View Full Version : Q&A With the Team
Shanksworthy
06/03/2009, 02:31 pm
It's not the Ron "wasn't invited" to the party. He left the party. I bear him no ill will of any kind, and would love to see what he'd do with a new MI game of his own, but I don't expect the other people who worked on the series to abandon it just because Gilbert struck out on his own.
I wouldn't expect that either. It's just that he's mentioned previously that he would have liked to have been consulted for part 3, to complete his vision of the story. He never seemed upset about it, it was just a wish. So I think it's cool that they made a point of inviting him to participate in TMI, and moving forward it would make sense for him to make a MI 5, since it almost seems like the Telltale team *want* him to tell the sweeping 40-hour epic that part 5 is supposed to be.
I dunno, just guesses/predictions. I'm not married to the idea -- at this point I'm just so glad that the excellent Telltale team has picked up the gauntlet.
seanvanaman
06/03/2009, 02:35 pm
Ok, guys, I'm pestering the forums with this question, now that I've bought the game I think this is the right thread and forum section where to ask:
the choice of using so few polygons for the models, expecially for inanimated ones, is due to limitations of the engine, limitations of time, pure choice (unlikely) or simply the space limitations for the Wii Ware?
Please Telltale, answer to this one!
Thanks anyway, love ya guys!
Hopefully Wallace shows a taste of what our engine is capable of... ;) But yes, we do have to do a bit of economizing for Wii Ware.
Also -- even though July 7 is around the corner, there is still stuff going into the game every day that just rocks -- games get awesome FAST and there's going to be a lot of stuff shipping with the game that we haven't shown yet, from the way environments animate, to FX and the like.
MarkDarin
06/03/2009, 02:38 pm
First off, what was the reasoning behind giving Guybrush his current look? I like the tradition of Guybrush looking different in every game he appears in, and I have to say I'm absolutely in love with how he looks right now. The weird cross between his CMI/MI2-look really works for some reason.
You hit the nail on the head! Right from the begining we decided we wanted to shoot for a look that fell somewhere between MI2 & CMI. These are generally most people's favorites (Often depending on which one they actually played first.) We wanted to keep a bit of the lankiness that kind of defined Guybrush in CMI, and couple it with that Iconic coat & beard we saw in MI2 (That is if you squinted enough).
Guybrush Threepwood
06/03/2009, 02:38 pm
But yes, we do have to do a bit of economizing for Wii Ware.
:(
3char
Guybrush_Threepwood
06/03/2009, 02:43 pm
Hopefully Wallace shows a taste of what our engine is capable of... ;) But yes, we do have to do a bit of economizing for Wii Ware.
Also -- even though July 7 is around the corner, there is still stuff going into the game every day that just rocks -- games get awesome FAST and there's going to be a lot of stuff shipping with the game that we haven't shown yet, from the way environments animate, to FX and the like.
I perfectly understand, and can't wait to play the game (you made more curious now :p)
Thanks for answering, and congratulations to all of you guys at Telltale! :D
Guybrush_Threepwood
06/03/2009, 02:46 pm
You hit the nail on the head! Right from the begining we decided we wanted to shoot for a look that fell somewhere between MI2 & CMI. These are generally most people's favorites (Often depending on which one they actually played first.) We wanted to keep a bit of the lankiness that kind of defined Guybrush in CMI, and couple it with that Iconic coat & beard we saw in MI2 (That is if you squinted enough).
Perfect choice, imo! And I've always been with MI2 Guybrush! Absolutely love his look!
seanvanaman
06/03/2009, 02:49 pm
:(
3char
Cheer up, buttercup. You'll never even notice.
Mromson
06/03/2009, 02:53 pm
Someone release the ToMI Theme .mp3 already! :(
question, are you guys privy to the release date of Lucas Arts re-release of the original Monkey Island adventure??
freerad22
06/03/2009, 02:57 pm
Cheer up, buttercup. You'll never even notice.
Would it be at all possible to have a higher rez option in the PC version?
Guybrush_Threepwood
06/03/2009, 03:01 pm
Cheer up, buttercup. You'll never even notice.
But Guybrush's sleeves are 8-sided prisms! We've already noticed, too late! :p
Sorry, off topic, sorry!!! :D
But Guybrush's sleeves are 8-sided prisms! We've already noticed, too late! :p
Too bad geometry shaders for tesselation are only being added in DirectX 11; otherwise it should be easy to turn that 8 sided prism into a 64-sided one on the graphics card... :)
Still - my urge to buy a Wii then throw it off a cliff or something for hampering PC games is rising steadily... :D
Oh wait - where's the next volcano?
np: The Wooden Birds - The Other One (Magnolia)
RockNRoll
06/03/2009, 03:15 pm
How do the puzzles compare with the old games, or are they more in line with your Sam & Max puzzles? Do you have an overarching philosophy on the challenge and gameplay aspect of TMI? Any new types of puzzling?
I personally really hope you are putting a lot of effort into nice, challenging open-ended puzzles that stand up to the old style and not making it really easy and hand-holding for the lowest common audience.
Would it be at all possible to have a higher rez option in the PC version?
Aaaah... Fans are always eager to give games makers twice as much work. :rolleyes:
Bumping on the subject of the rendering abilities of Telltale's engine, most of the games I've seen from you guys (from Bones to Sam & Max and screenshots/artworks of this new Monkey Island game) seem to just rely on rendering coloured polygons, with the occasional texture here and there.
By no means would I demean the artistic direction of your games, and I think this cartoonish simplicity fits them quite well actually, but I'm certain during your tests, fooling around with the games engine, you tried a cell-shading-style rendering.
Would you mind telling us why you didn't kept it in the end? Is it because you wanted to make sure those games could run on even the most humble PCs (you know, those with dreadfully incapable but cheap Integrated Graphics Chips, which immediately overheat if next to them you put a piece of paper with the word 'shader' written on it)? I know (for having worked on a project for it) that the Wii is more than able to handle a cell-shading-style rendering. Or is it purely an artistic decision? Those games being very cartoonish, I'd have thought such a rendering style would suit them just fine.
Thanks!
(and sorry if the question has already been asked over and over again elsewhere on the forums :p I must admit I didn't read them all)
fatjoem
06/03/2009, 03:34 pm
The only thing I'm wondering at the moment is how on earth you managed to keep this quiet for so long.
I second that, I was wondering this also. For how long has the game been in development now?
MystMonkey
06/03/2009, 03:36 pm
I'm still kinda on cloud 9 so questions aren't coming as easy as praise and excitement but here are a few anyway :)
1) It was mentioned that the Lucasarts Secret of Monkey Island remake was getting not just the sound of Michael Land, but a full orchestra too? Is Tales also getting that orchestra treatment? I know you have Mr. Land helping you but will you also get a full (perhaps monkey filled) orchestra?
2) This is kind of a subjective question and general feeling - I happened to think Curse of Monkey Island had the most random/absurdist humor which I LOVED. While SoMI was my favorite of the series overall, CoMI was the most funny to me. MI2 was a bit darker to me, in both theme and humor. In terms of humor, which game would you say ToMI is closer to? Again, subjective and I don't really expect a real answer as much as opinions from the staff.
3) Will we ever find what rhymes with 'orange' so that the crew from CoMI can continue their singing? :D
GuyMontague
06/03/2009, 03:37 pm
That makes two of us then.
I loved the monkey combat.
*Over-the-Internet high five*
GuyMontague
06/03/2009, 03:44 pm
Will we ever find what rhymes with 'orange' so that the crew from CoMI can continue their singing? :D
<===
I applaud the Curse team for coming up with door-hinge. I know it doesn't technically rhyme, but it's pretty darn good:
The cap'n burst in, lookin' like he'd kick down the door-hinge
"We'll surely avoid scurvy if we all eat an or-inge!"
Hello! Your friendly build engineer checking in!
Would it be at all possible to have a higher rez option in the PC version?
Short Answer:
Doesn't matter on Windows; Your computer's hardware is the limit.
Seg's Long Answer™:
The way things work is that we have one core set of data of the highest quality the art/sound personal makes. When it gets to my desk, it's up to the packaging process to take that data and deal with it working on the target platforms.
For the Wii, the compression dials are turned up quite a bit due to the limitations of WiiWare itself (40mb max) and of the limited power of the graphics. There's also a point where a certain amount of texture data makes no difference. Even in component and widescreen, the Wii is still at a very low display resolution.
On the Windows side of things, the dials are very low if not at zero; Enough to take the edge off. The quality at that point is all on your computer's specifications and your screen/speakers.
I should note that we've changed how audio is done since and including Strong Bad. Before the audio was pre-compressed and fixed for all builds/platforms. Now the sound is re-compressed at build time with each platform having different compression ratios. While this increased the time it takes to make a build, we're in a lot more control of how little or much sound is compressed.
For WiiWare, we turn the dials a little high to fit the 40mb cap. Within the production cycle, we start with a blanket compression, then start tweaking by character and then individual lines. On Windows, it's a blanket small amount of compression to take the edge off, but usually leave it be; It's just that good.
If you didn't like the sound quality in Sam & Max Season 1 and 2, it's gotten a lot better!
shaark
06/03/2009, 03:45 pm
Are you going to release a soundtrack CD for Tales of Monkey Island?
glo_kidd
06/03/2009, 03:51 pm
-snipped-
3) Will we have a bit of 320x200, 16 colours, full 2D moment in one of the episodes of the game? For old times sake?
Or more simply, in this bit in The Curse Of Monkey Island, when Guybrush looks through a hole in the ceiling of a cave (or similar, fading memories you see...) and says "Whoa, you should see that, full realistic 3D". Now, in one of the new 3D episodes, we could see the 2D head of an old-style guybrush popping out of the ground saying that same thing again. A little wink to the old fan(rt)s.
Cheers!
Say like a room with a stunningly rendered group of 3d Jaguars? and a CMI Guybrush head peeking through a crack...
How do the puzzles compare with the old games, or are they more in line with your Sam & Max puzzles? Do you have an overarching philosophy on the challenge and gameplay aspect of TMI? Any new types of puzzling?
I personally really hope you are putting a lot of effort into nice, challenging open-ended puzzles that stand up to the old style and not making it really easy and hand-holding for the lowest common audience.
The puzzles will be more brain bendy than Sam & Max, but I can comfortably say you won't be using a monkey as a wrench to turn off a waterfall. Inventory combination is in, and you can go deep-diving in dialog trees to your heart's content. I don't know how it will end up comparing to the old Monkey games, but we are over the course of the series definitely pushing the tone of the puzzles a bit further back into the classic realm of hurting you a bit before they reveal their secrets than people who know us might expect.
Of course, the Telltale hint system is also there as it is in all of our games, so if you decide that in your old age you'd rather be entertained by a Monkey Island game without it crushing your very soul in the process, you can turn the hint frequency up. :) (Alternatively, you can turn hints off, too, of course.)
Guybrush_Threepwood
06/03/2009, 04:11 pm
WiiWare files are limited to 40MB, I read...
The question is, is it likely that the pc episodes will be sized like that? Honestly, it seems a little weird to me, since the S&M episodes were often sized over 100 MB! (no, the "!" sign is not a factorial, it's just a "!").
It would sound like a little step back.
The PC and WiiWare releases will be based on the same original high quality master data set, and then we'll be wrestling it to the ground and stuffing it in a 40 meg box to put on WiiWare. We've done a few tests and it's already running and looking pretty nice. I think Wii customers will be confused/surprised by what jumps out of that box.
WiiWare files are limited to 40MB, I read...
The question is, is it likely that the pc episodes will be sized like that? Honestly, it seems a little weird to me, since the S&M episodes were often sized over 100 MB! (no, the "!" sign is not a factorial, it's just a "!").
It would sound like a little step back.
The PC versions of Strong Bad were around 70mb - 110mb per episode. Strong Bad wasn't texture heavy as Sam & Max is.
GuyMontague
06/03/2009, 04:51 pm
The PC versions of Strong Bad were around 70mb - 110mb per episode. Strong Bad wasn't texture heavy as Sam & Max is.
I'll be very interesting to see how you get MI down to 40 Megs. I imagine piratical settings—wood, palm trees, sand—would be hard to render well without a lot of different textures.
Looking forward to seeing it!
seanvanaman
06/03/2009, 05:02 pm
Science!
Shanksworthy
06/03/2009, 05:27 pm
You hit the nail on the head! Right from the begining we decided we wanted to shoot for a look that fell somewhere between MI2 & CMI. These are generally most people's favorites (Often depending on which one they actually played first.) We wanted to keep a bit of the lankiness that kind of defined Guybrush in CMI, and couple it with that Iconic coat & beard we saw in MI2 (That is if you squinted enough).
Yeah, this works for me too. I was going to say that I preferred the look of Guybrush from MI 1, but on second thought, that kind of look wouldn't suit him anymore especially in a wacky 'tooned out 3D game world.
BTW have I mentioned that the new Guybrush reminds me of Conan O'Brien, if he had a goatee and ponytail? :)
mithrandiryod
06/03/2009, 05:31 pm
You guys rule....seriously....I never thought this series would again see the light of day, and as such MI5 has been my most craved piece of vapor ware ever...and here it is about to release in a month.....today rules! I just hope for the love of everything holy (or unholy as LC would have it) that this game gets so much support that Lucasarts realizes what fools they were for waiting so long for this. Hopefully enough that they keep this thing going further.
As for questions.....I really didn't have any (I want to be surprised)...I just wanted to be a complete brown nose and tell you you've made my day/month/year this is the best news I've had in gaming in forever.
Thanks again,
-mith
RockNRoll
06/03/2009, 06:18 pm
The puzzles will be more brain bendy than Sam & Max, but I can comfortably say you won't be using a monkey as a wrench to turn off a waterfall. Inventory combination is in, and you can go deep-diving in dialog trees to your heart's content. I don't know how it will end up comparing to the old Monkey games, but we are over the course of the series definitely pushing the tone of the puzzles a bit further back into the classic realm of hurting you a bit before they reveal their secrets than people who know us might expect.
Of course, the Telltale hint system is also there as it is in all of our games, so if you decide that in your old age you'd rather be entertained by a Monkey Island game without it crushing your very soul in the process, you can turn the hint frequency up. :) (Alternatively, you can turn hints off, too, of course.)
Sounds pretty good. I like brain bendy. I hope the hint system gives you guys the confidence to then push the challenge! I like really having to figure out what to do and how to do it, rather than have my mission given and just fetch the items or have them basically fall in my lap in order. I was recently thinking back to how the originals were designed puzzle-wise, and it's just so much more clever and elegant than things are these days. It can't be an easy thing to design! Thanks for answering.
einheitlix
06/03/2009, 06:57 pm
Thank you thank you thank you thank you!
I love you TellTales for making this dream come true http://forum.case.edu/smileys/heart.gif
Oh my god, is it yet another month? I won't be able to bear it! Maybe I should freeze myself waiting for ToMI to come out, so it won't seem so long :D
Well, I had a lot of questions in mind when I began this thread about the controls, about how Ron Gilbert much was involved, about when the story takes place, about which of the games are going to be considered canon, and about how hard the puzzles will be... but they've all been answered down the road... Because yes, I've read through this whole huge incredibly fast-growing thread :D
I'm quite excited by what I have seen/heard/read so far, except I'm a bit anxious about the controls. With a keyboard? ...hm...well! Maybe it'll be okay! If the game's good, it's not all that important anyway. Some people stated that the EFMI interface ruined the game for them, but I wouldn't go so far. In my opinion, EFMI had more severe shortcomings than that, what with all the Marley-Toothrot mixup and the monkey head robot... if the game had had a great story, the interface wouldn't have ruined it, I think.Though I really loved the CoMI interface with the coin. You may call it a SCUMM throwback, I call it one of the best interfaces ever designed in graphic adventure games :D
Or maybe I'll get a Wii just to play it with the cool motion controller. I've been wanting one for some time now, anyway :p
And I hope it won't be too easy. I really want to be challenged!! That's what I've always loved adventure games for :) *remembering the good old times where me 8 years old sometimes sat days before the computer until had I finally solved some puzzle* RockNRoll said it, there'll be a hint system anyway, so there's not reason to make it all too easy. I know the trend nowadays seems to be to make the puzzles easier, so I don't expect it to be as hard as Maniac Mansion or something like that, but I wouldn't like for it to be as trivial as Full Throttle either...
Oh yes, there's one question that's been asked several times but didn't get answered yet, and which I would really like to know. Will there be some kind of map? Oh I hope there will. I totally agree with Whitheaven somewhere on page 12, a map gives a sensation of depth and size, and helps you to really imagine the world, which makes the experience more realistic and truthful.
Anyways, great work guys! I'm really looking forward to meeting Guybrush, Elaine, LeChuck and all the other fellows yet another time :) :) :)
Ry Guy
06/03/2009, 08:33 pm
Thank you thank you thank you thank you!
Will there be some kind of map?
Why yes of course! Tedious travel is a thing of the past. NEW AND IMPROVED. Well, probably just new.. well, it's there. Is it there?
Joe Newberry
06/03/2009, 08:41 pm
The first thing i thought was, Why ... not ... LOOM...! :'(
[...]
3. Why not Loom?
It's been awhile since I played it, but didn't Loom kind of wrap up all its plot threads at the end?
Hi,
my question is this - it looks like the new Guybrush is designed primarily by Steve Purcell. Is that so? Is he somewhat involved in the production of TMI? And can we expect a Michael Land score?
Kralex
06/03/2009, 09:10 pm
I'm interested in why you chose the Wii as the console platform for this title and not the xbox 360 like Wallace and Gromit and even The Secret of Monkey Island special edition?
Hi,
my question is this - it looks like the new Guybrush is designed primarily by Steve Purcell. Is that so? Is he somewhat involved in the production of TMI? And can we expect a Michael Land score?
Guybrush was actually designed by our concept artist Ryan Jones (seen posting in this thread as Ry Guy). When Steve came in to talk about the painting he's doing for the box art, he commented that the characters looked somewhat similar to his current style, but nope they weren't by him :) We'll be seeing his take on them on the box, though...
And yeah, Michael Land's working on the music!
IpFreely
06/03/2009, 09:34 pm
Waa Waa Weee Waaa!
This is very nice new monkey game islands!
In Kasakstahn we like prostitutes, but better the monkey game islands!
Back to reality!
Only one thing i want to know is, who is the funny guy(s) in this whole operation ?!?
Who worked out the Scheemingly Dastard funny jokes and references to other things in ways that makes me go to the bathroom twice as much as normal for having problems with my bladder control due to the pysical stress i get from laughing too much when playing TOMI!?
Who is the evil funny genious(es) ?!
And are they as funny, as they were in MI3 ?
LuigiHann
06/03/2009, 09:50 pm
In Kasakstahn we like prostitutes, but better the monkey game islands!
That may be the greatest thing that anyone has ever said
hamzie
06/03/2009, 11:43 pm
that may be the greatest thing that anyone has ever said
+100
hamzie
06/04/2009, 01:07 am
I just hope every single puzzle is like the UWI - UNDER WATER IDOL!! one
wooooooooooh.. tough work that one
Laserschwert
06/04/2009, 01:08 am
When Steve came in to talk about the painting he's doing for the box art, he commented that the characters looked somewhat similar to his current style, but nope they weren't by him :) We'll be seeing his take on them on the box, though...
I must say, I really can imagine the new Guybrush looking great in the style Steve used on the "Zak McKracken"-box (which is slightly more cartooney than his "Monkey Island"-covers).
Hamstruts
06/04/2009, 02:01 am
hi gaiz.
how much playtime will each episode be estimated to give ?
really wanna know. i hope ppl wont clear 1 episode in 1 hour or so :/
since its a month between every episode as i understood it.
thx :)
//ham
DoubtedEdwardo
06/04/2009, 02:10 am
Gotta say I'm liking the look of Guybrush too. I think MI2 is my favourite look, and game. I was a bit upset with CMI as I don't think it answered the cliffhanger very well, and Guybrush seemed to get younger again (lost his beard). I still find myself yearning for Ron Gilbert's MI3 just to find out what the treasure of Big Whoop REALLY was.
Hey Guys,
what are your favourite characters in the past Monkey Island games?
If you have any kind of a special scene in your mind you could also tell :)
Diduz
06/04/2009, 02:37 am
I wonder if the music is performed live.
I hope so. :)
hamzie
06/04/2009, 02:39 am
hi gaiz.
how much playtime will each episode be estimated to give ?
really wanna know. i hope ppl wont clear 1 episode in 1 hour or so :/
since its a month between every episode as i understood it.
thx :)
//ham
cant remember the interview but they were talking about monkey island games taking about 20 - 40 hours to complete
and they said the whole series = normal time to complete one full MI game
so im guessing 20 ~ 40 / 5 episodes
hopefully 4 - 8 hours :)
Joe Newberry
06/04/2009, 02:46 am
cant remember the interview but they were talking about monkey island games taking about 20 - 40 hours to complete
and they said the whole series = normal time to complete one full MI game
so im guessing 20 ~ 40 / 5 episodes
hopefully 4 - 8 hours :)
Hmm, somewhere around the forum I read 2 hours if you're good at puzzles, 4 hours if you're a little more perplexed.
doomsoth
06/04/2009, 03:31 am
How much input has Lucasarts had on the Tales of Monkey Island and how much input have the team of Telltale had on The Secret of Monkey Island Special Edition?
Also, what sparked the interest in revisiting the series and what were some of the events to get this project started?
I had the opportunity in the past to play the games; however, when I was younger, I wasn't into gaming. So I'm excited that the series has been revived.
GuyMontague
06/04/2009, 04:07 am
Hey, I finally have a question for the dev people:
In the second "Behind the Bad" video Strong Bad has a bunch of 5" floppies onto which he tries to copy some TTG data. The bottom two are Monkey Island disks.
Was this a subtle hint, or just the throw away gag it appeared to be at the time?
If it was a hint, are there other hints still floating around?
Joe Newberry
06/04/2009, 04:07 am
I was just watching the intro for the Secret of Monkey Island remake and I thought of something that never occured to me before. Where does Guybrush come from at the beginning of the game? The lookout post is at the very top of the huge mountain that dominates Melee, and Guybrush just walks in from one side of it and acts like he's new in town. How did he arrive on Melee and wind up on top of that mountain before meeting anyone to ask about where to go to be a pirate? He must have gotten really lost after he docked.
Eduardo
06/04/2009, 04:11 am
It's been awhile since I played it, but didn't Loom kind of wrap up all its plot threads at the end?
Not really, young weaver. Chaos is still out there...
Bagge
06/04/2009, 04:11 am
IIRC, EMI said he washed up on the shore of Melée, without remembering where he came from, but with a strong urge to become a pirate. Other than that, his origins are never explained.
Unless you agree with the theory that Guybrush is just a kid in an amusement park, in which case, the point where he shows up at melée is when he's just entered the park, and he starts imagining he is in a pirate world.
hamzie
06/04/2009, 04:14 am
Hmm, somewhere around the forum I read 2 hours if you're good at puzzles, 4 hours if you're a little more perplexed.
eek
Was this a telltales person?
Xocrates
06/04/2009, 04:14 am
Not really, young weaver. Chaos is still out there...
Indeed. If wikipedia is to be believed, Loom was going to be a trilogy with the second and third game being based around the blacksmiths and the shepherds.
Joe Newberry
06/04/2009, 04:17 am
IIRC, EMI said he washed up on the shore of Melée, without remembering where he came from, but with a strong urge to become a pirate. Other than that, his origins are never explained.
Unless you agree with the theory that Guybrush is just a kid in an amusement park, in which case, the point where he shows up at melée is when he's just entered the park, and he starts imagining he is in a pirate world.
I'm about to go through EMI again on the PS2, so I'll have to keep an eye peeled for that explanation. Of course, even if he just washed up on the island with an insatiable urge for piracy it's still funny that he climbed all the way to the top of the mountain to start his quest. :)
That second one I was thinking about if Ron Gilbert really meant for that to be the over arching story. He just wanders in from the most unlikely spot on the island because he's really just an imaginative kid.
Xocrates
06/04/2009, 04:24 am
I'm about to go through EMI again on the PS2, so I'll have to keep an eye peeled for that explanation.
It's right in the intro, so you don't really have to wait long ;) Although he doesn't say he doesn't remember who he is, just that he wants to be a pirate.
Junaid
06/04/2009, 04:33 am
Isn't all he says something like
"...when I washed upon the shores of Melee Island, armed with nothing more than a goofy name and my overpowering nurge to become a swashbuckling pirate"
Joe Newberry
06/04/2009, 04:35 am
It's right in the intro, so you don't really have to wait long ;) Although he doesn't say he doesn't remember who he is, just that he wants to be a pirate.
Yep, that didn't take long at all. This shows how my mind has attempted to shelter me from memories of Escape from Monkey Island. That or I've just not played it nearly as often as the other three games.
Additionally, I looked at the Wiki article on Loom and clearly I need to go back and play it again as well because I was thinking you know who flew off as a you know what and it ended happily ever after. I didn't remember all the stuff about chaos still having power over half the world.
hamzie
06/04/2009, 04:55 am
all i remember about loom is a guy in a white hoody
lol
and that dragon
I finished the game.. but have no idea about the story line
Bagge
06/04/2009, 05:00 am
Isn't all he says something like
"...when I washed upon the shores of Melee Island, armed with nothing more than a goofy name and my overpowering nurge to become a swashbuckling pirate"
That's it. I havn't played EMI in nine years.
Joe Newberry
06/04/2009, 05:03 am
eek
Was this a telltales person?
I thought that it was, but refrained from saying so since I couldn't find the post again. I've just been looking once more and I can't locate it. Perhaps I imagined it. I have read an awful lot of posts in the last couple of days. I'll keep looking though.
EDIT: It was from this Gamespot article written at E3. Presumably the info is coming from a developer, but who can say: Tales of Monkey Island First Look (http://e3.gamespot.com/story/6210602/tales-of-monkey-island-first-look)
The exact quote from the article is, "Each episode is designed to be about two to four hours of gameplay, depending on how good you are with puzzles."
Shwoo
06/04/2009, 05:06 am
I was just watching the intro for the Secret of Monkey Island remake and I thought of something that never occured to me before. Where does Guybrush come from at the beginning of the game? The lookout post is at the very top of the huge mountain that dominates Melee, and Guybrush just walks in from one side of it and acts like he's new in town. How did he arrive on Melee and wind up on top of that mountain before meeting anyone to ask about where to go to be a pirate? He must have gotten really lost after he docked.
I just assumed that he was someone from the present who was sent back in time by some sort of plot of LeChuck's going wrong, and decided to make the most of it by attempting to fufill his lifelong dream of becoming a pirate.
But being washed up on the shore works too. I always wondered if I'd missed an opening cutscene or something.
Jottt
06/04/2009, 05:09 am
You and Lucas Arts made my day. Thank you for that. And by the way: I want an iPhone version (for everey MI part)! ;)
There is...at least for 1,2,3: With ScummVM...for the liberated iPhones ;)
Ewww, I meant: so I've heard! Arrr...wouldn't do nothin' to my phone Apple doesn't want me to of course...me's a good pirate.
Oh and thanks guys, you made my day (again, as it was with Sam & Max)
Oh this is Q&A....so I got to have a Q or A for not being off topic, right?
Hmmm...no....no nagging questions right now that haven't been answered :) Except for the "Where is the facts-file?" ;).
Are you guys using LUA as a scripting language? If that's so, are we going to see the Lua Bar again? Otherwise, are we going to see a different bar? :)
patters
06/04/2009, 07:30 am
Serious question time round 2 (first one still needs an answer though)
How long have you guys been working on this, and how long have you known about the project?
ZombieAtPlay
06/04/2009, 07:46 am
I was browsing the concept art on the site, and i love the pirate version of The Vitruvian Man in the lab!
Also, is that the previously-cursed ring from CMI in Elaines ear?? It was a wedding ring after all so it makes sense she'd keep it...
Tjibbbe
06/04/2009, 07:55 am
Yeah, I was wondering about that too. I can't remember if they destroy the ring in CMI or something, though...
Awesome little reference if it is, in any case!
Bagge
06/04/2009, 07:56 am
Doesn't the ring implode or something when Guybrush finally gets it off Elaines finger?
Edit: It explodes. See 3.33:
http://www.youtube.com/watch?v=lk7DGC0Ptso&
Hey, I finally have a question for the dev people:
In the second "Behind the Bad" video Strong Bad has a bunch of 5" floppies onto which he tries to copy some TTG data. The bottom two are Monkey Island disks.
Was this a subtle hint, or just the throw away gag it appeared to be at the time?
If it was a hint, are there other hints still floating around?
I wish that was a hint, but I don't think we knew at the time. If we did, then we hoped people wouldn't take it as a hint, because then we'd be blowing our cover. :)
I was browsing the concept art on the site, and i love the pirate version of The Vitruvian Man in the lab!
Also, is that the previously-cursed ring from CMI in Elaines ear?? It was a wedding ring after all so it makes sense she'd keep it...
It's surely the replacement ring.
IIRC, EMI said he washed up on the shore of Melée, without remembering where he came from, but with a strong urge to become a pirate. Other than that, his origins are never explained.
Unless you agree with the theory that Guybrush is just a kid in an amusement park, in which case, the point where he shows up at melée is when he's just entered the park, and he starts imagining he is in a pirate world.
Surreal amusement park or no, I've always sort of nebulously imagined that the entire world of Monkey Island only started to exist once Guybrush showed up. I know that doesn't make a lot of sense, but that's how it's always felt to me.
nep4ron
06/04/2009, 08:35 am
Hi there,
will there german language audioline and subtitles available in the episodes just as back in the days from MI3 and MI4? Would be absolutely great....
It's a near certainty that the game will be localized into other languages eventually, but the release on July 7th will be English language only (though anyone in the world can buy it of course!).
promke
06/04/2009, 08:49 am
Well do you need german translators for subtitles at launch?.... :)
Merkel
06/04/2009, 09:10 am
Could you provide more details concerning the score? Did Michael Land have access to a considerable number of live musicians or high quality samples? Are you planning a cd release? Can we expect the major themes to return (as well as a plethora of new ones, of course)
ttg_Stemmle
06/04/2009, 09:13 am
Hi guys,
I just got back from an insanely busy day at E3, and boy are my monkeys tired!
Today, among a gazillion other things going on here at Team Monkey, Mark's off recording dialog for episode 2, as well as some quasi-panicky last-second pickups for episode 1 (i.e. making sure we HAVE a line for using the monkey coffin with the monkey). We're also integrating some very cool Michael Land music, and (to answer an earlier question), kicking the overhead island map into shape! So, um, "woot" (you whippersnappers still say "woot," right? I do so strive to be jiggy with the current slang...)
Here's a little something to chew on: The title of the first episode is NOT "It's the End of LeChuck as We Know It (And I Feel Sick)", but mostly because R.E.M. really isn't all that pirate-y.
Oooh, that does give me a really horrible idea though :)
Stemmle
promke
06/04/2009, 09:17 am
Yeah overheadmap! You rock my world.
How much progress has been made on the rest of the episodes and on which parts of them (vo, story, whatever)?
IpFreely
06/04/2009, 09:20 am
In kasakhstan Woot is word for old prostitute!
I will look upon your treasures, gyspy. This is understood?
Merkel
06/04/2009, 09:20 am
Will each episode cover one island alone?
Will we get huge scenarios to explore and solve puzzles ? (like PLunder and Blood Island in CMI, or Rubacava in Grim Fandango). I just adore those huge scenarios, so imersive.
bizarro
06/04/2009, 09:35 am
Ok guys hope you answer my questions. Firts of all i preordered the game to show the MI support. 2nd... im from ARGENTINA :D so i deserve to get the question answered (cool uh?)...
so... here we go!!!
1) Did you planned to add "Chuck the plant" into Tales? (that would be cool).
2) Are you planning to make Day of the tentacle 2 (dunno what should be... Maniac Mansion 3?)?
3) Once the game is released, can u tell us what was the ideas and info that Ron shared with all of you? (lucky bastards :P).
4) Since this is a Monkey island 6... will Lucasarts release a real Monkey Island 5?
5) What chapter and game should i download from my free episode option, since i preordered?
6) Can anyone tell us what happened with Lechuck original voice? (since is in the special edition).
Regards and thank you for bringing back the Monkey Magic!!!
Shanksworthy
06/04/2009, 09:52 am
Hey devs, here's one that probably doesn't get asked often...:
Will there be any nighttime scenes?
I think my favorite island in the whole 'saga' so far has been Melee Island, because it did the nightlife admosphere so well. It was mysterious and brooding, yet it felt alive (thanks to all the pirates walking about). Made you feel like something was really going on. I also liked the island you start on in MI 2, for its peaceful-yet-creepy nighttime atmosphere.
If you haven't considered it yet, please do... you can't have a pirate game without some good starry-skied moonlit atmosphere!
Merkel
06/04/2009, 09:53 am
I agree 100%, Shanksworthy, great post!
Guybrush Threepwood
06/04/2009, 09:57 am
I didn't think of that Shanksworthy, but not that I think about it I also think it would be a great idea. Night-time scenes would be very nice and atmospheric.
CaliMonk
06/04/2009, 09:57 am
I agree 100%, Shanksworthy, great post!
Amen to that. MI1 and MI2 were by far the best games (in my opinion) because of their "peaceful-yet-creepy nighttime atmosphere". Especially loved this in MI2.
The current game looks a bit too joyfull, some darker scenes would really be good!
Diduz
06/04/2009, 10:02 am
I am about to update my Italian website with informations regarding TOMI, but I need to know two things.
1) As far as we know, the game that will be published on July the 7th doesn't feature the Spanish-
German-Italian-French subtitling. That's a shame, because our Italian market is constantly struggling and we couldn't see an Italian version of TOMI for months (I'm optimistic here). I don't understand
why you chose the right route with W&G but avoided this strategy with TOMI. My question is: if you've chosen to postpone the translations, will these translations be OWNED by you? I mean, will foreign gamers be able to update the games for free? Because right now many Italian players are dying to order the Special Edition featuring Steve's artwork, but are worried about this.
2) After all the commotion about direct control, I got used to the joypad control in W&G. Watching the Gamespot videos, I've noticed that the inventory system in TOMI is different, with a drag 'n' drop functionality. Does this mean that the "rotating-hotspots" system is discarded? It worked great with a joypad! Drag 'n' Dropping with a stick would be a nightmare.
BTW, I am eager to play Launch of the Screaming Narwhal.
Thanks for this dream come true. :-D
Praeluceo
06/04/2009, 10:04 am
Will the soundtrack be available? I love the MI background music, and have had it looping on both the sound systems in our house since we pre-ordered this game! 33 days of that should get us in the mood! Except that even surround-sound speakers with bass can't make the old Atari music sound good. But it's nostalgia!
Anyway, my question is when might we see a CD for ordering Michael Land's TMI soundtrack?
p.s.
Your customer support rocks! I got an e-mail response the same day I asked a question, but I asked it at 5:40 PM, and figured I wouldn't get an answer for a day or two, but one came in at 7:52! Not only that, but I sent a follow up e-mail (Couldn't get into this forum) at 10:29 PM, and told them that it wan't a big hurry, and they had my account fixed and sent a reply e-mail by 10:44 PM! Now that's the most awesome turnaround time I've ever had on a support call. You guys must keep your support folks in cages 24/7.
(:
LuigiHann
06/04/2009, 10:12 am
http://e3.gamespot.com/video/6211381/
I just watched that video. Why have the card in a sock? Why not put something with pockets up there?
Shanksworthy
06/04/2009, 10:16 am
Amen to that. MI1 and MI2 were by far the best games (in my opinion) because of their "peaceful-yet-creepy nighttime atmosphere". Especially loved this in MI2.
The current game looks a bit too joyfull, some darker scenes would really be good!
Actually, too many "joyful"-looking daytime scenes was one of the many reasons I didn't like EMI. In fact if I look back, I have a lingering impression of the entire setting being barren, bland, and dry daylit scenes with zero atmosphere. (As I've said before, jokes are important, but atmosphere needs to be there as well otherwise the entire thing feels disposable).
Of course I'm not judging TMI by the few screenshots that have been released -- way to early for that. I'm just hoping those screenshots don't represent the tone of the entire game though. ***Edit*** Not that the current tone is bad (I just watched some gameplay footage from E3 and it's looking very Monkey Island-y) -- just saying I hope we get some nightlife is all.
LuigiHann
06/04/2009, 10:24 am
This is not a question: Stan needs to be in the game. You can keep it a surprise if you want, but he'd better appear in at least one episode, because really, he and the Voodoo Lady are the only non-main characters to appear in each game so far, and he deserves to maintain that status as much as she does.
I'd say Stan is the funnier of the two, really.
Eduardo
06/04/2009, 10:26 am
Ok guys hope you answer my questions. Firts of all i preordered the game to show the MI support. 2nd... im from ARGENTINA :D so i deserve to get the question answered (cool uh?)...
:)
There are a couple of argentinians around, there was another guy asking about shipment, and well, there is me also. :D
stannum
06/04/2009, 10:29 am
This is not a question: Stan needs to be in the game. You can keep it a surprise if you want, but he'd better appear in at least one episode, because really, he and the Voodoo Lady are the only non-main characters to appear in each game so far, and he deserves to maintain that status as much as she does.
I'd say Stan is the funnier of the two, really.
Bingo. :D
ttg_Stemmle
06/04/2009, 10:45 am
http://e3.gamespot.com/video/6211381/
I just watched that video. Why have the card in a sock? Why not put something with pockets up there?
Because all the "cool" pirates keep business cards in their socks.
johanbcn
06/04/2009, 11:29 am
http://e3.gamespot.com/video/6211381/
About the background music in that video... I love the main Monkey Island theme as much as everyone, but we won't be hearing it constantly in the background of that scenary, won't we? It will end up on my nerves.
Arodin
06/04/2009, 11:33 am
Needs dark humor -
This is kind of an extension of what a few people were talking about regarding the pseudo-creepy night-time settings in MI1 and MI2. Starting with CMI, they started to move away from anything dark and moody, and with EMI they went full out Disneyland on us. SMI and MI2 had some dark settings, and also dark humor -- things like the scene where GT digs up one of Largo's relatives bones and his pants fall down, or the governor Phatt character -- a grossly overweight guy who couldn't get out of bed so he had tubes of food and drink piped into the room. Gross and weird and creepy and funny and memorable. I'd like to see the developers of TMI remember that it's a pirate story with a ghost/zombie/demon pirate, so there definitely should be some dark themes, dark settings and dark humor.
Arodin
06/04/2009, 11:34 am
About the background music in that video... I love the main Monkey Island theme as much as everyone, but we won't be hearing it constantly in the background of that scenary, won't we? It will end up on my nerves.
Yeah I agree. That theme is the title/credits music, not background music. Hopefully it's just a placeholder or something in that video, they have said that they're still working on music.
langley
06/04/2009, 11:38 am
The music in that video was indeed placeholder.
Threepwood4Life
06/04/2009, 12:06 pm
What was it like working side by side with a legend like Ron Gilbert, did he give you a lot of insight into the Guybrush character and how scenario should be approached in the true Monkey Island fashion.
CaliMonk
06/04/2009, 12:06 pm
Needs dark humor -
This is kind of an extension of what a few people were talking about regarding the pseudo-creepy night-time settings in MI1 and MI2. Starting with CMI, they started to move away from anything dark and moody, and with EMI they went full out Disneyland on us. SMI and MI2 had some dark settings, and also dark humor -- things like the scene where GT digs up one of Largo's relatives bones and his pants fall down, or the governor Phatt character -- a grossly overweight guy who couldn't get out of bed so he had tubes of food and drink piped into the room. Gross and weird and creepy and funny and memorable. I'd like to see the developers of TMI remember that it's a pirate story with a ghost/zombie/demon pirate, so there definitely should be some dark themes, dark settings and dark humor.
You nailed it.
My thoughts and feelings exactly! :)
CaliMonk
06/04/2009, 12:10 pm
Actually, too many "joyful"-looking daytime scenes was one of the many reasons I didn't like EMI. In fact if I look back, I have a lingering impression of the entire setting being barren, bland, and dry daylit scenes with zero atmosphere. (As I've said before, jokes are important, but atmosphere needs to be there as well otherwise the entire thing feels disposable).
I've actually never considered EMI to be a Monkey Island game, sure it has the same character names but there was no Monkey Island 'feeling' in the entire game (for me).
CMI did have some great scenes and at times still 'creepy' as you would expect for a Pirate game, walking around on an island by yourself in the dark with a slight uncomfortable feeling. It also did have a few scenes that were far too 'joyfull'.
Shanksworthy
06/04/2009, 12:13 pm
Needs dark humor -
This is kind of an extension of what a few people were talking about regarding the pseudo-creepy night-time settings in MI1 and MI2. Starting with CMI, they started to move away from anything dark and moody, and with EMI they went full out Disneyland on us. SMI and MI2 had some dark settings, and also dark humor -- things like the scene where GT digs up one of Largo's relatives bones and his pants fall down, or the governor Phatt character -- a grossly overweight guy who couldn't get out of bed so he had tubes of food and drink piped into the room. Gross and weird and creepy and funny and memorable. I'd like to see the developers of TMI remember that it's a pirate story with a ghost/zombie/demon pirate, so there definitely should be some dark themes, dark settings and dark humor.
Agreed. Aside from moody nighttime scenes, I hope to see some dark humor as well. I loved MI and MI2 immediately because the humor really appealed to my dark and absurd sense of humor. CMI took a little longer for me to warm up to, because it was more light and Disney-esque (in general tone I mean -- it had its dark moments as well).
fire2box
06/04/2009, 12:18 pm
how many pre-orders for this game have TellTales sold so far? Did you guys sell enough to cover all the cost's of making the game?
scm007
06/04/2009, 12:29 pm
1.) I want to know if you guys wrote your own engine for this game, or does Telltale have a generic adventure game engine?
2.) How did this whole project get started? Was it initiated by Telltale, Lucas, fans, etc.?
Also, THANK YOU for bringing back Monkey Island! As little as 3 months ago I was browsing the net to see if there were any rumors about MI5, and I was beginning to think it would never happen. I have never been so glad to support a game with my money.
Cheers,
Stephen
xfinitex
06/04/2009, 12:30 pm
I'm really interested to see what form of 'insult battle' will appear in this game. Any hints? I really just want to tell someone they fight like a cow at an inappropriate time.
seanvanaman
06/04/2009, 12:33 pm
I want to know if you guys wrote your own engine for this game, or does Telltale have a generic adventure game engine?
We use the all-powerful "Telltale Tool" -- our own engine and toolset. It's geared specifically towards episodic development. All of the goodness we had to put into the engine to get Wallace and Gromit looking as great as it does is now at our disposal, which will benefit all of games, including TMI, from here on out.
Zomantic
06/04/2009, 12:38 pm
Hi everyone! Great to be here, TOMI really is a dream come true. Couple o' impressions (English is not my mother tongue, I tend to overcomplicate it; but this forum is too big a chance to let it slip for such trivialities).
crushing your very soul in the process
I can't wait!
we imagine MI5 would be a grand 40 hour epic (if you're here, you probably know 40 hour epics aren't our thang) and TMI takes place after the presupposed events of that story
I really like that, both for marketing/fans reaction issues and from a storytelling point of view. LeChuck's Revenge has a bit of that feeling, right at the beginning: Guybrush looks different, he's carrying a lot of money with him, he's no longer Elaine's lover. That gives the story more depth, and suggests that great adventures and piratey quests have occurred: but Monkey Island always has to be about this Threepwood loser who gets involved in business way bigger than him (and, at the end, gets to kick some butt). An imaginary, immense fifth episode on the background of these humbler Tales: it feels right.
Surreal amusement park or no, I've always sort of nebulously imagined that the entire world of Monkey Island only started to exist once Guybrush showed up. I know that doesn't make a lot of sense, but that's how it's always felt to me.
Never thought about that, but it does make a lot of sense. Guybrush's world as issued by his desires, by his dreams... Mulholland Drive, anyone? (I remember with pleasure that article in The Scumm Bar where MI2 was described as having a slight David Lynch touch.)
It's always a delicate balance when you return to a beloved series: we want to make something that sits alongside what you know and love, but is also new and interesting. We want to be canonical, but also tell a new story.
That is exactly what I think was the point with EMI (or EFMI, as its creator prefers ;)): you could clearly feel the responsibility and the significance of this big legacy (of adventure gaming itself?) weighing as an immense burden on the developers' back, carried with gratitude and respect, and yet - at the same time - perceive every attempt the creators were making to transform it, to escape (yep!) from its unbearable influence. I think this is what made it special: its almost hysterical oscillation between the canonical and the iconoclastic (Herman Toothrot's contradictory past was significantly explained by many as a form of schizophrenia). I personally found it immensely entertaining, and I think it still lacks its due recognition as a classic.
On a side note, I think that the "rope sack" could become a great recurring gag (a bit like the fisherman with two pipes in LeChuck's Revenge).
scm007
06/04/2009, 12:47 pm
We use the all-powerful "Telltale Tool" -- our own engine and toolset. It's geared specifically towards episodic development. All of the goodness we had to put into the engine to get Wallace and Gromit looking as great as it does is now at our disposal, which will benefit all of games, including TMI, from here on out.
Cool. Did you guys write the whole thing from the ground up? What language are you guys using mostly?
Bagge
06/04/2009, 12:52 pm
We use the all-powerful "Telltale Tool" -- our own engine and toolset. It's geared specifically towards episodic development. All of the goodness we had to put into the engine to get Wallace and Gromit looking as great as it does is now at our disposal, which will benefit all of games, including TMI, from here on out.
The Scumm/Lua-bar is now called the toolbar?
Todesreiter
06/04/2009, 01:01 pm
Actually, too many "joyful"-looking daytime scenes was one of the many reasons I didn't like EMI. In fact if I look back, I have a lingering impression of the entire setting being barren, bland, and dry daylit scenes with zero atmosphere. (As I've said before, jokes are important, but atmosphere needs to be there as well otherwise the entire thing feels disposable).
Of course I'm not judging TMI by the few screenshots that have been released -- way to early for that. I'm just hoping those screenshots don't represent the tone of the entire game though. ***Edit*** Not that the current tone is bad (I just watched some gameplay footage from E3 and it's looking very Monkey Island-y) -- just saying I hope we get some nightlife is all.
oh yes... the dark atmosphere in parts of the first and second monkey island game was great, so we hope to see many nightlife-locations in tales of mi !!!
-------------------------
on other places you wrote that the downloadable episodes don`t have
audiolines in other languages (german...) - but i hope a german underline
and menue (like actually w&g series) was in there ???
GuyMontague
06/04/2009, 01:02 pm
5) What chapter and game should i download from my free episode option, since i preordered?
If you don't own the Sam & Max games my favourite is "Reality 2.0", although as a Season 1 episode it has a weak version of the engine.
If you have a wide-screen my number two pick would be "Night of the Raving Dead".
If you own S&M my favourite Strong Bad episode is "Dangeresque 3", but I think that might also be a free episode—I have two copies for some reason—in which case I'd recommend "8-Bit is Enough" because its ending is Epic.
onlyamonkey
06/04/2009, 01:23 pm
K, just wanted to say biiig thanks.
The Morpher
06/04/2009, 01:27 pm
You guys are gods, that's it, nothing less. You're gods.
So, will this have a season 2?
(Sorry if this has been asked before, I just can't be bothered to flick through 19 pages XD)
Diduz
06/04/2009, 01:52 pm
Never thought about that, but it does make a lot of sense. Guybrush's world as issued by his desires, by his dreams... Mulholland Drive, anyone? (I remember with pleasure that article in The Scumm Bar where MI2 was described as having a slight David Lynch touch.)
I recall something Bill Watterson (the cartoonist behind Calvin and Hobbes) said. Everyone tries to give a rational explanation about Hobbes' life: he's not real, he's real only in Calvin's imagination. Watterson gave a different explanation, much deeper:
"When Hobbes is a stuffed toy in one panel and alive in the next, I'm juxtaposing the "grown-up" version of reality with Calvin's version, and inviting the reader to decide which is truer."
Which is a perfect way to accept both the ending of Monkey 2 AND whatever Monkey Island story anyone can come up with afterwards. :D
GuyMontague
06/04/2009, 02:00 pm
"When Hobbes is a stuffed toy in one panel and alive in the next, I'm juxtaposing the "grown-up" version of reality with Calvin's version, and inviting the reader to decide which is truer."
There's Guybrush's vision of reality, then there's everyone else's? I like it.
Sideboard
06/04/2009, 02:40 pm
Just skimmed through those 19 pages and stopped only at a telltale logo, so I don't know if anybody already asked:
Will there be a gimmick like the song "The Pirate I Was Meant to Be" in CMI?
And, of course, kudos to you for taking that quest - er - treasure hunt! Maybe you discover the real Secret of Monkey Island (TM) by yourselves after finishing season 3. ;-)
This is not a question: Stan needs to be in the game. You can keep it a surprise if you want, but he'd better appear in at least one episode, because really, he and the Voodoo Lady are the only non-main characters to appear in each game so far, and he deserves to maintain that status as much as she does.
I'd say Stan is the funnier of the two, really.
Has there been a Monkey Island game without Stan?
LuigiHann
06/04/2009, 03:32 pm
Has there been a Monkey Island game without Stan?
Not yet there hasn't :D
Glad to see we're on the same page ;)
nep4ron
06/04/2009, 03:45 pm
It's a near certainty that the game will be localized into other languages eventually, but the release on July 7th will be English language only (though anyone in the world can buy it of course!).
Ok, that sounds fine to me. But how will this work exactly then? Will the localized versions be on the DVD then or will there be an update for download to get the other languages later? Or will I have to buy another version if I want to get the localized version later?
PS: Thanks for the very fast reply... ;)
riyadc
06/04/2009, 03:47 pm
Stan needs to be in the game pretty much, also if you could make the textures in his coat not mode when his hands are moving that'd be great.
And yeah Stan has appeared in all 4 Monkey Islands. Stan, the Voodoo Lady and Herman Toothrot appeared in every Monkey Island game.
Merkel
06/04/2009, 04:19 pm
Herman Toothrot did not appear in CMI (Unless you count the animatronic version in the rollercoaster)
Winther
06/04/2009, 04:20 pm
Well, Toothrot's only in CMI animatronically.
This might be bordering on the spoilerish, but will we actually visit Monkey Island at some point during the series?
(Hey, it's not a complete gimme... Didn't go there in MI2. Well, technically, I guess Guybrush was on Monkey Island when he emerged from the tunnels, as retconned by CMI, but still.)
ETA: Damnit, someone beat me to the Herman thing.
E(again)TA: proper grammar.
Merkel
06/04/2009, 04:27 pm
I would say visiting Monkey Island eventually in the game is almost a sure thing.
And I hope they emphatize the mystic quality of the place ( a thing I thought they did quite well in parts of EFMI), being this unique island were all sorts of crazy stuff happens (just getting there requires all sorts of mumbo jumbo) and where a gateway to the netherworld is located.
I can never thank you enough for bringing back MI. I've just been diagnosed with cancer, and this news is the first thing that's made me smile all week. Now I have a reason to put up with chemo!!!
One question and one question only: What would it take to get Earl Boen back as LeChuck?
diond
06/04/2009, 05:20 pm
Not a question, just a big THANK YOU to the gang for bringing MI back to life. It'll wash the bad taste of Pirates of the Caribbean out of my mouth.
Now, a plea: PLEASE make the game playable with the mouse solely, as an option at least. I'm disabled, and using a keyboard isn't an option. (The screen keyboard doesn't send the codes to signal that a key is depressed, only upon release.) So that's another vote for point-n-click.
Secret Fawful
06/04/2009, 05:27 pm
Are there any indoor or nighttime locations in TMI?
Laserschwert
06/04/2009, 05:30 pm
Is Michael Land working with Jared on this, or is it just his show?
Ok, that sounds fine to me. But how will this work exactly then? Will the localized versions be on the DVD then or will there be an update for download to get the other languages later? Or will I have to buy another version if I want to get the localized version later?
PS: Thanks for the very fast reply... ;)
I can't answer that because I honestly don't know at all. Localization has been handled differently with almost every product we've done.
Is Michael Land working with Jared on this, or is it just his show?
As of now it's all Michael Land. Jared's keeping busy full time doing the music for Wallace & Gromit episodes 3 and 4, and I think he'll be busy scoring something that rhymes with schmam and schmax schmeasson schmee, but who knows if he'll come in on the assist as we get further down the road.
Laokin
06/04/2009, 05:57 pm
Well, we took into account the way people responded to the previous looks of Guybrush. Most people really dug his blue jacket and look from 2. Many people didn't like the tall lanky version from 3, but we still wanted to stylize and have it feel like Guybrush. His real personality, for me, came out when he finally had a spoken voice. We also wanted to have him seem older because this is essentially after MI5. He just came across as creepy with a beard. I had fun drawing him regardless the way he looks. I have a sheet of old Guybrush drawings laying around here I'll see about posting. Once Guybrush was designed, he served as something to gauge everyone else off of (i.e. Elaine compliments his shape)
Another question directed to nobody in particular... but, Why did you guys choose to make it MI6 (for all intents and purposes) why did you skip 5?
I have a snarky suspicion lucas had something to do with it..... eh?
That's really just a joke. It took hold far more strongly than anyone had expected it to. Some time has passed between Escape from Monkey Island and Tales of Monkey Island, but that's it really :) Well, Tales does open with the finale to an adventure we'll never see, but it sets many things in motion which are important in this game... sorta like the beginning of a Bond movie, or Raiders of the Lost Ark.
Hero1
06/04/2009, 06:31 pm
I can never thank you enough for bringing back MI. I've just been diagnosed with cancer, and this news is the first thing that's made me smile all week. Now I have a reason to put up with chemo!!!
I wish you all the best with the chemo. I'm sure the writers are going to bring us something special with MI.
MillerEP
06/04/2009, 07:42 pm
You guys are awesome, I'm a die-hard MI fan, Telltale brought back Sam and Max, and now this! You guys are amazing. What's next a new Space Quest? (please say yes).
Wicked Mouse
06/04/2009, 07:44 pm
I hope the humour and dialogues will be strong, as I'm kinda still in love with the MI3 graphics :)
At least it's Mr. Armato's voice again ^.^
Jayel
06/04/2009, 07:49 pm
Any plans to support Novint Falcon?
fire2box
06/04/2009, 08:03 pm
Any plans to support Novint Falcon?
It doesn't seem like it would be a game to support something like that.
der_ketzer
06/04/2009, 10:24 pm
Here's a little something to chew on: The title of the first episode is NOT "It's the End of LeChuck as We Know It (And I Feel Sick)", but mostly because R.E.M. really isn't all that pirate-y.
Oooh, that does give me a really horrible idea though :)
Stemmle
Please tell Jared Emerson-Johnson to make a song of this. Pleeeeeease.
Ry Guy
06/04/2009, 10:40 pm
Are there any indoor or nighttime locations in TMI?
You bet! Just wait and see what can be dark and spooky and smell of corn chowder.
nep4ron
06/04/2009, 11:27 pm
Just got another question in mind. How long will it take me approximately to get through one of the episodes? (just want to know, how long I'll have fun each month... ;))
And will there be 2 difficultys? Just as back in the days of MI3?
hamzie
06/04/2009, 11:39 pm
Just got another question in mind. How long will it take me approximately to get through one of the episodes? (just want to know, how long I'll have fun each month... ;))
And will there be 2 difficultys? Just as back in the days of MI3?
already answered
My deep deep deep deep calculations said 4 - 8 hours said
but in a website they said 2 - 4 hours
i just hope im right :)
already answered
My deep deep deep deep calculations said 4 - 8 hours said
but in a website they said 2 - 4 hours
i just hope im right :)
Probably somewhere in-between.
Tjibbbe
06/05/2009, 12:08 am
That's really just a joke. It took hold far more strongly than anyone had expected it to.
Haha, seriously. The internet always amazes me like that. People are already speculating about you making this big, epic Monkey Island 5 if this one is succesfull. This could become bigger than the (kind of weird, imo) hype around what the secret actually is.
I have another question for the devs, actually. Since Sam & Max Season 2, there has been a development structure at Telltale where there's a different lead designer for every episode. Considering the fact that the overarching story is much more important now, how has this process been changed?
Winther
06/05/2009, 01:08 am
and I think [Jared]'ll be busy scoring something that rhymes with schmam and schmax schmeasson schmee, but who knows if he'll come in on the assist as we get further down the road.
Ooh, bonus! Tacit confirmation of Sam & Max Season 3 being visible on the horizon. I must admit that I haven't frequented that part of the forum, so, is this news? I mean, I don't think there was much doubt that there was going to be a season 3, but this makes it sound like it's very much in the pipeline right now, in a way where development would overlap with the later episodes of TMI. Maybe even a late 2009 premiere?
Or am I reading to much into things here?
Guybrush_Threepwood
06/05/2009, 01:35 am
I can never thank you enough for bringing back MI. I've just been diagnosed with cancer, and this news is the first thing that's made me smile all week. Now I have a reason to put up with chemo!!!
I wish you good luck, pal. Be strong.
Laserschwert
06/05/2009, 01:38 am
As of now it's all Michael Land. Jared's keeping busy full time doing the music for Wallace & Gromit episodes 3 and 4, and I think he'll be busy scoring something that rhymes with schmam and schmax schmeasson schmee, but who knows if he'll come in on the assist as we get further down the road.
Might be the perfect opportunity to have Michael on as a "guest composer" for some tracks on the S&M3 score... reviving some of his themes from "Hit the Road" ;)
Zomantic
06/05/2009, 03:21 am
Probably somewhere in-between.
More on the Sam&Max side (~5 hours) or on the W&G side (less than 3)? Please, be honest about it, Telltale! No more "beefy", disappointing promises... :(
That's really just a joke. It took hold far more strongly than anyone had expected it to. Some time has passed between Escape from Monkey Island and Tales of Monkey Island, but that's it really :) Well, Tales does open with the finale to an adventure we'll never see, but it sets many things in motion which are important in this game... sorta like the beginning of a Bond movie, or Raiders of the Lost Ark.
I've never thought of it as a guarantee for a MI5 to be made; nevertheless, considered what the rest of the team stated here and elsewhere, I find that calling it a simple "joke" may be excessive. It's a good way to prevent wacky fans reactions, and a great storytelling device to kick in this epic - yet, somewhat - in a true Monkey Island fashion - minor, series of adventures.
About the music, a theme that I'd really love to see back is the love tune from SoMI and LeChuck's Revenge...
Toothless Gibbon
06/05/2009, 03:53 am
I'd like to know, do you guys think the complete season will measure up to the size / difficuly / epic nature of the previous games?
Or do you see TFMI as like a TV spin off to a movie franchise?
I suspect the latter, but no complaints form me!
Vodiara
06/05/2009, 04:05 am
Will there be any plot or dialogue reffers to previous game?:)
Slashmire
06/05/2009, 06:05 am
Have you ever thought of doing those episodic games over DSiWare or any other portable handheld devices, even iPhone? I'm sure Monkey Island or even Sam & Max and Wallace & Grommit could be really interesting on those platforms.
plagiarize
06/05/2009, 07:14 am
I just see the Monkey Island 5 business as being along the same lines as 'Insert disc #23', or for anyone that saw it, like the very similar jokes in the most Red Dwarf special about the none existent seasons 9 and 10.
That some people are no doubt going to think they really missed a game, is already making me chuckle.
WhyMrPink
06/05/2009, 07:35 am
I just saw an article about Monkey Island on http://www.geekologie.com/2009/06/new_monkey_island_game_coming.php
I'm pleased to say that not only did I already know about this, but I preordered the series last night. I'm really looking forward to this.
I've heard people talking about it on some smaller internet communities but I just assumed nothing would come of it.
I'm aware of the monkey island series but I've not played any, considering I wasn't properly sentient to good games when they came out, so is there anyway I can play them on my current computer?
eobet
06/05/2009, 07:43 am
And yeah, Michael Land's working on the music!
So, Mr Land is working on both your game, and the Special Edition?
But are the music kept separate?
I saw in a video that the Special Edition is getting real live instruments recorded for the soundtrack... god, I want that on a CD!
Pretty pirates please?
I think he'll be busy scoring something that rhymes with schmam and schmax schmeasson schmee
*faints*
np: Deadbeat - Cause For Hope (Wild Life Documentaries)
LuTHieR
06/05/2009, 08:17 am
WhyMrPink: This is a good place to start http://scummvm.org/ ;)
Laserschwert
06/05/2009, 08:24 am
So, Mr Land is working on both your game, and the Special Edition?
In the interview for the SE it was LA's Jesse Harlin talking about the music, so I think he's in charge of the re-recordings.
seanvanaman
06/05/2009, 08:26 am
I have another question for the devs, actually. Since Sam & Max Season 2, there has been a development structure at Telltale where there's a different lead designer for every episode. Considering the fact that the overarching story is much more important now, how has this process been changed?
Yes, the overarching story for TMI is much more important than it was in say SM and definitely in WG or SBCGFAP. On Tales, Mike Stemmle and Mark Darin are essentially the series leads -- they toiled over the season-wide story before designing a single puzzle. They're the vision holders for the series as a whole.
Joe Pinney and I are coming in on the third episode (he's the official Designer, I'm the official Writer, but we're pretty much sharing the entire load) and while we've got a quite a bit of freedom over the puzzles and moment-to-moment happenings of episode 3, we already knew what major things needed to occur in the episode coming in -- thanks to M&M's rad series outline. We work with Mike and Mark daily to make sure the tone of the episode is right, we're getting the stuff in we need, and threading in any foreshadowing or story elements that need to happen.
I'd like to know, do you guys think the complete season will measure up to the size / difficuly / epic nature of the previous games?
Or do you see TFMI as like a TV spin off to a movie franchise?
I suspect the latter, but no complaints form me!
That's probably impossible to say until we're done and can look at the whole thing. There will probably be fewer locations than previous Monkey Island games (but probably a few more than the average Telltale game), but whether or not the actual events feel more as epic and difficult... it's basically up to us to not screw it up at this point. :)
Will there be any plot or dialogue reffers to previous game?:)
There will be callbacks and continuity which fans will recognize, but it's nothing so extreme that a new player couldn't enjoy it, too. In other words, same as it ever was.
Merkel
06/05/2009, 08:49 am
In the interview for the SE it was LA's Jesse Harlin talking about the music, so I think he's in charge of the re-recordings.
Yes, the music is pretty much all composed already, just needs some reorchestration (and a simply one at that, I reckon), so I would assume they don't really need to bring Michael Land back for the special edition
Merkel
06/05/2009, 08:59 am
Will each chapter display the title screen with the music featured in every Monkey Island when a new part begins?
Armakuni
06/05/2009, 09:28 am
Will there be any stump jokes? :p
Guybrush_Threepwood
06/05/2009, 10:32 am
Sorry to ask this, but I'm lazy to find out if you've already answered somewhere else in this ocean of posts. Will there be italian subtitles, as in W&G?
Armakuni
06/05/2009, 10:36 am
Here's a quote answering that -
It's a near certainty that the game will be localized into other languages eventually, but the release on July 7th will be English language only (though anyone in the world can buy it of course!).
eobet
06/05/2009, 10:41 am
Yes, the music is pretty much all composed already, just needs some reorchestration (and a simply one at that, I reckon), so I would assume they don't really need to bring Michael Land back for the special edition
Ooops. Guess I have to pester Lucasarts about a new soundtrack CD then. :)
SRTie4k
06/05/2009, 10:44 am
Important question alert! I haven't read the entire thread yet, so if it's a repeat, sorry.
Has the entire dev team played all the MI games? I just want reassurance that they know exactly what they are getting into :)
EricP
06/05/2009, 11:07 am
and I think he'll be busy scoring something that rhymes with schmam and schmax schmeasson schmee
Oh man! We're making Jam and Trax's Treason Spree??! Finally!! I knew all my emails and petitions would pay off.
MarkDarin
06/05/2009, 11:21 am
Important question alert! I haven't read the entire thread yet, so if it's a repeat, sorry.
Has the entire dev team played all the MI games? I just want reassurance that they know exactly what they are getting into :)
Oh yes! Many many times! In fact, several members of the team have worked on previous Monkey Island games as well! From the designers, to the writers, artists and animators, we are all well steeped in Monkey Island goodness!
MarkDarin
06/05/2009, 11:24 am
Oh man! We're making Jam and Trax's Treason Spree??! Finally!! I knew all my emails and petitions would pay off.
SWEET! I loved Jam and Trax's Decent Shoes I sure hope Treason Spree is just as good!
Bruno83
06/05/2009, 11:39 am
hey there glorious telltale team which gave us the Sam and Max series and is currently working on Tales of Monkey island!!!
did I mention that I really really love you?
Shanksworthy
06/05/2009, 12:00 pm
I read in a TTG interview that Ron Gilbert himself might be answering some questions on the forums. Will he have his own thread (in the same vein as Dominic Armato)? When do you think that might happen?
Chuck
06/05/2009, 12:05 pm
SWEET! I loved Jam and Trax's Decent Shoes I sure hope Treason Spree is just as good!
Oh, man, they're still milking the Jam & Trax license? I was looking forward to Wham! Attacks Bees in Trees, with full keyboard control of George Michael & Andrew Ridgeley.
Telltale used to be so cool. Guess you gotta go after those console dollars.
You bet! Just wait and see what can be dark and spooky and smell of corn chowder.
Hot damn!
Think about it: one of the most enchanting things about the POTC ride is that it's all a nocturne. You leave the daytime world behind and go into this dark mysterious place with flickering lamps and lit windows and fireflies playing. And then it rapidly gets darker and more mysterious.
I didn't loathe EMI as much as some people here, but I found the sunlit glare of Jambalaya Island really repellent. Unlike all the other MI locations, I felt no desire to linger in that world and look at the details-- just do the puzzles and get the hell out of there. It felt like an intrusion from some other game. Take a leaf from A Vampyre Story's book and give us some night!
And points to Telltale for giving its characters living faces with moving eyes! Another creepy thing about EMI was the way Guybrush was reduced to a little blank-eyed wooden doll. He looks great in TMI.
ZombieAtPlay
06/05/2009, 12:28 pm
This is a minor question, but will we be able to turn off the smelly, green, voodoo-cursed hand smokey effect thing that followed Guybrush around? I kinda found it destracting and it made the card from the sock diffcult to read (IMO).
Unless of course its not the final effect. In which case i grovellingly withdraw my question, m'lud. :)
Verythrax
06/05/2009, 12:55 pm
I just want to say that I'm in heaven.
I couldn't even imagine that I would see a new (or two) MI game this far. Oh God, I still have nightmares were I exchange all those floppy discs scene after scene, just for some disk to fail me and I need to start again.
And I'm even more happy to be able to be here, posting and reading this forum. Now I'm part of the MI story - it's like a dream come true. Thanks guys!
Tjibbbe
06/05/2009, 01:08 pm
Telltale used to be so cool. Guess you gotta go after those console dollars.
Don't let it get to you man. That's just the internet being the internet.;)
Armakuni
06/05/2009, 01:15 pm
I don't mind Telltale releasing games for consoles at all, the bigger the audience, the better.
As long as they don't sacrifice the PC versions in order to do so, but they haven't done so yet... even though I don't like their new control scheme, I really don't think they put that in there because of their console versions, like some people seem to think.
So as long as the PC versions remain top quality, as they have so far, I say go for it (yeah, I grant you my full permission! :p) :D
This is a minor question, but will we be able to turn off the smelly, green, voodoo-cursed hand smokey effect thing that followed Guybrush around? I kinda found it destracting and it made the card from the sock diffcult to read (IMO).
Unless of course its not the final effect. In which case i grovellingly withdraw my question, m'lud. :)
It's exploding way out of control in the E3 footage. Pretend its really at about 1/10th that level of bright-in-your-face-explosionness. Subtlety! The one in the E3 footage is basically a proof of concept.
Tjibbbe
06/05/2009, 01:35 pm
Speaking of the E3-demo, one game I was reminded of (next to CMI, which I think is the Monkey Island it looks like the most - in the demo part at least) was Zelda: Wind Waker. The second island you visit in that one (Windfall Island? I can't remember, it's been too long) really came to mind upon seeing Flotsam Island. I don't know why, I guess it's the sunny, tropical Island-harbor setting, the cartoony atmosphere and the design (big, brightly colored surfaces, stuff like that). Was Wind Waker an influence here, or am I just rambling?
Shanksworthy
06/05/2009, 01:56 pm
Hot damn!
Think about it: one of the most enchanting things about the POTC ride is that it's all a nocturne. You leave the daytime world behind and go into this dark mysterious place with flickering lamps and lit windows and fireflies playing. And then it rapidly gets darker and more mysterious.
I didn't loathe EMI as much as some people here, but I found the sunlit glare of Jambalaya Island really repellent. Unlike all the other MI locations, I felt no desire to linger in that world and look at the details-- just do the puzzles and get the hell out of there. It felt like an intrusion from some other game. Take a leaf from A Vampyre Story's book and give us some night!
And points to Telltale for giving its characters living faces with moving eyes! Another creepy thing about EMI was the way Guybrush was reduced to a little blank-eyed wooden doll. He looks great in TMI.
AMEN!! You encapsulated exactly what I loved about MI 1&2, and what I didn't like about EMI (gives me a headache just to think about it).
Fausk
06/05/2009, 02:23 pm
Wow, as a fan of Monkey Island from the very first one and after the mild disappointments of EFMI (Though, I thought the explanations for Herman Toothrot really brought the story together more personally.) I never thought the day would come when we'd finally get a new one. Especially with how holed up LucasArts was about not making any Non-Star Wars games and not selling off their IPs. So thank you Telltale... Thank you so much for bringing THE Premiere Adventure game back to the people.
Even though it's been asked before, I've still seen no answer... No Earl Boen? That'll be a major disappointment, especially since Secret of Monkey Island: Special Edition does, in fact, have him.
Secondly, Will there be more fourth wall breaking humor? Pokes at LucasArts having their grubby hands over everything?
I think that's about it for now. New Monkey Island! It's finally happening!
afcarv
06/05/2009, 02:26 pm
Arr, a pirate I was meant to be, me hearties.
Looking forward to the series, I'm confident Telltale will do a terrific job.
Congrats everyone, and keep it up :)
Wicked Mouse
06/05/2009, 02:45 pm
Arr, a pirate I was meant to be[...]
Trim the sails and roam the sea!
njcain
06/05/2009, 03:16 pm
I just want to say that I'm glad LucasArts finally realized that intellectual property isn't worth anything unless you do something with it, and I'm glad they chose your shop to do it. Adventure games languished for quite a while, but now that all the people who grew up playing them are adults with jobs and disposable income, I hope we'll see more of this sort of thing.
Winther
06/05/2009, 03:18 pm
Trim the sails and roam the sea!
Don't make me pull out the oranges, pal.
So, LeChuck seems to be of the Zombie variety here. Is that how you're keeping him for this series? Or is he still doing that zany back-and-forth thing from EMI?
I'd ask if we're going to see any new incarnations, but really, after Ghost, Zombie, Demon and Stone Giant, not many places left to go...
Hero1
06/05/2009, 03:49 pm
Oh, man, they're still milking the Jam & Trax license? I was looking forward to Wham! Attacks Bees in Trees, with full keyboard control of George Michael & Andrew Ridgeley.
Telltale used to be so cool. Guess you gotta go after those console dollars.
:D:D:D:D:D:D:D Classic :)
MarkDarin
06/05/2009, 04:37 pm
Don't make me pull out the oranges, pal.
So, LeChuck seems to be of the Zombie variety here. Is that how you're keeping him for this series? Or is he still doing that zany back-and-forth thing from EMI?
I'd ask if we're going to see any new incarnations, but really, after Ghost, Zombie, Demon and Stone Giant, not many places left to go...
He'll have a couple of different states as the season progresses, but he n longer seems to have the ability to do that "Zany back and forth thing". We have already anounced that you be seeing a Human LeChuck at some point, but you'll have to stay tuned to see exactly what that means! ;)
fire2box
06/05/2009, 05:28 pm
Trim the sails and roam the sea!
Bill: To fight us off ye don't need guns!
Edward:Just really good ear plugs!
Laserschwert
06/05/2009, 05:34 pm
http://content.ytmnd.com/content/c/a/0/ca0f4036818569c44c33be9ad46e112f.gif
We will fight you in the harbor
We will battle you on land
But when you meet singing pirates...
Guybrush: ... they'll be more than you can stand! :rolleyes:
Bill: Oh, that was a good one! :)
Guybrush: No, it wasn't. :mad:
Wicked Mouse
06/05/2009, 06:37 pm
Guybrush: Stop! Stop! Stop!
Bill: The brass is what we'll polish and the deck is what we'll mop.
Guybrush: You say you're nasty pirates...
Guybrush: ...scheming, thieving, bad bushwhackers?
Guybrush: From what I've seen I tell you...
Guybrush: ...you're not pirates! You're just slackers!
hamzie
06/05/2009, 08:33 pm
He'll have a couple of different states as the season progresses, but he n longer seems to have the ability to do that "Zany back and forth thing". We have already anounced that you be seeing a Human LeChuck at some point, but you'll have to stay tuned to see exactly what that means! ;)
Wasnt he in Human form in MI4
lol this spoiler code is awesome
LuigiHann
06/05/2009, 08:50 pm
Wasnt he in Human form in MI4
lol this spoiler code is awesome
That was more of a disguise (perhaps a transformation-based disguise, but still) than a form.
Ry Guy
06/05/2009, 09:57 pm
Speaking of the E3-demo, one game I was reminded of (next to CMI, which I think is the Monkey Island it looks like the most - in the demo part at least) was Zelda: Wind Waker. The second island you visit in that one (Windfall Island? I can't remember, it's been too long) really came to mind upon seeing Flotsam Island. I don't know why, I guess it's the sunny, tropical Island-harbor setting, the cartoony atmosphere and the design (big, brightly colored surfaces, stuff like that). Was Wind Waker an influence here, or am I just rambling?
Who isn't influenced by that game? I guess maybe sub consciously I was.
Joe Newberry
06/05/2009, 10:23 pm
I was reading the other day about how in the early days of Sierra On-Line, Roberta Williams would personally give people hints when they called the office number. That made me wonder if any of the developers that went back and played the original games, which another post mentioned a lot of people were doing, got stuck on a puzzle and had to ask someone that worked on that game for a solution?
Silverwolfpet
06/05/2009, 11:35 pm
Hi guys!
I know this is a little bit early...actually, too damn early to say, but I'm gonna risk asking you this anyway:
-When will we see Season 3 of Sam n Max?
also
-If the first season of ToMI sells enough copies (episodes), will you make a second season? Or it is just a stand-alone non-futuristic project?
One more thing, and I know that everybody asked you this... The buttons/badges, how can we get those in our posession without going all "I'm a pirate, I've come to plunder, give me buttons!" on your headquarters? :D
hamzie
06/06/2009, 01:21 am
Hi guys!
I know this is a little bit early...actually, too damn early to say, but I'm gonna risk asking you this anyway:
-When will we see Season 3 of Sam n Max?
also
-If the first season of ToMI sells enough copies (episodes), will you make a second season? Or it is just a stand-alone non-futuristic project?
One more thing, and I know that everybody asked you this... The buttons/badges, how can we get those in our posession without going all "I'm a pirate, I've come to plunder, give me buttons!" on your headquarters? :D
itll be awesome if there is a season 2
More money for telltales :p
itll be awesome if there is a season 2
More money for telltales :p
ITYM "More money for Telltale, more Monkey for us" - it's a win-win situation... :D
np: Quasimodo Jones - The Ballad Of Quasimodo Jones (Robots & Rebels)
Quuux
06/06/2009, 02:54 am
SWEET! I loved Jam and Trax's Decent Shoes I sure hope Treason Spree is just as good!
It can't be worse than Cheese 'n' Bun which when you boil it down turned out to be about a sandwich.
Eduardo
06/06/2009, 03:31 am
That was more of a disguise (perhaps a transformation-based disguise, but still) than a form.
Yes,I think it was a disguise, he still stinked of rotten while looking like that.
And he did it before in the 1st game.
hamzie
06/06/2009, 03:42 am
Yes,I think it was a disguise, he still stinked of rotten while looking like that.
And he did it before in the 1st game.
agreed
i should stop abusing the spoiler thing
Armakuni
06/06/2009, 05:13 am
I was reading the other day about how in the early days of Sierra On-Line, Roberta Williams would personally give people hints when they called the office number. That made me wonder if any of the developers that went back and played the original games, which another post mentioned a lot of people were doing, got stuck on a puzzle and had to ask someone that worked on that game for a solution?
That reminds me of an interview she gave... when talking about the much harder puzzles in games back then, she mentioned they expected video gamers to be more educated back then as computers were very expensive :D
Bagge
06/06/2009, 05:22 am
That reminds me of an interview she gave... when talking about the much harder puzzles in games back then, she mentioned they expected video gamers to be more educated back then as computers were very expensive :D
Wow, that's lack of self insight! Roberta Williams wrote some of the most illogical, unfair and downright bad puzzles in the history of adventure gaming. Education will not help you solve those puzzles. It was a test of patience more than anything.
freewheel
06/06/2009, 05:52 am
This is really amazing. And actually, i DO want some of them semi-illogical puzzles involved in ToMI. Come ON, anything to make the episode last longer than a measly 2-8 hours!
Well.
Except maybe a 6 hour Stan sales pitch. That might be pushing it.
No, but seriously. the puzzles in the new S&M, SB and W&G series are just downright wussy compared to the old MI puzzles. We were bred on stronger grog than this and I for one can't stomach the watered-down version.
Like come on, it was the PAIN of going through the oop chee ack that made it so maddeningly memorable. Loved it.
IMO, hints to the game only breed the generation of lazy whiners we see growing up around us.
DarthBo
06/06/2009, 06:03 am
I agree with freewheel, don't make it too easy!
Bagge
06/06/2009, 06:04 am
There's no use in puzzles being hard if you cannot solve it by logic. The fun of puzzle solving lies in actually solving puzzles yourself, not by desperately clicking and combining everything until you stumble on some illogical solution cooked up by the game designer to artificially increase the length of the game.
serweet
06/06/2009, 06:06 am
There's no use in puzzles being hard if you cannot solve it by logic. The fun of puzzle solving lies in actually solving puzzles yourself, not by desperately clicking and combining everything until you stumble on some illogical solution cooked up by the game designer to artificially increase the length of the game.
Though finding jokes by combining the wrong things together, I find, has always been a brilliant thing in Monkey Island :p
But agreed, the fun is in knowing you have solved a puzzle, rather than tried everything.
geminisfl
06/06/2009, 06:16 am
¡¡THANKS!!
I've been waiting for this so long, that I just.... JUST... CAN'T BELEIVE IT!
I can't even think about any interesting question to make!
Hugs from Spain!
Silverwolfpet
06/06/2009, 06:18 am
I hope that it will provide with at least 8-10 hours of gameplay (not knowing the puzzles) and 1-2 hours using a walkthrough.
Ummm, here's another question: Would you accept help from your fans while working on a Monkey Island title? I mean, it would be exciting to find an unnoficial way of collaborating with you. Maybe gather a small group of people (such as us), and ask them to fill out forms with questions like
"Who would you like to see most in the next Monkey Island game, besides the main characters? a) Stan b) Murray c) Herman"
or
"What location would you like to see once more in the next MI title? a) Melee Island b) Blood Island c) Phatt Island"
Maybe I'm just rambling here, but I think most of us would like to help a bit at creating a MI title. :D Right guys?
Toothless Gibbon
06/06/2009, 06:25 am
There's no use in puzzles being hard if you cannot solve it by logic. The fun of puzzle solving lies in actually solving puzzles yourself, not by desperately clicking and combining everything until you stumble on some illogical solution cooked up by the game designer to artificially increase the length of the game.
Although a lot puzzles have logical solutions, many many more require lateral thinking. Thats the secret of a good puzzle IMO.
Use key to open door is logical.
Use monkey as wrench to to turn off a waterfall is lateral thinking. (OK, extreme example)
corruptbiggins
06/06/2009, 06:27 am
No questions (yet!), I just wanted to join the fawning over Telltale for bringing Monkey Island back to our monitors after all this time.
Because of this (and SMI:SE) I've started playing through the series again - it's been a few of years since I did a complete play through all the games. It's surprising how much I don't remember!
Bagge
06/06/2009, 06:36 am
Although a lot puzzles have logical solutions, many many more require lateral thinking. Thats the secret of a good puzzle IMO.
Use key to open door is logical.
Use monkey as wrench to to turn off a waterfall is lateral thinking. (OK, extreme example)
I was talking about logical as opposed to illogical, not as opposed to lateral. In Ron Gilbert's words:
Puzzles and their solutions need to make sense. They don't have to be obvious, just make sense. The best reaction after solving a tough puzzle should be, "Of course, why didn't I think of that sooner!" The worst, and most often heard after being told the solution is, "I never would have gotten that!" If the solution can only be reached by trial and error or plain luck, it's a bad puzzle.
Shwoo
06/06/2009, 06:41 am
Use monkey as wrench to to turn off a waterfall is lateral thinking. (OK, extreme example)
That puzzle might be a bad example. If you're not American, the term monkey wrench probably won't pop into your mind during that puzzle, even if you know that it's called that in America.
I wouldn't even have made the connection if it hadn't been mentioned in the E3 demo. I think it was the E3 demo?
Toothless Gibbon
06/06/2009, 06:41 am
I was talking about logical as opposed to illogical, not as opposed to lateral. In Ron Gilbert's words:
I see what your saying, but I love puzzles that use plays on words etc that, at least initally, seem illogical.
However Im sure its fine line between challenging and frustrating when coming up with them.
freewheel
06/06/2009, 07:09 am
I get the whole need for a logical solution to the puzzles of course, but we never really had that issue with MI puzzles did we? Even IF i did, out of eventual desperation, solved a number of puzzles by randomly chucking stuff together, we could always perceive on hindsight some slender warped logic involved. And that was generally sufficient for me. It just meant I needed to be more warped and tenuous in my logic for the next killer puzzle. (See, more important life skills learnt already!)
But I totally dig what serweet said about the wrong answers. The new series all give one standard dialogue for "I can't use such and such with such and such". How boring can that get?
Merkel
06/06/2009, 07:11 am
The "wind blowing the scarf" thing in MI2 was pretty hard to think of, but that was such a great puzzle. Took me ages, but it still is a great puzzle
Toothless Gibbon
06/06/2009, 07:52 am
That puzzle might be a bad example. If you're not American, the term monkey wrench probably won't pop into your mind during that puzzle, even if you know that it's called that in America.
I wouldn't even have made the connection if it hadn't been mentioned in the E3 demo. I think it was the E3 demo?
Well that puzzle is renowned for being the most 'lateral' in the games, and it was a killer puzzle. I'm not from the US though and still got there in the end. Once hypnotised however, the monkey was shaped like a wrench (spanner).
I think it took me so long to solve though that I probably would use a walkthough / hint system if they did something similar in Tales.
The Internet was the biggest thing that killed adventure games for a while IMO.
Blondebeard2
06/06/2009, 08:04 am
The Monkey Island logo changed a little bit. Now it looks more like a vectorial illustration :)
Since both LucasArts and Telltale use the new logo, I'm curious to know who created the new Monkey Island logo?
Threepwood4Life
06/06/2009, 08:13 am
Was it ever planned to be in 2D or was 3D just the best option since all previous TellTale games are also in 3D as well
Pantagruel's Friend
06/06/2009, 11:25 am
Hey, just dropped in to say that this private forum as preorder perk is a brilliant idea!
Actually, I do have a question. It was already said that Ron Gilbert was involved in the design. How does his involvement compare to Aardman's on Wallace & Gromit? Less, similar, more? Thanks!
jukeboxhero
06/06/2009, 12:12 pm
Actually, I do have a question. It was already said that Ron Gilbert was involved in the design. How does his involvement compare to Aardman's on Wallace & Gromit? Less, similar, more? Thanks!
I think this is a magnificent question and I, too would seek an answer to such an inquiry.
LuigiHann
06/06/2009, 12:25 pm
Education will not help you solve those puzzles. It was a test of patience more than anything.
I think that's kind of the thing though. In that era, to actually set up a DOS computer and load up a game on it required a huge degree of patience and often trial-and-error.
The Monkey Island logo changed a little bit. Now it looks more like a vectorial illustration :)
Since both LucasArts and Telltale use the new logo, I'm curious to know who created the new Monkey Island logo?
LucasArts created the new "Monkey Island" text for their special edition, and asked that we adopt that text for our logo as well. I did the "Tales of" banner and text, expecting it to not be final and just for E3, but I guess it is, or is damn close :) Tried to get a little of the LeChuck's Revenge logo feeling in there.
Blondebeard2
06/06/2009, 12:40 pm
Looks pretty cool. Somehow the color and style remind me the old logo of The Scummbar made by Bill Tiller a few(?) years ago.
Personally I would have preferred the banner and text aligned in the center, but I guess you wanted to do something different :)
Anyway, good job!
Zomantic
06/06/2009, 01:10 pm
Tried to get a little of the LeChuck's Revenge logo feeling in there.
Bearded Guybrush, Zombie LeChuck... LeChuck's Revenge really is the team's favourite episode? Or at least the main influence for ToMI?
Toothless Gibbon
06/06/2009, 02:07 pm
Bearded Guybrush, Zombie LeChuck... LeChuck's Revenge really is the team's favourite episode? Or at least the main influence for ToMI?
I hope so!
Ry Guy
06/06/2009, 03:32 pm
Bearded Guybrush, Zombie LeChuck... LeChuck's Revenge really is the team's favourite episode? Or at least the main influence for ToMI?
Well, zombies are just cool! But, the pox is different than zombies.. you'll see it affects people differently than just zombababifying them, more like a jaundice with one helluva fever. You'll also notice, Mr. Lechuck isn't decaying, he is actually quite pristine! Although, he probably stinks to high heavens.
Secret Fawful
06/06/2009, 03:51 pm
Well, zombies are just cool! But, the pox is different than zombies.. you'll see it affects people differently than just zombababifying them, more like a jaundice with one helluva fever. You'll also notice, Mr. Lechuck isn't decaying, he is actually quite pristine! Although, he probably stinks to high heavens.
Perhaps...perhaps...*deep booming echoing voice* WITH THE VOODOO POX HE FEEDS ON THEIR VERY SOULS....*wide eye'd expression*
*laughs* Nah.....
Kezmoo
06/06/2009, 03:54 pm
Rubber chicken with a pulley in the middle? Red Herrings? Gopher repellant? :p
On a serious note though, what about English subtitles? As I'm hearing impaired, it seriously affects my enjoyment of a game if it's speech only (and makes it unplayable for the Deaf!) Please tell me there will be a text option (which includes intro's, cut-scenes, etc...)
Now for more funny - MI the movie, anyone?
http://www.youtube.com/watch?v=_unbVaCe8a4
Lena_P
06/06/2009, 03:55 pm
This is the most sequential, interconnected story Telltale's ever told. Mike and Mark have a glorious plan for the arc of the entire season and we hope to be revealing as many questions as we do answers to the series' questions every month. I get psyched just thinking about it.
Telltale, I could kiss you. I'm glad I ended up buying SBCG4AP twice, knowing that it helped to fund your continued awesomeness.
Zomantic
06/06/2009, 04:14 pm
Oh no! *Covers his ears* Lalalalalalala! (I'm trying to avoid spoilers here!)
(Yes, I know, spending all my days in these forums isn't the best way to do that... But how else could I bear the agony of waiting till July?)
Anyway, thanks for the answer, Ry! I really admire the work you're doing with TMI (or ToMI... I keep changing this helluvanacronym): all characters look great so far (no-one's commented on Voodo Lady's new make-up, very haunting), and I also love the few setting sketches we've seen. :)
Impossible3144
06/06/2009, 04:47 pm
While I'm okay with ToMI being harder than S&M, I do have to say that it should not be as hard as, say, MI2. The puzzles should be similar in style, but not unfair or illogical. I think even Ron Gilbert has pointed out this problem at some point...
In general, it's like puzzles were made to defeat the player and satisfy the designer, rather than to make the player feel satisfied when they finally work it out. They tend to be based on the developer's logic, so that you could only follow their line of thinking from the method to the solution if you had made the game. This wouldn't be so bad if you already knew where point B was, and merely had to find the path from A to B, but sometimes you aren't even sure what you're trying to do or what your starting point is. There are too many gaps in the player's knowledge for clever thinking to be enough. When you have no idea if you're even on the right track, and the game gives you no indication, you can spend an hour doing the wrong thing, or you can spend an hour ALMOST doing the right thing, then give up and try a completely different (wrong) track. It stops being fun and off to the Internet for spoilers we go. I even noticed this more recently, when I played the almighty Grim Fandango. You're trying to work out both what your goal is, and a way of getting there. You have no pieces of the puzzle to start filling it in, and often a massive inventory with a billion time-wasting combinations to work with (this is why I want a MI2 remake) - but you don't even know if you have the item you need or if you're accomplishing nothing.
It wasn't until Telltale showed up with Sam & Max that Adventure games really became what they should be (although I loved the original S&M as well). You were far more likely to have a point B - or more often, C - to aim for, or a point A to start from, and it was possible to work it out with your OWN logic, not by reading the developer's mind. (Again, MI2 tended to make it worse because you had access to so many different places that you had no idea where you could currently make progress or if you were wasting time, or if you needed an item from a completely different place to progress in this one.) That's what makes a puzzle really fun. Maybe I'm just impatient, because I played the MI games in the era of the Internet, but I did need to check a FAQ and the result was often "I never would have gotten that", without endless trial and error and running around between five different places I was stuck at with no indication of how what I was doing even related to my quest.
Of course, the other way it could be done, to give the player some indication of what the hell they're trying to do so that they could work out how to do it, is a hint system, which we know Telltale are now using. I think that having one of those as an option is a good way of opening the genre up to people who have been wary of it for years (and I know many people like that). I don't personally intend to make much use of the hint system unless the puzzles ever become unfair again (which I doubt because it's Telltale), but just having that last point in the puzzle, a goal that the player still needs to work out how to get to themselves, is the perfect way to do it. Don't give me hints that tell me what to do and how to do it, give me hints that tell me what I want to achieve. Which ideally, the games should have done in some form in the first place, and some of the classic ones didn't.
Well, if you can't get Earl Boen... your replacement vocal artist should listen closely to what Boen does with a line like "Ooooooo, the lass has spirit!" in CMI.
That ain't no half-assed demon-pirate voice. That's Character.
Melancton
06/06/2009, 06:24 pm
Oh, man. I can't even tell you how excited I am about this game.
I know it's too early to tell, but if the episodes sell well could there be an MI Season 2 in the future?
Personally I would have preferred the banner and text aligned in the center, but I guess you wanted to do something different :)
Anyway, good job!
"Tales Of" was just amazingly short and looked really odd to my eye when centered. That was the first thing I tried :)
Mromson
06/06/2009, 09:07 pm
The banner is perfect as it is. >_>
Lena_P
06/06/2009, 11:57 pm
As of now it's all Michael Land. Jared's keeping busy full time doing the music for Wallace & Gromit episodes 3 and 4, and I think he'll be busy scoring something that rhymes with schmam and schmax schmeasson schmee, but who knows if he'll come in on the assist as we get further down the road.
Telltale, once again, I love you so much. If you guys ever need to move, I'll help you, no pizza or beer necessary.
freewheel
06/07/2009, 12:35 am
Of course, the other way it could be done, to give the player some indication of what the hell you were trying to do so that you could work out how to do it, is a hint system, which we know Telltale are now using. I think that having one of those as an option is a good way of opening the genre up to people who have been wary of it for years (and I know many people like that).
A fair point.
Still, TTG, could we pretty please with sugar on top have harder puzzles and then leave hints open for those who want it? :D
taumel
06/07/2009, 12:53 am
I don't know if this has been asked before but are there any plans for localised versions, german in particular? And if so, will this be done before the DVD release also for the episodes, updating already released episodes as well? I don't need it personally, but it would be great if i could share the game this way with my daughter.
In a maybe behind the scenes i would be curious to see how the production of Monkey Island worked, the worflow with the different stages and also finally showing off the TTG tool.
How many people are working on Monkey Island at TTG?
If i remember an interview with Grossman correctly, he stated that you could do a serie every three months, correct me if i mixed this up but keeping this in mind and knowing that it still feels kind of annoying having to wait a whole month for a new episode, do you have any plans to shorten up the update cycles, maybe to every two or three weeks or is it more about producing more series with the already familiar update cycles or putting more work into a normal serie?
Will there be a XBLA version of Monkey Island as well or is it tied to the Wii due to some exlusive deal or is the franchise not allowed to show up on the Xbox360?
Now after you worked out the hint system will we also see an increase in the puzzle complexity to also please more of the veterans and will inventory combinations making their way also into other series? Btw i read that there will be four hint grades, are these like none, low, medium, high?
What has changed, that after so many years of trying it finally happened that LucasArts allowed it? I suspect if Monkey Island goes well, which i would say is safe to assume, there is more to come from this direction, right?
LukeSW
06/07/2009, 01:40 am
What has changed so that after so many years of trying it finally happened that LucasArts allowed it? I suspect if Monkey Island goes well, which i would say is safe to assume, there is more to come from this direction, right?
I gather that there's been a change at the top. The "new guy" at Lucasarts seems to be more "classic franchise" friendly than the Star Wars obsessed bean-counters who came before him. I hope that the risk pays off for him - and for Telltale - and that both Tales of Monkey Island and the special edition of The Secret of Monkey Island will be financially successful.
Actually, I have no doubt at all that Tales of Monkey Island will be a hit for Telltale, but the remake? Who knows how successful that will be for Lucasarts. I know that I'll buy it, but will people - new gamers - who don't feel the same nostalgic fondness for the game do the same? Time will tell. Fingers crossed!
I hope, hope, hope, hope that Tales of Monkey Island will be successful enough to become a regular yearly series like Sam 'n' Max.
taumel
06/07/2009, 02:01 am
I hope, hope, hope, hope that Tales of Monkey Island will be successful enough to become a regular yearly series like Sam 'n' Max.
Monkey Island always had more fans than Sam&Max so i think this shouldn't be a problem as long as the games will be good and nothing gets broken on the legal side. Actually i hope they'll be very good and not just good, *fingers crossing* Can't, press, any, harder.
Silverwolfpet
06/07/2009, 02:26 am
Here's a question for the Wii version: Will it contain something more than the PC version? I mean, will you be able to make Guybrush use his sword on stuff, or duel, or climb on things etc?
What's the difference between the PC and Wii versions?
(okay, that's three questions, sorry:p)
Threepwood4Life
06/07/2009, 02:45 am
Just wondered, would the DVD at the end of the season feature a "treasure" load of special features with the game.
Silverwolfpet
06/07/2009, 03:13 am
It would be cool to see a Making-Of feature.
homerjs
06/07/2009, 03:19 am
I hope, hope, hope, hope that Tales of Monkey Island will be successful enough to become a regular yearly series like Sam 'n' Max.
i want quality not quantity :P and i rly want to control the game with my mouse and not with the arrow keys :D i think thats what most people want. arrow key just wont work in adventure games :( its annoying
Zomantic
06/07/2009, 04:37 am
It wasn't until Telltale showed up with Sam & Max that Adventure games really became what they should be (although I loved the original S&M as well). You were far more likely to have a point B - or more often, C - to aim for, or a point A to start from, and it was possible to work it out with your OWN logic, not by reading the developer's mind. (Again, MI2 tended to make it worse because you had access to so many different places that you had no idea where you could currently make progress or if you were wasting time, or if you needed an item from a completely different place to progress in this one.) That's what makes a puzzle really fun.
I fully agree, you really got the point there. I'm currently replaying LeChuck's Revenge, and I keep wondering how on earth could somebody guess some of those. Many puzzles are cleverly designed (the whole first chapter works well, rat in the vichyssoise included), but for a lot of others the player would just feel clueless (just think of all the books you have to look for in the library; searching through it is fun, but only if you know what to look for, and the very existence of those titles isn't even hinted at by any character).
Anyway, despite all my love for Telltale, I have to say that smart puzzle design has a much older tradition. SoMI is a perfect example of an engaging adventure in which the solution to puzzles, though not obvious, never feels absurd or frustrating. I think that the difficulty of the first episode of the saga is exactly the balance Telltale should aim at.
Bruno_Threepwood
06/07/2009, 04:49 am
First of all, I'd like to thank you for giving us the chance to enjoy MI games again. It's been a while since I've started to pray to have this done. I'm from Brazil and I can tell you we're pretty much excited with the new games. I have 2 questions:
1) Will you put in the game only one type of control or will we be able to chose between, I don't know, "WASD" and "mouse"? If there will be only one kind, which one? (thinking about, there's more than one question here...)
2) About the subtitles, which languages? Any chance for Brazilian Portuguese? I guess no :( But please, at least US subtitles =P
And again, THANK YOU, and I mean it!
Silverwolfpet
06/07/2009, 05:12 am
I think that the difficulty of the first episode of the saga is exactly the balance Telltale should aim at.
We should tkae into consideration the fact that the titles (ToMI and SMI:SE) are introduced to new players as well, new players who might not be used to the level of difficulty from the previous MI games.
Probably, the best way to go might be:
Extreemly easy puzzle - Easy puzzle - Easy puzzle - Medium - Easy - Extreemly Hard puzzle - Easy - Medium - Easy- HARD and so on.
I think it can be compared to action sequences in good movies. You've got story telling, character development then action! Pause, story, char, Action! Pause... In this way, you don't discourage thenew players, and you please the hardcore adventure gamers too.
der_ketzer
06/07/2009, 06:01 am
Just wondered, would the DVD at the end of the season feature a "treasure" load of special features with the game.
It usually does at Telltale.
Blondebeard2
06/07/2009, 06:09 am
"Tales Of" was just amazingly short and looked really odd to my eye when centered. That was the first thing I tried :)
Yeah, you're right. Just made a mock-up to see how it would have looked like and I have to agree with you :)
http://www.telltalegames.com/forums/attachment.php?attachmentid=546&d=1244383695
Zomantic
06/07/2009, 06:45 am
Probably, the best way to go might be:
Extreemly easy puzzle - Easy puzzle - Easy puzzle - Medium - Easy - Extreemly Hard puzzle - Easy - Medium - Easy- HARD and so on.
I think it can be compared to action sequences in good movies. You've got story telling, character development then action! Pause, story, char, Action! Pause...
True! I really like the comparison, but I think that SoMI already does all that quite well. Gameplay pace changes continuously: vast sections with many quests and subquests (The Three Trials), and limited areas with just one single task (The Journey); inventory puzzles (drugging the poodles), dialogue puzzles (Stan), chasing sequences, insult swordfighting... And difficulty varies accordingly: there are simpler and immediately rewarding puzzles (the helmet/pot one, for istance), and the tough, satisfying ones (the shopkeeper's safe). Just add a good hint system and you get the perfect balance!
Silverwolfpet
06/07/2009, 08:39 am
True! I really like the comparison, but I think that SoMI already does all that quite well.
Of course it does! I was reffering on how they might implement the same "technique" in ToMI. :)
Rebirth
06/07/2009, 10:48 am
Hey i got a question about LeChucks Voice Actor:
in MI3 & 4 Earl Boen did the Voice of LeChuck, but it seems, or should i say it SOUNDS like he did not return for ToMI, so why didnt he return to reprise his iconic role ?
Chevluh
06/07/2009, 11:30 am
Ahoy there, newcomer here.
It's more of a technical question, but will there be separate volume controls for the voices and music? Trying the W&G demo I felt the music got in the way of dialogue comprehension on occasions.
fire2box
06/07/2009, 12:35 pm
Here's a question for the Wii version: Will it contain something more than the PC version? I mean, will you be able to make Guybrush use his sword on stuff, or duel, or climb on things etc?
What's the difference between the PC and Wii versions?
(okay, that's three questions, sorry:p)
I highly doubt the Wii will be able to do stuff the PC can't, plus that would just be unfair. Just like it would be unfair to do 10 episodes for the Wii and 5 on the PC due to 40MB upload limit sizes to the Wii via Wiiware.
however if you were able to do that sort of stuff I would demand to get the Wii version rather then the PC one. However as far as I seen nothing like that will be happening at all.
Secret Fawful
06/07/2009, 12:38 pm
Ahoy there, newcomer here.
It's more of a technical question, but will there be separate volume controls for the voices and music? Trying the W&G demo I felt the music got in the way of dialogue comprehension on occasions.
That was fixed in the full game.
LuigiHann
06/07/2009, 01:07 pm
That was fixed in the full game.
It was only kind of fixed. They lowered the music volume, but still didn't allow for individual adjustment. Which was kind of a bummer
Hi guys,
I loved MI 1-3, CMI being my all-time favorite game.
I could never get myself to play MI4 for more than half an hour though. I simply hated the 3D graphics & controls too much, so I never finished that game. Same goes for a couple of other adventure games that moved to 3D. They simply lacked the atmosphere of their 2D counterparts.
Looking at the publicly available footage so far I am concerned TOMI will feel much the same as MI4. But I still went ahead and pre-ordered because I really appreciate the fact that you're bringing the series back and I want to support the effort in any way I can.
On the public forums, I've seen the 2D versus 3D debate pop up its ugly head again and again. Most people understand that it is simply a cost-issue. Hand-drawing every animation-frame and background would simply be too expensive.
I was wondering if you have experimented with getting the 3D to look more 'cartoony' using techniques like cel-shading (http://en.wikipedia.org/wiki/Cel-shaded_animation)?
I've seen this question asked before, but I haven't seen an answer to it yet.
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