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Tales of Monkey Island General Discussion Talk about Guybrush's adventures in here!

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Old 07/01/2009, 09:30 am   #1
ATMachine
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Default Graphics changes over the past month (large pix inside)

So I thought I'd just post these images to show how hard Telltale have been working over the past month to improve the look of TMI.

These are two images from the introduction scene as it looked at E3 on June 1.



At this point the intro took place against the backdrop of a beautiful sunrise (or maybe sunset) scene.

Here's how it looks one month later, on July 1:



Now the scene is a rainstorm in the middle of the night. MUCH more atmospheric and Monkey-Island-ish.

Also note the textures on LeChuck seem to be much sharper.

Last edited by ATMachine; 07/01/2009 at 11:24 am.
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Old 07/01/2009, 10:00 am   #2
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I must say I actually quite liked the "originals" or prototypes too. Still, it's hard to beat a thunderstorm at night when it comes to dramatics. Unless it's a thunderstorm at night on a pirate ship in the middle of the sea, that is.

Big plus for LeChuck's beard glowing. That looks..... menacing. Really curious what and if Telltale did with some of the scenes shown from that towny stuff - i.e. that shot with Guybrush standing in front of the ship. Good stuff.
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Old 07/01/2009, 10:00 am   #3
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Yeah I am so pleased they switched the opening to a night scene, and it just isn't root beer with out the foam.
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Old 07/01/2009, 10:17 am   #4
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i would still prefer that orange sky from the original

looks more atmospheric, with a sense of an open sea
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Old 07/01/2009, 10:21 am   #5
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Monkey Island games should start at night.
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Old 07/01/2009, 10:32 am   #6
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the night scene rocks, it makes Le'Chuck look more scary, its nice to see the detail has gone up
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Old 07/01/2009, 10:32 am   #7
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Quote:
Originally Posted by seanvanaman View Post
Monkey Island games should start at night.
Amen, brother!
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Old 07/01/2009, 11:01 am   #8
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Quote:
Originally Posted by ATMachine View Post
So I thought I'd just post these images to show how hard Telltale have been working over the past month to improve the look of TMI.
No doubt they've been working their fingers off, but being able to tune things up to the last possible minute also just seems to be a trademark of Telltale's engine that separates it from just about any other. I'm reminded of an interview from way back in 2004, when the company was comprised of (something like) four people:

Quote:
In order to facilitate the most dynamic storytelling possible, Bruner has developed an engine that is designed to make the story development process as smooth as possible. The guys told me stories of their experiences developing adventures—how a change in one simple line could take weeks to go through the process of voice acting, then art redesign, then re-coding. Changes in small things like shadows were equally painful to execute—and in most adventures, this leads to minor mistakes being considered "not worth the trouble to fix." The Telltale engine is structured to make those and other changes as easy and smooth as possible for the writers and designers, so that changes can be made on the fly without causing a week of re-work. As an example, Bruner promises that little things like tweaking the timing of a grin on a character's face will be extremly easy to execute, and perfect. Technically speaking, the engine is not designed to dazzle the player (though the games will certainly be good-looking 3D); rather, Bruner made the fascinating comment that the engine is built "to dazzle the designer" with its ease of use and how well it lends itself to dynamic storytelling. This is certainly an approach to engine building that you don't normally hear in commercial gaming these days.
I wouldn't be surprised if the development process for a Telltale game is fundamentally different from the way a lot of other games are made.
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Old 07/01/2009, 11:17 am   #9
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Quote:
Originally Posted by seanvanaman View Post
Monkey Island games should start at night.
I've never noticed that before...but I completely agree.
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Old 07/01/2009, 12:15 pm   #10
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All of them have thus far
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Old 07/01/2009, 12:22 pm   #11
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Escape didn't...
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Old 07/01/2009, 12:27 pm   #12
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Yeah, you're right. Forgot about the ship sequence
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Old 07/01/2009, 12:28 pm   #13
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It should have though...

Speaking of the ships... the Escape ships seemed more....... epic.

So far the tales ships seem small and boring.... maybe historically accurate (pirates used small ships in real life to coast over coral and rocks to escape capture) But dang it I like big ships.
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Last edited by Irishmile; 07/01/2009 at 12:31 pm.
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Old 07/01/2009, 12:32 pm   #14
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Isn't this the first time there's ever been rain in Monkey Island?


EVER
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Old 07/01/2009, 12:35 pm   #15
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Quote:
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...But dang it I like big ships.
...and I can not lie! You other pirates can't deny...






...Sorry.
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Old 07/01/2009, 12:37 pm   #16
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im not sure I could respect you if you didnt.

As for rain... I think it is the first time... there has been thunder and lightning before though.
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Old 07/01/2009, 12:46 pm   #17
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Quote:
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im not sure I could respect you if you didnt.

As for rain... I think it is the first time... there has been thunder and lightning before though.
Don't forget:

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Old 07/01/2009, 01:07 pm   #18
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Lol
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Old 07/01/2009, 01:32 pm   #19
[TTG] Yare  Telltale Team
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The game industry is hilarious.

We're the only industry I can think of that has to show off our products sometimes years before they're finished.
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Old 07/01/2009, 01:42 pm   #20
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Quote:
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Even though its a simple effect, that's the cutscene I was watching when making the rain for our game.
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