I'm starting to wonder if this may have been designed primarily for the switch and the PC version is just a port basically? That would explain simplistic controls and the visuals which were, in the words of the art director, meant to resemble a pop up storybook.
Secrets of Bing Bing Wahoo Island
His answer is completely retarded, the dude asked how did it feel in general, and the answer is about his career. Who the fuck asked you about you career you fucking arrogant elephant.The following are from the eurogamer interview
But, for those returning to the franchise, how did it feel going back to the Monkey Island series after all these years?
"I don't think it was important in terms of my career... It was just a fun thing to do," Gilbert laughed.
"I've been making games professionally for almost 40 years. So, I kind of don't care about my career in a lot of ways."
He don't even care if the game is successful so why care to please the fans that would have bought the game.
Just in case anyone was still thinking this will be a good game.
I guess now we know to call it : "The last turd"
noooooo you can't criticize developers! stahp it stahp it they're not allowed to be criticized!!!!!Gilbert sadly attributes this toxicity as being a part of the time we live in. "It's the modern world," he said. "Unfortunately, you know, every developer goes through this to some level and it's just kind of one of those things you just have to get used to at some level."
In that same review it's mentioned Ron wanted to have Elaine and Guybrush divorce but the fans didn't let him. Perhaps this will be a point in the incoming new game.
“There was a different sensibility for puzzles back then,” Gilbert said. “We were new and puzzles were new and adventure games were new. I don’t think the rules had really been established. [And] the audience was quite different back then.” And so, when designing 2022’s Return to Monkey Island, the two designers’ approach has evolved right along with the audience they’re creating the game for. “You still want to have fun, challenging, rewarding puzzles, but I think people have no tolerance for frustration anymore,” Gilbert began. “I think people have so much pulling on them, media-wise, from television shows to movies to games. When the original Monkey Island came out, there were probably ten games or five games that were released at the same time. Now there are 500. They want to play, [but] they don’t want any frustration.”
And so, Gilbert continued, “you still want to give them a challenging experience. You don’t want to give them an experience where they just click through the thing. But you want to build puzzles that are more logical, that make sense. You want when somebody solves a puzzle or will accept a hint for a puzzle that they go, ‘Oh, I should’ve thought of that.’ You don’t want them to go, ‘I never would have thought of that.’ And so I think that’s the main thing Dave and I are really trying to do with the puzzles is make sure that everything makes logical sense for the game.”
Gilbert continued this conversation topic, his voice taking on a very humble, self-reflective tone: “I think you want to challenge the audience but you want to challenge them in a fair way. You don't want to challenge them because you’ve made things obscure…I have talked to people who’ve played Monkey Island 1 or 2 for the first time recently, and they really do just complain about the puzzles. It’s the one thing that they complain about. It’s not that there are puzzles, that they’re challenging puzzles, but that they make no sense because they’re really not laid out. And for people that are huge MI fans, sometimes that’s hard to understand because they’re so seeped in what MI is that they don’t remember that something can be super confusing. I don’t want games to be mind numbingly difficult for players. I want them to enjoy the game and enjoy the story.”
Buddy, 1990 was 10-15 years after the original Adventure and Scott Adams. By that time developers were already complaining that it was hard designing clever puzzles for their games because Adams thought up most of the clever ones.[...] puzzles were new and adventure games were new.
Tbh I'm more annoyed with those hipster and useless interviewers than Ron himself. Ron is saying this BS cause he finds willing idiots to do it.Can't make the game too challenging or the zombies will give up and start watching Netflix on their phones.
Considering the "quality" of recent adventures you're not wrong, the standards are very low. RtMI will be the adventure of the year, until the one-man made Neyyah is released and fuck all of them for good.It still wouldn't be too hard for this to be the best point and click released those last three years.
Oops, I forgot our precious necromancer!*ahem*
It's Mobile, not Switch. "Broken Age" and various others of these "Grumpy old designer is RETURNING to REVIVE the Adventure game genre!" style games were already made to be played while tapping away on iPads/iPhones while on the couch, toilet or bus.I'm starting to wonder if this may have been designed primarily for the switch and the PC version is just a port basically? That would explain simplistic controls and the visuals which were, in the words of the art director, meant to resemble a pop up storybook.
Secrets of Bing Bing Wahoo Island
Honestly don't really care anymore, we gave the "KickStarter revolution" a fair chance, but at this point I'm mostly over these geriatrics trying to relive their glory days before their due retirement and more often than not raping their legacy instead. I guess it might be sad to look at in some ways, but to feel strong emotions like fury or anger as depicted or joy or hope on the other hand you'd have to care in the first place. I might have felt anger say when the Germans raped Simon the Sorcerer back in 2007 by releasing a part 4. In 2022 after a decade of franchise rape I'm more ambivalent and amused about some Mobile Shovelware wearing a Monkey Island skinsuit. This would be worse if there were no Alternatives, but I think it's time to "put the past behind" as they say and give more young blood a chance instead.
Good point Gilbert, there are many Alternatives. So again, why should I buy and play your game that would likely prove to be an exercise in frustration when there's some pretty good other stuff releasing like BROK, The Excavation of Hob's Barrow (stupid name change btw. should have left it Incantamentum, which had a lot more mystery to it), Dreams in the Witch House or Season of the Warlock etc. to look forward to and play or many movies and television shows to enjoy instead, and nobody is dependent on some guy that made some pretty good and amusing games 32 years ago? You have to provide some more compelling reason than "I'm using the name Monkey Island!".Gilbert began. “I think people have so much pulling on them, media-wise, from television shows to movies to games. When the original Monkey Island came out, there were probably ten games or five games that were released at the same time. Now there are 500. They want to play, [but] they don’t want any frustration.”
Saw this btw.: https://www.reddit.com/r/StableDiff...ocus_tenebrarum_a_new_video_game_made_almost/
Renaissance of the Point & Click Graphic Adventure genre based on AI art?
I said that the only period that was true for was the late '00s early '10s in the random news thread, but it deserves repeating. Even then new adventure games were coming out in the commercial sphere. People saying they're dead are basically just admitting they didn't care about the genre anymore. In amateur spheres, people have been doing amazing things since the '90s in text adventures and there are a ton of interesting AGS games. Including fangames of Lucasarts titles, which at this rate, I'm sure are better than this game will be.Calling the adventure game genre dead at this point when we've had many decent (and many mediocre, admittedly) games in the last decade is fucking dishonest at worst, and clueless at best.
Not that I necessarily disagree with your take, it's balanced, but I would like to add that back then the good ones outnumbered the mediocre.Sure, the games I listed range from good to meh, but it's not like all the games we got in the 80s and 90s were good. Plenty of meh back then, too. The point is, we get a lot of adventures to choose from. It's not like the genre only gets one title per year and we have to be grateful for each release.
If you push this, clueless people will think it's true and not try to look for what has been released recently and will not find out you are pushing some trash compared to what have been released recently. It's marketing.Calling the adventure game genre dead at this point when we've had many decent (and many mediocre, admittedly) games in the last decade is fucking dishonest at worst, and clueless at best.
Here is what I got.Guybrush Threepwood via Stable Diffusion