Carla the Swordsmaster: Cushy Government-sanctioned sword fights.
Kate Capsize: Three-hour World Tour.
Captain Reginald Winslow: iunno a poker thing or somethibg.
Carla the Swordsmaster: Cushy Government-sanctioned sword fights.
Kate Capsize: Three-hour World Tour.
Captain Reginald Winslow: iunno a poker thing or somethibg.
Yeah. Except, the difference between you and me is that I feel like Tales DID leave me a satisfying ending to the franchise. Yes, yes, there was the post-credits scene with the Voodoo Lady and Morgan, but it was really easy for me to interpret that as The Adventure Continues!
I’ve sort of realized that while some fans have been “waiting 30 years” for a conclusion to Ron’s trilogy, my brain gave an approving nod to Tales and has filed away the Monkey Island saga ever since 2009 as a completed series that I love.
For my own sanity, I’m grateful that I enjoyed Thimbleweed Park and loved The Cave. Because, well, I’m never going to be able to see Return as a needed component for Ron Gilbert’s true vision… I’ve heard too much about how unrelated that original vision was to what we’re likely to see today. But, since I like other recent Ron games, I can enjoy the hope of this being “another good Monkey Island game”, and possibly (though not guaranteed), “a new fitting conclusion that doesn’t taste worst than the last conclusion I enjoyed for 13 years”. ![]()
I just would like to get some closure about the original story, a closure that I never got when Lucas left the franchise after “The Empire Strikes Back” and all the subsequent movies were assigned to Michael Bay.
I’ve spent some time in the Star Wars fanbase, and I’ve heard very convincing arguments that the original two films are the only two things worth watching!
(Of course, it’s hard to swallow for someone like me, who judges each entry in the Star Wars franchise based on how it holds up against Jedi Knight: Dark Forces II.)
I understand that.
Tales gave everyone a good conclusion. Making Guybrush and Elaine’s relationship work, and showing a new side to LeChuck, it gives emotional closure to threads shown in games before.
I was also happy to see Tales as a conclusion, but still. I more had the feeling that Tales was only the end because of Disney’s buyouts, and Telltale’s change in direction. It felt like the franchise didn’t choose to end, but had been forced to end. Which just sometimes happens, but yanno.
I’d also filed the franchise away as something that was finished, and I had moved on. But RTMI changed that for me, didn’t it? It was a complete surprise. I’m sure other people (including you?) feel similar.
And I agree - I hope this new ending isn’t worse than the one from Tales. It would also be funny if it was thought.
A “the adventure continues” ending is appropriate to Monkey Island, and I wouldn’t mind it. But I feel the one in Tales was too specific in foreshadowing for it to feel that way. Like, it wasn’t just teasing the adventure continued, but there were some deeper mysteries to the lore yet to be resolved. While it would be OK if they stayed unresolved, its still not a broad “the adventure continues” ending IMO.
ghost pirate leflay RTMI please please please (ok so , its not bad if shes not there, i dont need more fanservice, and if she’s got nothing to do in a new story it would be better to leave her. but)
Big interface reveal!
Well, I have to say, that I’m a little bit disappointed: It seems that you can chose one of (only!) two actions. ![]()
Finally, the inventory!
Looks cool.
Also, Monkey Island looks gorgeous, IMO.
I second this. ![]()
Why are you disappointed? These are possible interactions, not ways to solve puzzles. There are probably very few objects which require more than two interactions, and they must have worked around this in some way. (I can see at least two ways)
The inventory seems pretty standard. And that’s ok…
But I notice there are rather few items, in what seems to be an advanced section of the game.
Ron had said he believed there were too many inventory items in MI2, so I was expecting that. But that was also the reason MI2 was hard to brute force. I hope the game won’t be too easy.
I hope the game is easier than the second one. I hope it’ll be roughly the same level of difficulty as MI 1 though.
Because it limits the possibilities. It’s a one-click-interface actually.
They are. In the video you can clearly see that the game suggests to “Conk the skull” or to “Remove the skull”. So you instantly know that you have to do one of these two actions to solve the/a puzzle - even if you don’t know that there is a puzzle at all! With more verbs it wouldn’t be that clear. (Especially if you have to chose a verb first and then an object.)
Maybe. But you wouldn’t be that limited. For example it’s a difference if you pull, push, open or use a chest. With the verb interface you have to think first which actions would be right action. With the current interface you would only get “open the chest” or “pull the chest”. These are two hints just by hovering over the chest!
One (two?) clicks to do everything is usually what we see in modern P&C adventure games. I personally don’t mind it. It doesn’t make games any easier, IMO.
Broken Age did that and had a lot of hard puzzles, for example.
The verbs, for me, make the actions more confusing – even though I played and finished these games in the 90s. It’s less a question of difficulty than one of accessibility.
Why do the skulls make a vocal noise when Guybrush hits them with the bone?
But you can solve them easily (or accidentally) by clicking at everything.
Yes, they aren’t intuitive and I won’t propose them for a new adventure game that should attract many people. We have a (or more?) thread(s) here discussing several interface styles, so I won’t go into more detail here.
It’s a puzzle.
I understand that it’s a puzzle mechanic (presumably Guybrush needs to place the skulls in the right order and hit them with the bone to make a musical sequence in order to open the monkey head), but I don’t understand why they make a vocal sound, as opposed to a tonal sound.
3 weeks to go!
True, but think about it.
How many times, in the classical adventures, did you have to use two (or more) different verbs on something?
The only time that comes to my mind is the power generator in Fate of Atlantis where “use” turns it on and “open” opens a panel.
Other than that, everything has basically always been single-use.
Yes, that’s true. But with a one-click-interface you’ll limit the possibilities. You have to think less about how to get the solution to a puzzle …
Then you don’t need verbs at all. Just a click on a chest and Guybrush uses it the way it is meant to be used.
IMHO a single-click-interface results in an adventure game that is not far away from a movie. But this is my opinion. ![]()