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Old 03/11/2010, 09:31 pm   #61
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I still prefer the old dialog trees: just reading the options is funny.
I can see why they went with the new ones: the element of surprise. I've personally always loved CMI's take, which, gives you one part and surprises you with another. For example (and I'm writing this; can't remember much CMI with this Sam and Max thing):

Were you always this stupid, or did you have to work on it?

The bolded part would be the one that showed-up in a dialogue tree, like this: "Were you always this stupid?". I've always loved that system.
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Old 03/11/2010, 09:33 pm   #62
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I still prefer the old dialog trees: just reading the options is funny.
I hate this!! I don't want to "read the joke" I want some of the best voice actors in the business to deliver it. I also don't want to know what the joke is before I hear it. The dialogue options look perfect to me, and more reminiscent of Hit the Road.
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Old 03/11/2010, 09:59 pm   #63
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I hate this!! I don't want to "read the joke" I want some of the best voice actors in the business to deliver it. I also don't want to know what the joke is before I hear it. The dialogue options look perfect to me, and more reminiscent of Hit the Road.
The written dialogue lines can work well, particularly in cases like the Monkey Island series (including ToMI) where at times they're used as an indication of inner thought that is transformed in to something either less likely to cause offense (Voodoo lady's pictures of grand children) or less likely to cause death (some of Guybrush's available responses to LeChuck). Great depiction of the inner censor (though Psychonauts still has the award on depictions of inner censors.)

That said, the new system does seem closer to that used in Hit the Road where only icons were used to depict the general subject of conversation. If I remember right, there was also a duck icon for the non sequitur comments Sam could make, so...If they're going back to subject based conversations, hopefully there's some way to see which is the "bizarre" conversation choice.
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Old 03/12/2010, 06:05 am   #64
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i really hate the ToMI controls, so this is really bad news for me... but i can't resist buying it :P

on the dialogue choices. It really annoys me how innacurate it is in Mass Effect (where it actually makes a difference). in Sam & Max it's funny and no big problem
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Old 03/12/2010, 06:17 am   #65
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Yeah, I have to say I'm pretty disappointed about this.. I'll be buying it regardless, but the click and drag control scheme was literally the only thing I did not like about Tales of Monkey Island. It was awkward to use, and after all the complaints, I'm pretty surprised to hear it's been retained for Sam & Max.

Not game destroying, but..
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Old 03/12/2010, 06:26 am   #66
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I also hated the click and drag system, easily the worst thing about ToMI. Sigh, guess I'll have to stop doing whatever I was doing with my other hand and use it for the wasd controls
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Old 03/12/2010, 07:28 am   #67
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If you click on something, you will walk to it before using it. Clicking on the ground doesn't do anything.
And this exactly doesn't make sense from an end users point of view and you know that! :O)

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Old 03/12/2010, 07:47 am   #68
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Did you guys ever consider WASD, like, at all?
It's not like its "Click and Drag or DIE!!!!!!"



Just sayin
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Old 03/12/2010, 07:50 am   #69
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Meh. I'm fine with WASD. Click and drag on the other hand is a horrible system imo.
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Old 03/12/2010, 08:26 am   #70
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Meh. I'm fine with WASD. Click and drag on the other hand is a horrible system imo.
Hear hear.
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Old 03/12/2010, 08:40 am   #71
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Did you guys ever consider WASD, like, at all?
It's not like its "Click and Drag or DIE!!!!!!"
Just sayin
There does not exist a single game i'm playing with WASD. FPS related i prefer laying the movement steering on the mouse. Dunno kind of reminds me of "Did you consider using machinecode instead of Ruby?".
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Old 03/12/2010, 10:00 am   #72
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Click-and-drag definitely needs some ... tweaking. Okay. Tons. It has a lot of potential, but from my end it's way too finicky/sensitive to use for more than a few minutes at a time. WASD and arrow keys, on the other hand, work just as you'd expect them to. I'll choose the straight-forward method over the ability to play with one hand any day -- at least if and until click-and-drag becomes relatively intuitive.

At the moment though, I find WASD to be perfectly adequate. Except now I'm waffling between picking up a gamepad or double-dipping on the PSN release to see if I'd like that better. Hmph.
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Old 03/12/2010, 10:33 am   #73
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The movements with WASD will be only camera related, like in ToMI, or could we change to character related, like Grim Fandango and EMI?
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Old 03/12/2010, 11:18 am   #74
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...Really guys? Am I the only one who -loves- click'n'dragging?
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Old 03/12/2010, 12:00 pm   #75
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probably, in my experience it really doesn't work. I wasd at this point because I am an RPG gamer and Am Used to mousing to select abilities
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Old 03/12/2010, 12:13 pm   #76
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Awww, I hate having to reach up to the keyboard for adventure games and click 'n' drag doesn't work very well. I really miss just being able to click where I want to go. Why can't you include that in addition to all the other schemes?
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Old 03/12/2010, 12:38 pm   #77
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Awww, I hate having to reach up to the keyboard for adventure games and click 'n' drag doesn't work very well. I really miss just being able to click where I want to go. Why can't you include that in addition to all the other schemes?
Camera angles...art direction...loads of stuff.
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Old 03/12/2010, 12:39 pm   #78
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Will there be Item combination?
If so, can i just drag items onto each other as opposed to the slot system used in ToMI?
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Old 03/12/2010, 12:56 pm   #79
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I'm glad to see so many control inputs! I think (almost) everyone should be happy now.
THANKS, TELLTALE!

Some questions.

Is the gamepad support on PC limited to the Xbox 360 controller or pretty much every win-compatible joypad is supported?
I can still go with Joy2Key, but I'd like to know if my PS2-PC hybrid joypad will work out of the box.

May I control the game entirely through keyboard? Does full-keyboard-control trigger the gamepad mode?
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Old 03/12/2010, 01:07 pm   #80
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Is the gamepad support on PC limited to the Xbox 360 controller or pretty much every win-compatible joypad is supported?
That's what I'd like to know as well.
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