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Telltale needs to hire these guys.

posted by Secret Fawful on - last edited - Viewed by 313 users

Some guys remade a bunch of Blood Island backgrounds and characters in 3d, and their work is stunning. Now this is Monkey Island.

storageroom.jpgshipwreck1.jpg More artwork here.

29 Comments - Linear Discussion: Classic Style
  • @Ash735 said: Pretty much this and have the audio at 48Khz for Vocals and SFX and 44.1Khz for Music, and not have it compressed like Tales (no offence to Telltale but I can see why they do it), that's all Curse needs if it were to be updated, just rescanned at a higher resolution and better colour depth and higher frequency uncompressed audio.

    Tales is currently uncompressed in the new versions.

  • @Secret Fawful said: Tales is currently uncompressed in the new versions.

    I doubt that, it may be LESS compressed, but that does not equal Uncompressed like curse used back in 1997!

  • Those are pretty amazing. Oddly, they remind me of EMI.

  • They're talented. Definitely got skill! I wouldn't say their visual style screams Monkey Island as such, but on the other hand the series has already gone through so many graphic styles, and I certainly think this style is MI worthy!

  • @Ash735 said: I doubt that, it may be LESS compressed, but that does not equal Uncompressed like curse used back in 1997!

    I'm not sure, but I'd be incredibly surprised if it was uncompressed. Uncompressed audio is huge (think - one hour of uncompressed, CD-quality sound would fill...one CD), and if I recall CMI was only about 600MB. The soundtrack alone is over 4 hours of audio, and I'm sure the speech is significantly more than that.

    Maybe you meant compressed, but with a lossless codec? Citation? =)

  • @Friar said: Those are pretty amazing. Oddly, they remind me of EMI.

    Except these have atmosphere and don't suck. They remind me a lot of Ghost Pirates of Vooju Island fittingly enough.

  • @Ripcord said: I'm not sure, but I'd be incredibly surprised if it was uncompressed. Uncompressed audio is huge (think - one hour of uncompressed, CD-quality sound would fill...one CD), and if I recall CMI was only about 600MB. The soundtrack alone is over 4 hours of audio, and I'm sure the speech is significantly more than that.

    Maybe you meant compressed, but with a lossless codec? Citation? =)

    CMI does have uncompressed audio in a sense, it's set at 22.05Khz instead of 44.1Khz. The bit rate for each track is 705kbps, each track is then heavily "zipped" with it's iMuse cues into an .IMX file, which is then placed into the bundle file. The game simply reads the iMuse cues to know which tracks to cache and playback as Wave through the sound card.

    The difference between this and lossless is that it's the games engine doing the compression rather than the actual tracks being compressed into a readable lossless file.

    The engine really was a genius bit of work, this method was used in other games such as Sam & Max Hit the Road and Full Throttle but with lower quality Wave files.

    Here's a quick example of the size differences of a track that's 2:21 long:
    1103-W~1.IMX = 5.12MB
    1103-W~1.WAV = 11.8MB

  • @Ash735 said: CMI does have uncompressed audio in a sense, it's set at 22.05Khz instead of 44.1Khz. The bit rate for each track is 705kbps, each track is then heavily "zipped" with it's iMuse cues into an .IMX file, which is then placed into the bundle file. The game simply reads the iMuse cues to know which tracks to cache and playback as Wave through the sound card.

    The difference between this and lossless is that it's the games engine doing the compression rather than the actual tracks being compressed into a readable lossless file.

    The engine really was a genius bit of work, this method was used in other games such as Sam & Max Hit the Road and Full Throttle but with lower quality Wave files.

    Here's a quick example of the size differences of a track that's 2:21 long:
    1103-W~1.IMX = 5.12MB
    1103-W~1.WAV = 11.8MB

    Interesting. I don't see the point of this, though? Why is unzipping the file at runtime better than using a codec to, well, decode compressed audio? And don't the numbers above just imply that the codec itself is compressing inefficiently?

    If it's zipped I assume that means that an entire range of data would need to be uncompressed at once before playback of the sound can begin, which has performance implications.

    Seems like it'd be both simpler and less overhead to simply use an efficient codec.

  • @Ripcord said:
    Seems like it'd be both simpler and less overhead to simply use an efficient codec.

    It is, and that's why it's done and that's why the quality now is nowhere near as good! The iMuse engine way of dealing with Wav files was as close to a lossless codec at the time, the only reason I don't class it as a lossless codec is because the IMX file contains other data for the game rather than just the audio file on its own.

  • Aren't there a wide varieties of lossless codecs?

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