WallaceChambers
Learned
- Joined
- Jul 29, 2019
- Messages
- 311
Single biggest news is that they promise a 2022 release, barring "catastrophe." I hadn't seen that before, though probably I just wasn't paying enough attention.
I'm not sure the sentiment is wrong, but it pairs oddly with a product that exists solely because of nostalgia. Thimbleweed Park had pixel art and its UI because, as a non-franchise game, if it hadn't been explicitly imitative of the look of Maniac Mansion and Zak McKracken, no one would've recognized it as important. Here, the Monkey Island brand is sufficiently strong that they can vary from the visual style and interface and still sell it as "relive your childhood even though you're a weary old man." But the predicate reason for making Return to Monkey Island -- "the real sequel to a game that came out in 1991" -- is to sell what is old, rather than letting it make way for something new, because it's easier to sell what is old. (As a retro-guy myself, that certainly makes me glad!) Anyway, given the Return to Monkey Island's raison d'être, it seems weird to hear them talking about the need to evolve and embrace -- that's well and good for Broken Age, but less so (I think) for RMI. It seems like a better goal would be (as with Thimbleweed Park) to figure out how to capture the delight of the old game for the core audience while recognizing that the core audience itself has evolved; they don't want a game from 1991 so much as a game that feels to them like what they remember it was like to play a game in 1991 (if that makes any sense).Evolving things, evolving the franchise, embracing new audiences—all these things, those are the big questions that we needed to ask ourselves.
It’s going to be a pirate adventure?
Dave: It is a game about pirates.
Point-and-click?
Ron: There is pointing and clicking. That is true. [laughs] Interface-wise, this one does other things, you know—[we’re] having fun and advancing things. It’s obviously not the seven- or nine-verb interface .... An important part of this, in some ways, is keeping and evolving the genre. Not letting it get static, saying, “Well, that’s what we did thirty years ago, so that’s exactly how we’re going to do it these days.”
Anyway, given the Return to Monkey Island's raison d'être, it seems weird to hear them talking about the need to evolve and embrace -- that's well and good for Broken Age, but less so (I think) for RMI. It seems like a better goal would be (as with Thimbleweed Park) to figure out how to capture the delight of the old game for the core audience while recognizing that the core audience itself has evolved; they don't want a game from 1991 so much as a game that feels to them like what they remember it was like to play a game in 1991 (if that makes any sense).
Semi-relatedly, I'm also a little disappointed by Dave's line "pixel art just didn’t stack up for us, and we’ve got to do what’s best for the game." The screenshots look fine, but certainly worse than any Lucas Arts MI game other than EMI. Ron's explanation (that pixel art would get the game labeled as a throwback and hurt it commercially) is more convincing.
That is it. I hope you guys enjoy this game, but it's clearly not for me.
It's funny, to me the art doesn't look particularly unique; it feels like pretty standard fare for contemporary animation styles, maybe with a flavor of declined DOTT to boot.I get the feeling that they're putting way more emphasis on trying to be unique rather than simply producing something that's pleasant to look at. I strongly dislike it when an artists does that, style over substance, shock value and all.
It's funny, to me the art doesn't look particularly unique; it feels like pretty standard fare for contemporary animation styles, maybe with a flavor of declined DOTT to boot.I get the feeling that they're putting way more emphasis on trying to be unique rather than simply producing something that's pleasant to look at. I strongly dislike it when an artists does that, style over substance, shock value and all.
I feel like more old-school developers need to figure out that what people want from projects like these is the idealization they have in their head of the original game. A good chunk of people who will play this new game probably haven't played a Monkey Island game in years, some possibly even 30 years. To a certain extent, that is something the developer would do without the limitations of the past, but it still requires keeping close to some of the original conventions, and requires keeping very close to the original ideas. I feel like of the three developers who have recently gotten into capitalizing on the nostalgia surrounding them, this is the game that understands that the least.Yeah, their approach strikes me a tad schizophrenic too. The vast majority of people who are going to play this are/were fans of the originals.
I feel like of the three developers who have recently gotten into capitalizing on the nostalgia surrounding them
Pierre Gilhodes and Ken+Roberta Williams. In the latter's case, outside of trying to remake a fairly lofty title, they do seem to be going in the right direction.Who's the other two you were thinking of?
But what I never want to go back to, is having to read all that conversation on screen. Voice-Over please
https://grumpygamer.com/if_i_made_another_monkeyislandHow it started said:If I made another Monkey Island...
It would be a retro game that harkened back to Monkey Island 1 and 2. I'd do it as "enhanced low-res". Nice crisp retro art, but augmented by the hardware we have today: parallaxing, depth of field, warm glows, etc. All the stuff we wanted to do back in 1990 but couldn't. Monkey Island deserves that. It's authentic. It doesn't need 3D. Yes, I've seen the video, it's very cool, but Monkey Island wants to be what it is. I would want the game to be how we all remember Monkey Island.
It would be a hardcore adventure game driven by what made that era so great. No tutorials or hint systems or pansy-assed puzzles or catering to the mass-market or modernizing. It would be an adventure game for the hardcore. You're going to get stuck. You're going to be frustrated. Some puzzles will be hard, but all the puzzles will be fair. It's one aspect of Monkey Island I am very proud of.
Full-on inventory. Nice big juicy icons full of pixels. The first version of Monkey Island 1 had text for inventory, a later release and Monkey Island 2 had huge inventory icons and it was nirvana. They will be so nice you'll want to lick them. That's a bullet-point for the box.
There would be dialog puzzles. They weren't really puzzles, but that's what we called them. Being able to tell four jokes at once and meander and getting lost in the humor of a conversation is the staple of Monkey Island. No one has done it better since. Just my opinion.
The game would be the game I wanted to make.
https://adventuregamers.com/articles/view/ron-gilbert-dave-grossman-return-to-monkey-islandHow it's going said:You really look at these [Monkey Island] games, and there have been more non-pixel games than there have been pixel games, at this point in time. And I wanted to embrace something new, and to try something new for the art style, and kind of continue that tradition, almost, of reexamining what the art was for [Monkey Island]. ... For a lot of people, pixel art does feel like a dated thing. ... Pixel art just didn’t stack up for us, and we’ve got to do what’s best for the game.
"What do we need to do? What is the right thing we need to do for this?" Evolving things, evolving the franchise, embracing new audiences—all these things, those are the big questions that we needed to ask ourselves.
We're having fun and advancing things. It’s obviously not the seven- or nine-verb interface from Thimbleweed or back in the day. With interface and stuff, we just kept looking and evolving. An important part of this, in some ways, is keeping and evolving the genre. Not letting it get static, saying, “Well, that’s what we did thirty years ago, so that’s exactly how we’re going to do it these days.” We really have looked at things we can do that are going to be different and better and more streamlined.
Dave and I really tried to have the situations either be explained to people while they’re playing it, so they understood the context to what they were jumping into, but not in a way that talked down to them. Just very naturally explain the context of what’s going on. Or if there was stuff that was going to go over their head, just because it’s kind of an inside joke or inside information, just to make sure that they didn’t feel like they were losing out on something. So that was what we were really trying to do, serve those two audiences well.
A lot of that for us was taking a step back and really looking at what’s going on. How much of it is just cruft? How much of it is just nostalgia? And being able to look at everything from how puzzles are constructed, how dialogues happen, and how the user interface works or how movement works. All of these things. And really, being able to re-examine all that stuff.
If you look at people who play games today, a lot of games are played on consoles. There’s a lot of excellent players — PlayStation players and Switch players and all this stuff. One of the things we really wanted to do is understand how these people would play a point-and-click adventure ... Because it’s different. There’s a different mindset to it. There’s just a different way about how it engages your gameplay brain.
We're having fun and advancing things. It’s obviously not the seven- or nine-verb interface from Thimbleweed or back in the day. With interface and stuff, we just kept looking and evolving. An important part of this, in some ways, is keeping and evolving the genre.
According to the internet, he lives in a modest home in a Seattle. He doesn't seem particularly rich as game developers go. Compare his degree of glamorous living to Fargo, Avellone, Schafer, etc., let alone the folks at the very top. He was just a salaried employee at Lucas Arts. Hard to begrudge him wanting to keep up with inflation.We're having fun and advancing things. It’s obviously not the seven- or nine-verb interface from Thimbleweed or back in the day. With interface and stuff, we just kept looking and evolving. An important part of this, in some ways, is keeping and evolving the genre.
Why aren't people just tired of making money already? What the fuck are they going to do with all that money anyway? I personally see zero reason to "rise above" my nice average suburban existence, I just prefer to just keep doing what I like doing and that's the end of it. I doubt Ron is starving either.
According to the internet, he lives in a modest home in a Seattle. He doesn't seem particularly rich as game developers go. Compare his degree of glamorous living to Fargo, Avellone, Schafer, etc., let alone the folks at the very top. He was just a salaried employee at Lucas Arts. Hard to begrudge him wanting to keep up with inflation.We're having fun and advancing things. It’s obviously not the seven- or nine-verb interface from Thimbleweed or back in the day. With interface and stuff, we just kept looking and evolving. An important part of this, in some ways, is keeping and evolving the genre.
Why aren't people just tired of making money already? What the fuck are they going to do with all that money anyway? I personally see zero reason to "rise above" my nice average suburban existence, I just prefer to just keep doing what I like doing and that's the end of it. I doubt Ron is starving either.
What the fuck are they going to do with all that money anyway
It's not the first time they did this. Remember the Dolores system requirements.Yeah, I think what they're doing is the worst of both worlds: antagonising their old fan base on one hand, and on the other hand people unfamiliar with the series wouldn't give much fucks about it.
That is it. I hope you guys enjoy this game, but it's clearly not for me.