Quote:
Originally Posted by Frogacuda
If you look at it side by side with the old games, the areas are just as detailed, and I actually think the puzzles were impressively varied and clever.
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i don't agree
re: areas. the first 3 games, especially 2 & 3 had far more lush detail. you'd never just have plain textures on things. there were tons of nuances in every scene, hundreds of things to look at closely. there were cracks and stains on walls, rotting wood, things really looked worn and aged and just rich. you could see large distances, you felt like you were in a world.
just look at this random scene for instance
you can't tell me TMI had that kind of detail. that feels like you're in a real town that is BIG and has a life of its own. you can see great expansive views, horizons, distant buildings etc and every inch is different than the next. not just two or three tight screens with plain, bright, plastic textures.
to continue to the next point, the puzzles, it ties in with the areas. in the old ones, items seemed to be in their natural place for the most part. in TMI, it seemed like the creators almost thought of random items and puzzle ideas first, and then just dropped them into locations where made no larger sense. like "he needs to melt a pyrite parrot to finish this puzzle. ok let's just drop a BBQ in middle of the jungle." or "guybrush needs to earn the trust of the thief. ok let's just drop a treasure chest in the middle of the jungle with a magic belt buckle that will magically earn his trust." that's just lazy puzzle design.
more clever, natural puzzles would have something like a fire or BBQ in a natural setting, and a more involved clever way to earn trust, not just a magic trinket that makes no sense with no reason for just sitting there for you. that way it just doesn't stick out like a sore thumb that "THIS IS HERE FOR A PUZZLE YOU'LL DO SOON." idk, it's hard to explain.