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Originally Posted by GuruGuru214
Sir, you are indeed a worthy intellectual opponent. This sort of battle of wits is exactly what I love about this place.
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I have to say, this is an overall really good post and I have to respect just about the entirety of it.
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I did say that it held better in the first two chapters and fell apart at the end.
I was referring to the cannon ball, not even thinking about the ring. Yes, LeChuck did bumble around quite a bit. If he was going to fire the voodoo cannon ball at Elaine, he should've done that right from the get go. The best reason I can figure that he didn't (other than "he's an incompetent cartoon character") is that it required some final preparation before it could be used.
As for the ring, consider this. LeChuck had the ring in his treasure hold, all of which he planned to give to Elaine. It's entirely likely that the entire opening was a ruse. Even if the cannon ball didn't work out (except in the unlikely event that someone below decks fired an unrestrained cannon, causing him to drop it), LeChuck may have planned on giving her the treasure and waiting for her to eventually put on the ring (and assuming her pride prevented her from taking the treasure, one can assume that 1. she would prevent the islanders from getting near it and 2. she could only allow it to sit there for so long before accepting that LeChuck had no intention of returning for it), at which point he would come back and collect the statue.
Okay, even I admit I'm just pulling this out of nowhere. I'm just trying to illustrate that he may have had a deeper plan. Even so, I'll give you that he was acting pretty out of character with the "lost puppy" thing, as you put it.
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I suppose I mostly agree, and it's more a matter of "how much it bugs you" here. LeChuck wasn't in character, and the voice didn't sound in the least menacing to me. I didn't get it. Everything was funny and all, but it was less like meeting an old friend and more like meeting a nice person who also happened to be wearing a suit fashioned from your old friend's flesh. Very unsettling.
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As for the resurrection, I wouldn't call it happenstance. It doesn't seem that there was any catalyst for it, he just didn't choose to regenerate until he had a ship. Unless the happenstance you're referring to is that he didn't spend eternity drifting on the ocean inside his boots, but was actually picked up by someone.
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This is really relatively minor, and I actually have little problem with the finding of the boots scene. It's just that, well, why? In Secret, he was a ghost because he died. In LeChuck's Revenge, he was a zombie because he was "brought back from the dead" by voodoo. Voodoo, zombies, you know. It was odd to revive a ghost as a zombie, but that was half the fun. But his transformation into a demon felt...I dunno. Shallow. The last two games felt like they were going "Forms!" without feeling the need to explain anything about WHY. Tales actually did a great job with this(well, other than explaining the Walrus form...but I'll blame LucasArts on that one =P).
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Disarmed, yes, distracted, I'm not so sure. Seems to me that he was deciding to finish off Guybrush once Elaine couldn't interfere anymore. As for the "I'm just not into you" bit, Elaine's excuses were the out of character bit, and LeChuck was relentless until the cannon ball incident, which was in character for him, even if the actual dialogue wasn't.
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Eh, I suppose so, on a broad level. The problem is that he goes from attack to disarmed in a moment, gives up, and sends Guybrush to the brink. You don't get all of 2 seconds worth of time to fear for his life, and LeChuck is such a moron(throughout the first scene especially), I never felt threatened. It feels more likely that he'll trip over a banana peel and stab himself, starting the circle of reincarnation all over again. Or he'll say "DRAT! WHY DID I PACK THE
RUBBER SWORDS?!"
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Maybe his dialogue was a bit pathetic in the beginning, but also look at his actions. He had a pretty decent siege going, and if Guybrush hadn't reentered the picture, who's to say how that would've turned out?
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The conjecture feels a bit empty. Maybe if we saw him actually sink at least a single ship, rather than get held back by one person manning 10 canons at once?
[quote]In the middle, he doesn't exactly do much less than he did in MI2, where he just shuffles around his fortress, ordering one clearly incompetent minion to stop Guybrush from doing whatever the hell he wants (and never takes matters into his own hands after Largo's repeated failures), and ordering a filler character to craft a voodoo doll he's apparently too lazy to make himself. In Curse, he spends the middle of the game regaining his power, returning to his stronghold, and ordering another incompetent minion to locate Guybrush (though to Dinghy Dog's credit, he did a better job of completing his mission than Largo did).
It's true that LeChuck has typically spent the middle of the games pacing around his base, giving orders. Gotta say, Largo's a bit more threatening than Dinghy Dog, whatever the success rate.
Also, I was always under the impression that LeChuck couldn't make a voodoo doll on his own. I just kind of assumed he was a bit inept at the actual rituals of voodoo, and he needed his own voodoo lady equivalent.
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And yes, the explosion of exposition at the end was not the most elegant way to handle tying the game to MI2, but a lot of his story was more fitting with his character than most of the things he did in Curse. You have to admit, it does make a lot more sense that LeChuck was directly responsible for the deaths of Marley's crew than just pure misfortune, and murdering them all is definitely in character for him.
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I don't think it's any more sensible. It feels almost a bit too "neat" to me, but it's definitely a livable thing that LeChuck actually went out and KILLED SOMEBODY at least.
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I'm not sure how you got that feeling off Murray. My impression of him was a megalomaniac who's either too stupid or too insane to realize that as a talking skull, he really doesn't have much power to do anything. I suppose you could call that one definition of pathetic, but not in the way you're thinking.
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I dunno, his secondary statement always sounded a bit defeated to me. You know, "Why do you have to take the fun out of everything", "Okay, ROLL!", et cetera.
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Right, and a jungle with a bush shaped like a dinosaur isn't cartoony at all. I did give you that the theater was out of place, and I feel Blondebeard's was pulled off as well as a chicken restaurant could've been pulled off, between the maggoty food and the backstabbing proprietor. As for the lemonade stand, I thought it was a nice touch that even the only child on the island was already a swindler.
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The thing I don't understand, though, is that people are fine with civilian pirates...when they're in Curse. Suddenly, though, when Escape is filled with pirates that are not pirates by profession, and when things take a turn for the horribly absurd, and when the puzzles are poor rip-offs...NOW, with Escape, they're despised. I just think the idea of a chicken restaurant, "El Pollo Diablo", and a lemonade stand don't work. Also, I hated the kid's voice, so that might not have helped. The actual puzzles around him were actually the better ones, too, it was just kind of..why?
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There's not much I can argue against here. The best I can say is that under the assumption that having the first island in the game be a retirement community for pirates was a mistake, turning the crew into seasoned pirates who became barbers in their retirement was about as good a way as they could've come up with to make them fit in with the rest of the island. Even assuming that the characterization of Plunder was a mistake, a bigger mistake would've been to have the crew be the only three "hardcore" pirates on an island of softer former pirates, pirate rejects, and pirates-to-be.
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Considering the idea of pirates whose business cards don't read "Pirate" is universally hated in Escape, it might be nice to see some consistency here. The whole idea sort of sounds right on paper, but when you go to execute it you realize you've kind of just set up a resort rather than a cool pirate location like a bar, or a forest, or underground, or a ghost ship.
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To be fair, Elaine's scene at the end of MI2 was pretty much a set-up for "well, magic!" You've got me wondering what sort of explanation would've satisfied you.
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It can be magic, though, is the thing. The issue is in execution. It felt like they were trying to get the MI2 ending "out fo the way". When writing a story, you don't try to drop story elements. When you're reading a series of books, you don't get to the end of one, just to start the next and have the big event of the last chapter get more or less ignored until the end, just to have the main antagonist reveal it was a trick. It's bad storytelling, because it was intended to nullify the second game's ending without organically integrating it into the story, because doing that might alienate the new audience.
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Originally Posted by Kroms
At least quote me fully.
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Alright. I'll do it next time.
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Originally Posted by Kroms
Wedding Daze: caught this on TV at a relative's house; it was so horrible we couldn't stop. Ridiculous plot, ideas, acting, the whole-shebang, even for a romantic comedy. Just, done 100 times worse. It also has the world's most random, well, sex scene, I guess. "Jason said he was coming over." "Jason said what?" "That he was coming over." "That he was..." (scared) "...coming..." Then there's use of whipped cream. Yeah.
Though, nothing is half as bad as the crap Aaron Seltzer and Jason Friedman put out. I think they've cleared "terrible". They've come close to creating a new genre: "comedy horror: or comedy so bad you'll think it was a horror movie".
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And the next time after that.
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Originally Posted by Kroms
Tales is excellent, but some of the puzzles were a little too far removed from the story (the most obvious "I don't understand how this relates to the plot at all" bit being Nipperkin's). That, unfortunately, degrades it a bit, making my choice Sam and Max: Season Two (which also had the problem, but did have the excellent Chariots of the Dogs, as well as the greatest epilogue in any game ever made, ever).
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You missed the point, where people don't walk around appending "Maybe, in my opinion, though I may be wrong and it's just my personal opinion" to everything they say. Not only does it make the person sound like they have no confidence in themselves or what they're saying. Nobody always puts the syntactical equivalent of giant neon signs in their sentences to declare "THIS IS A PERSONAL OPINION, PLEASE DO NOT BE OFFENDED", because most people have the ability to tell the difference.
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I have beat it. I'm just saying it's ridiculously hard. Now it's four years later and I'm playing it again, and now I'm stuck.
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Except it's supposed to be a little hard. Generally, if you're breezing through a game, it's an interactive storybook rather than a game. Disney has a really extensive line of those.
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Clearly, based on what I said, this is the only logical conclusion. I totally agree with you.
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I prefer CMI over LCR; empirically, I must prefer Phantom Menace over Citizen Kane. That's so ingenious it flirts with retarded. Or vice versa. Whicever applies.
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I don't think empirically means what you think it means. Something along the lines of "ergo" would probably go better in there. Whatever the case:
First of all, the statement wasn't an answer to you, but to Chyron8472. And to keep from the same confusion arising with Chyron, I'd like to mention that the statement is due to the fact that the TECHNOLOGY used is given higher credence than actual design. For example, Citizen Kane and Wizard of Oz were made in the same year, and yet few film historians will say that Wizard of Oz is better than Citizen Kane simply because it has color. It is the same way with games and their design: if Curse does nothing new but add the new things that are in most games of the time, there are no risks being taken. And if non-interactive movie portions, which make up all of 15 minutes of time in total, are the big innovation of Curse...I'm not exactly impressed.
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This sums-up your attitude. I think you know it's a great game, can't think of a halfway usable argument and then just drunkenly stumble across any excuses you can find. You've come across as the "I hate that Ron Gilbert was not involved in this" type. Which is why I will not bother arguing with you anymore.
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I don't get this idea. Are my expressed opinions considered a sham to...well, certainly not to make people
like me, so that's not going to work. Where's the benefit there? Perhaps you think I derive pleasure have having opinions different than others, and I consistently reprogram myself to fight against majority opinion. That I know that what I emphatically express is wrong and stupid, but I continue to proclaim the opposite because...what, I get my jollies like that or something? Perhaps you see me as some form of persistent troll. Whatever mechanism you've devised to explain my mind as a farce or self-delusion isn't accurate, though. In any case, I really doubt the problem was any singular, important man that could have turned the tide of production to something amazing. No, it was simply the faults of creating Curse after years with the intention of pandering to people that are new to the franchise. Someone else possibly could have done the job better, but the thing is that Curse was doomed from the start to fail as a direct sequel.
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Neither did CMI, but you're clearly stuck on that point. LCR was the game with the "lit match in a room of dynamite", which I don't need to tell you is a staple of Saturday Morning Cartoons. It's best not to get your arguments mixed.
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The problem is that these are entirely disparate from the real issue. A cartoonish joke is completely different from cartoonish storytelling. CMI always plays it safe. CMI's characters are loud caricatures, the story is a weak and dramatically-deprived shell, and the atmosphere is far too bright to evoke any real sense of reality and drama.
It's about what Monkey Island atmosphere is supposed to be. Despite the bizarre craziness around you, you should be able to feel like you're on an important adventure the whole time. It's hard for me to do that in Tales when everything's hopping around to say "Hey! Hey you! Look at me I'm goofy!", and the villain is a hopeless buffoon.
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Originally Posted by Chyron8472
I still say that the arguments against Curse are grasping at straws.
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I really don't think things like the entire personalities of the characters, the atmosphere of the world, copied puzzles, and poor storytelling can be called "strings". I'd call them "major, game-breaking issues".
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Call me a Monkey Island fanboy if you want. I'm immune to it here.
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I'm pretty sure I haven't called anybody a Monkey island fanboy in this thread, so that designation's all on you, buddy.