too cool to even look at a beautiful depiction of a mountain top overlooking the azure sea, let alone dream of bushwhacking into a monkey-filled jungle in search of treasure.

certainly not in comparison to Ron’s evasive answers on gameplay.

It's very hard to judge gameplay based on sound bites, much easier to judge graphics by screenshots.
 
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Alpan

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Grab the Codex by the pussy Pathfinder: Wrath
Instead, based on the visuals, it is a 2022 game that needs 30+ years worth of irony and deconstruction to approach an adventure about a young man who wants to be a pirate and get the girl.

No, it's not. It literally cannot be that, because it's not out yet, and you don't know. This is what I don't get. Are you sure you're not simply partaking in the all too human exercise of seeing what you want to see, having the screenshots confirm your cherished belief, etc?
 

JarlFrank

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The original games struck the right balance between "pirate adventure" (great for mood!) and "pratfall humor" (great for puzzles!).

What's more, the realistic artwork and serious adventure theme only enhance the ridiculous humor.

A bunch of dead-serious pirates drinking grog in a gloomy tavern, and then telling you the completely ridiculous ingredients of their drink, is a lot funnier than a bunch of clownfaced pirates drinking grog in a bar with weirdly skewed architecture and telling you the same.
It's the contrast between serious adventure story and completely ridiculous humor that works so well together. If everything is ridiculous, the humor is just mundane. If the general look and themes are serious, but there's ridiculous humor sprinkled everywhere, it works much better due to the background of a world that's depicted in a realistic/serious way.

Both of the original MI games are played completely straight in their premise, which gives the humor a lot more impact. Because jokes are lot funnier when you don't expect them.
 

Darkozric

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The only good thing so far about this MI thread is that it exposes the decliners. You do not need to do anything, they're doing it generously by themselves.

It's helpful to know who are coprolagnists and never take their comments/reviews about adventures seriously. I left a poop to all of them for an easier identification.

Remember, poop marks the spot.

:greatjob:
 

ciox

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The original games struck the right balance between "pirate adventure" (great for mood!) and "pratfall humor" (great for puzzles!).

What's more, the realistic artwork and serious adventure theme only enhance the ridiculous humor.

A bunch of dead-serious pirates drinking grog in a gloomy tavern, and then telling you the completely ridiculous ingredients of their drink, is a lot funnier than a bunch of clownfaced pirates drinking grog in a bar with weirdly skewed architecture and telling you the same.
It's the contrast between serious adventure story and completely ridiculous humor that works so well together. If everything is ridiculous, the humor is just mundane. If the general look and themes are serious, but there's ridiculous humor sprinkled everywhere, it works much better due to the background of a world that's depicted in a realistic/serious way.

Both of the original MI games are played completely straight in their premise, which gives the humor a lot more impact. Because jokes are lot funnier when you don't expect them.
Whoever is in charge of the art just can't figure out this simple stuff at all.
Fallout 3 and 4's depictions of the Vault Boy come to mind, Bethesda couldn't figure out that the Vault Boy skill and perk illustrations are actually more entertaining if Vault Boy keeps his trademark serene smile even while shooting a gun, robbing someone, etc.
As such their depiction is always mugging at the camera to sell the scene, completely missing the point: he's a harmless mascot which the game's systems conspire to put in increasingly compromising situations.
It's not even hard but the ball is dropped anyway.
 

MRY

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Instead, based on the visuals, it is a 2022 game that needs 30+ years worth of irony and deconstruction to approach an adventure about a young man who wants to be a pirate and get the girl.

No, it's not. It literally cannot be that, because it's not out yet, and you don't know. This is what I don't get. Are you sure you're not simply partaking in the all too human exercise of seeing what you want to see, having the screenshots confirm your cherished belief, etc?
What don't you get? If they didn't want the game to judged based on its screenshots, they wouldn't have posted the screenshots. They picked the shots that they thought conveyed the spirit of the game; some people reacted favorably, some reacted unfavorably.

My own unfavorable reaction reflects my doubt that such Picasso weirdness is what boys (from my own experience) or girls (from my observation of my kids) imagine when they have childhood fantasies of becoming a pirate. These simply are not the graphics that you would make if the game was designed to thrill the imagination and yearning for adventure of ten-year-old 90s kids who have ridden on Pirates of the Caribbean and dreamed of stepping off the ride and into that world. If this were the right aesthetic, MI1 and MI2 would've looked different; Peter Pan would've looked different; Captain Blood would've looked different; Pirates of the Caribbean would've looked different; Sid Meier's Pirates! would've looked different; Treasure Island and Treasure Planet would've looked different; etc.

The first three MI games established a visual vocabulary that drew you in with beauty and a sense of adventure. These screenshots don't do that for me. Obviously this is a matter of taste, but cutting through the BS about "pixel art isn't good enough for Monkey Island," these graphics are just not attractive (to me) in the way the graphics are in the first three games. To me these graphics are ugly, they are ugly where prior games were beautiful, and what I find ugly about them seems to have been deliberate. This isn't the first crazy defacing of adventure games. Kyrandia 3 is hideous compared to Kyrandia 2. Simon the Sorcerer 3D is hideous compared to Simon the Sorcerer 2. QFG 5 is hideous compared to QFG 4. GK3 is hideous compared to GK1, and GK2 is just plain weird unless you have an FMV fetish. And, of course, EMI is hideous compared to CMI. But all of those defacements were the result of foolish slobbering over then-novel 3D technology. That's not what's happening here.

I guess your point is that I shouldn't look behind an aesthetic decision and impute to a change in visual style a change in philosophy. Perhaps you're right. But brutalism wasn't merely aesthetic when it came to architecture, and I don't think it's simply aesthetic here.

Ultimately, RMI is their game to make, and a developer has the absolute right to make the game he wants, according to his tastes, passions, beliefs, etc. But it is the customer's absolute right to be disappointed in that game. I guess I hoped for RMI to be a time machine to bring the player back, in a way, to beautiful childhood memories, not a time machine that would bring those beautiful childhood memories forward into the dystopian present. :)
 

MRY

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I don't know how anyone could look at those galleries and say the graphics were merely serviceable.

That said, Melee Town is pretty angular, so perhaps I'm somewhat overstating the "sinuous lines" point...
 
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I don't know how anyone could look at those galleries and say the graphics were merely serviceable.

That said, Melee Town is pretty angular, so perhaps I'm somewhat overstating the "sinuous lines" point...

Well, as I’ve said multiple times on these boards, graphics/art design just aren’t a selling point for me when it comes to point and clicks. It’s nice if it’s well-done, but I also admittedly probably pay a lot less attention to them than most do because they’re just not going to impact my purchasing decision.

That said, you and JF have made a persuasive argument as to why you dislike the screenshots and worry they’re indicative of a tonal betrayal.

I also think you may have more of a personal attachment to the franchise due to the premise. You’ve mentioned several times how the series should speak to the imagination of a 10 year old, but to be honest pirate adventure just wasn’t really my thing even as a 10 year old. I thought it was fine. Read Louis Stevenson and went to Disneyland, but the premise never fired my imagination the way that, say, Indiana Jones, Star Wars, or 80’s Sword and Sorcery flicks did.

However I think you’ve probably done more critical thinking than I have about how all the parts of a point and click for together so I will defer to you that there is something here that I am missing.
 

MRY

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I do have a star-crossed love of the pirate genre, dating back to a read-along children's Treasure Island I had, one of the first books I ever read. Just as the POTC franchise broke my heart after the first movie, so too with Monkey Island.
 

Alpan

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Grab the Codex by the pussy Pathfinder: Wrath
Instead, based on the visuals, it is a 2022 game that needs 30+ years worth of irony and deconstruction to approach an adventure about a young man who wants to be a pirate and get the girl.

No, it's not. It literally cannot be that, because it's not out yet, and you don't know. This is what I don't get. Are you sure you're not simply partaking in the all too human exercise of seeing what you want to see, having the screenshots confirm your cherished belief, etc?

What don't you get? If they didn't want the game to judged based on its screenshots, they wouldn't have posted the screenshots. They picked the shots that they thought conveyed the spirit of the game; some people reacted favorably, some reacted unfavorably.

[...]

What I don't get is the one-track emphasis on the single data point of "screenshots", which ultimately tell you less than what you want them to tell you. This is obvious, because the thread is full of people, you and others, basically over-explaining why they like Secret and LeChuck so much and attributing excessive agency to the genius of the developers when pure subjectivity, luck and whimsy on your part can explain more. The (very nice) pixel artwork of the first two games must be revolutionary in their implications so that the current screenshots can be properly decried. But they are not. The alternative opinion that it's just good art serving its purpose, like <3sRichardSimmons says, is just as valid.

In light of that view, the fact that it's Gilbert and Grossman at the helm is much more meaningful and a much stronger signal of the game possibly ending up good. And the dudes themselves tell the reader that they are very mindful of the game being good, Gilbert specificallly emphasizing that he wants a solid pirate adventure.

You can read all that, then ignore all that and just focus on the screenshots, but it just seems like setting oneself up to just not enjoy a game, to be disappointed in it before it's even released. Thankfully, we won't have to wait too long.
 
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JarlFrank

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What I don't get is the one-track emphasis on the single data point of "screenshots", which ultimately tell you less than what you want them to tell you. This is obvious, because the thread is full of people, you and others, basically over-explaining why they like Secret and LeChuck so much and attributing excessive agency to the genius of the developers when pure subjectivity, luck and whimsy on your part can explain more. The (very nice) pixel artwork of the first two games must be revolutionary in their implications so that the current screenshots can be properly decried. But they are not. The alternative opinion that it's just good art serving its purpose, like <3sRichardSimmons says, is just as valid.

The visual style is neither revolutionary nor merely serviceable: it is great at doing its job and meshes well with the vibe the games want to establish. It carries exactly the right atmosphere for a pirate adventure that's both played sincerely and filled with tons of absurd humor. It is that sincerity which is often lacking in modern games, and the artstyle, coupled with the things Ron and Dave said in their interview, hints toward this being the case with the new Monkey Island, too. They don't seem to want to do another sincere pirate adventure with absurd humor sprinkled throughout, but a deconstruction of the adventure genre as a whole. The humor will still be the same I guess, but it will lack the backdrop of sincerity and as such risks feeling flaccid and weak. I find that humor works best when it introduces an absurd element into a serious situation - if everything is ironic and deconstructed and not taken seriously, the punchline won't hit as hard.

Ron's own Thimbleweed Park was at its best when it presented itself as a sincere parody of Twin Peaks and X-Files, sprinkled with absurd characters like Ransome the Clown and silly humor. It fell apart in the ending, when Ron introduced his stupid fourth wall breaking meta bullshit. But up to that point it was great.
 

Alpan

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Grab the Codex by the pussy Pathfinder: Wrath
It carries exactly the right atmosphere for a pirate adventure that's both played sincerely and filled with tons of absurd humor. It is that sincerity which is often lacking in modern games, and the artstyle, coupled with the things Ron and Dave said in their interview, hints toward this being the case with the new Monkey Island, too. They don't seem to want to do another sincere pirate adventure with absurd humor sprinkled throughout, but a deconstruction of the adventure genre as a whole. The humor will still be the same I guess, but it will lack the backdrop of sincerity and as such risks feeling flaccid and weak.

This is my point: The "exactly right" atmosphere you have mentioned in this post and a previous one isn't actually there, and there is no indication that such perfect alchemy was ever the design of the developers. Rather this is something you are conveniently attributing to a game you liked very much back when you played it. And the same subjectivity you are applying to the game as if it's a commonplace fact now prevents you from seeing this new, upcoming incarnation as anything other than a flaccid attempt while, once again, there is no indication that this will be the case. I suggest you wait and see and keep an open mind in the meantime.

Here's something you said in a previous post:

Both of the original MI games are played completely straight in their premise, which gives the humor a lot more impact. Because jokes are lot funnier when you don't expect them.

Basically, nothing released about the game so far tells you you should expect any different from this game. If you think otherwise, it is because you want to think otherwise, not because the art signals it. The dystopia MRY refers to is so far in the eye of the beholder, not the game.
 
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JarlFrank

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This is my point: The "exactly right" atmosphere you have mentioned in this post and a previous one isn't actually there

Except that it is, if we talk about artstyle alone. Maybe the new Monkey Island is going to be as good as the old ones when it comes to story and puzzles, but the artstyle is clearly different and doesn't capture the same vibe. I already explained why in my comparison of the old and the new Melee Island artwork. It's not about nostalgia, it's all about the art itself.

Just like how I really, really love the art of Sir Edmund Blair Leighton for how sincerely it depicts the chivalric vibe of the high middle ages, even though I wasn't alive in the early 1900s to see the paintings when they were new. I only discovered this artist's work in my mid-20s, so there's no nostalgia attached to it - merely a genuine appreciation of the artistic style. There is an objective beauty to it that comes from its sincere treatment of the subject matter.
1200px-Leighton-Stitching_the_Standard.jpg

800px-Leighton-God_Speed%21.jpg

800px-Accolade_by_Edmund_Blair_Leighton.jpg

There is a similar sincerity to Monkey Island's art. It's depicting pirate adventure stories in their idealized form, just like those old swashbuckling movies of the 60s. You have dashing heroes, attractive heroines, lush landscapes, run-down taverns... all the tropes associated with riveting pirate adventures, depicted in a sincere and appreciative way. Just by looking at the art you can see that it was made by people who genuinely enjoy pirate adventure stories and have an appreciation for the source material. It's not being deconstructed with post-modern post-irony, it's treated with sincerity and then there's a layer of humor and absurdism added to the package.

oZnizNk.png

xz782Q5.png

XS6c7YK.png

5HhRCt4.png

WR6uBFN.png


You can see a touch of cartoonish absurdism in Stan's grog machine and the way his plaid suit animates, but it's still set against the backdrop of a pirate adventure story played straight. You even go an ancient viking ship among the vessels for sale! It's funny because it all plays with the genre conventions and expectations of pirate adventure stories. There's no post-modern desconstructive post-irony here, it's a humor that completely embraces its genre and makes fun of it by exaggerating and turning some of its elements towards the absurd.

hw7dRWk.png

7DFIHby.png

hLYxQXp.png

OrHWnjx.png

If you compare that with some old pirate adventure movies, you will notice that it captures that exact same vibe perfectly:

Queen of the Pirates, 1960:
grafik.png


Morgan the Pirate, 1960:
pira43.jpg


The Pirates of Blood River, 1962:
pira36.jpg


Captain Pirate, 1952:
pira30.jpg


Yellowbeard, 1983, is a comedy pirate movie starring some Monty Python actors, so it's pretty much exactly what Monkey Island is going for. A parody that takes its source material seriously and derives humor from turning its tropes into the absurd.
Visually, its character design is very Monkey Islandy. Classical pirate movie outfits, but with silly facial expressions and quirks.
graham_chapman.jpg

MV5BMTcyMzExNTA5NV5BMl5BanBnXkFtZTcwNTgxMjk3NA@@._V1_.jpg

james_mason.jpg

yellowbeard.jpg


And finally, check this trailer for a 1950s pirate adventure classic:


The pirate captain's outfit is basically Guybrush's coat in Monkey Island 2, except red instead of blue. Guybrush's face isn't too different from the dashing blond protagonist, just that Guybrush is younger and more of a greenhorn. The female love interest is a tough girl with a strong personality, and all the pirates want her - just like Elaine. The way the pirates talk with their yarrs and all, Monkey Island dialog uses the same style of speech and exaggerates it for humorous effect.


The new art doesn't have that classic pirate adventure vibe at all, while the originals oozed it in droves.
It's not just subjective opinion, you can clearly see how the original style was inspired by classic pirate adventures, it just exaggerated the classic tropes and aesthetics for humorous effect, just like the Yellowbeard pirate movie parody.

The new art is way more abstract and doesn't try to emulate those original inspirations. In fact, I even doubt whether the artists behind the new game have seen any classic pirate movies at all.
 

Alpan

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Grab the Codex by the pussy Pathfinder: Wrath
Okay, I appreciate the effort you put in to clarify your thinking and want you to know it's not wasted. I now understand better where you are coming from, even though I still think there's a limit to what you can extrapolate about the game from what's been released.

To respond to your comment about the artists, I do think Gilbert and Grossman have a solid grasp on the creative direction of the project (honestly, they seem genuinely confident in themselves, and uninterested in marketing the game particularly hard) and the capability to induce their artists to produce the work they want to see produced. We'll see whether the end result undercuts the game or not.
 

Alex

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(...snip)
I very much disagree. Even 30+ years later, Secret still looks great!
861880-the-secret-of-monkey-island-amiga-screenshot-a-circus-tent.png

Note the dramatic use of lighting, the interesting use of perspective, and the great line work on the tree, for instance.

861894-the-secret-of-monkey-island-amiga-screenshot-a-sword-fighting.png

Again, the use of lighting, the stars, and the inclusion of character-defining details (e.g., ragged pant legs, robe belt, earing, textured bandana, large nose, etc.) in the bit-part pirate.

740776-the-secret-of-monkey-island-dos-screenshot-exploring-monkey.png


The scale, clever use of a foreground bird, naturalism of the river delta, and detail of the trees.

318376-the-secret-of-monkey-island-dos-screenshot-the-lookout-point.png

The use of colors as well as scale to convey distance, the transition of foreground to midground to background along the left side, the sense of naturalism overall.

What all of these convey to me is an effort to do the most possible with the limited number of pixels and colors available -- not to overcrowd, but to find some way to add more beauty, more distinctiveness to a scene (in lighting, in scale, in texture), while maintaining a coherent visual language.

This is frankly essential to the game. The genius of Monkey Island is not its pratfall comedy, but its sense of adventure. This is the tone it took directly from the Pirates of the Caribbean ride: a fun, colorful world of pirates such as a kid dreams of adventuring in. These pictures don't convey "lol, clown pirate slapstick fourth-wall breaking deconstruction"; if you took a kid who said, "My name's [name], and I want to be a pirate!" this is the world they would dream of entering: mysterious, a little scary, full of possibility for swashbuckling adventure.

(...snip)

I definitely agree with this. In fact, I was actually a bit let down by finding out that Monkey Island was a "comedy" game.

See, back in 1990, I didn't yet have a PC. It would take some time until I got one, and even then, by that time, you couldn't find the original Monkey Island for sale around here in Brazil all that easy. I think I only got to play the first two Monkey Island games by the time I was already using Dosbox. Still, back in the early 90s it wasn't unusual to see some videogame magazine have "hints" for adventure games like MI or MI2, where hints usually amounted to the solution of a specific puzzle or two. At any rate, I remember getting a magazine that had MI's whole solution on it and looking through the screeshots of the game. I had no idea from that that the game was on any level not serious (I do remember thinking using a chicken on some puzzle sounded weird, but assuming it was part of the voodoo theme of the thing).

Not that I hold their humour against the MI games, but they certainly weren't what I expected from the screenshots. I am not sure I agree with the point that a straight adventure game would not be workable though. I mean, I can see how making puzzles without the humour makes their design more complicated; but I do think it would still be possible to make such a game.
 

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