Ron declares he is working on a new Monkey Island

Being forced to control it that way isn’t great (I find Seven Witches or whatever it’s called rather annoying for that reason), being able to do both is.

But anyway I’m not speaking about “tank controls” in some strict sense, also note that Grim Fandango remastered has much better tank controls.

You might be on to something here. It may help with my first-world entitled fan coping. :smiley:

Realistically, all the negativity aside, this might he something I experience while driving on my daily commutes via a Youtube playthrough. That lets me get the music, voice acting, and story. I couldn’t do that for Knights and Bikes because it didn’t have voiced dialogue, but Return will.

My nightmare game over scenario is that the game gets so successful that Ron starts immediately making a sequel (see: MI2 which used the same character sprites for several people and had the same basic sprite style), Monkey Island merchandise becomes affordably available for the first time and in this art style (e.g. a Guybrush amiibo or funkopop that looks like this version), and that’s just how it is.

My scenario of hope is that this is the final and epic conclusion to the saga. If not… then I hope for something like the Windwaker effect. I’m not a Zelda fan, but people tell me Windwaker’s art style was originally hated but then somehow beloved by Zelda fans. That intimidates me UNTIL I look up followup Zelda games and see they abandoned the style after all.

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That’s a good option, if Guybrush is/acts too ugly for you.

There is also a chance that, while playing it, you won’t focus much on the character but more on the backgrounds, the animated elements, what NPC do, how to solve the puzzles, and so on.

But I think it’s important to mention that nobody has to like the game or embrace this project, as if this were the expected duty of “old fans” like us.

There is nothing wrong in disliking the game and completely ignore it. I did that with “Escape” and I don’t feel guilty at all. It just wasn’t Monkey Island to me.

We don’t necessarily must demand of ourselves to have an active role in each game of the franchise, which we can enjoy as a whole, regardless of how many of its games we don’t like.

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To me it looks like a sort of a concerned jog. Maybe he’s late for something but can’t risk of getting too sweaty.

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I like both your ideas. It’s mid-way between a restrained jog and a walk on an airport tapis roulant.

Anyway it’s true he makes more distance than the animation suggests.
Quite the opposite of the choice you made for Where Wolf, where the character is relatively slow in comparison to his wide stride.

Do you think that his peculiar movements might be related to the fact that he has very short legs?

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He’s quite a brachytype. I wonder what happened him after Curse. He was a beanpole, back then.

In LeChuck’s Revenge, when you try to pick up Wally, Guybrush says “What is this? Midget wrestling?”

Maybe in Ron’s idea, Guybrush was never expected to grow very tall.

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This reminds me that Monkey2 has been criticized for political incorrectness and for Guybrush being a jerk. Some jokes might have aged badly.
…But I want more of the same!

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I enjoy watching his hair bounce with each step. Also his coat tail

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Do you all think the new look is compatible with Guybrush’s personality? It seems they went “full silly” this time.

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You know, I always enjoyed making Guybrush say the silly option with the dialog choices. But there was something about him being somewhat straight laced that made it feel like I was getting away with something. I hope we don’t lose that with him going full on silly as you mentioned.

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great point…

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I can totally picture it:

The tank controls in Grim Fandango, where you would pivot while holding down the Run button, would make Manny do this little hop dance that blends right in too.
And MI2 LeChuck limping walk as well.

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I can see that, but it probably fits the storybook theme better and with Dom’s voice I think it will even out.

Really? :neutral_face: I didn’t know that. Where can I read more about it?

Someone should develop an adventure game inspired by Blazing Saddles.

I get the opposite impression, maybe because to me this Guybrush seems to have a sad expression on his face. But probably I’m biased by my hope of getting a story with some dark tones.

By the way, in his interview Dominic said:

they’ve worked in some some really poignant themes

(Source to that point in the video interview)

… so, I am mildly optimistic that my hopes of experiencing some serious themes will be satisfied.

The fact that they have used a cartoony style for the art is actually an additional signal for me that they might go in that direction, because intentionally juxtaposing lighthearted appearance with serious themes isn’t a rare approach in storytelling.

Additionally, this direction would also be a coherent continuation of the very dark tones already shown in MI2.

I’m sure that what Dominic said was welcoming news for @joemonsters as well, who has also expressed the wish for a more serious/mature tone.

Or… I’m totally imagining this. :stuck_out_tongue:

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So far I can only find this one from Troels Pleimert (start at 30:01): https://youtu.be/2JNU_MZr7v4?t=1801

Also in several podcasts and blogs, some reviewers (probably the digital antiquarian IIRC - will search for link later) noted how much of a jerk he had become in the second game. One of the arguments was him nailing Stan into the coffin, and I don’t remember what else.

Edit: here is the link: » Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) The Digital Antiquarian

quote:

The writing is neither as sharp nor as sweet. For the first time in a Ron Gilbert game, some of the humor is more gross than clever — spitting, with attention to the color and consistency of your loogies, is a major puzzle mechanic — and some of the rest is weirdly mean-spirited. Guybrush Threepwood has been transformed from the gee-whiz innocent of the first game to a bit of a raging asshole, the type of guy who steals a monocle from an innocent character who can’t see a thing without it and locks another guy who didn’t do anything to him inside a coffin. I don’t know to what I should attribute the change in tone — whether to changes going on inside Lucasfilm Games at the time, to changes going on in the personal lives of Ron Gilbert and/or the other members of his writing team, to the pressure of getting a bigger game out in much less time, or simply to happenstance.

I am appalled at reading such a competent reviewer judge a comedy adventure game by a completely inappropriate metric…

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But that’s great character development. I’ve always loved how he turned from goofy shy kid to wannabe pirate who’s trying too hard.

I read a blog post analyzing how Elaine fell for Guybrush because he was different, not a pirate, but a good guy, and the reason why she left him was exactly because he became the smug and jerk pirate we knew in the second game.

And that’s also the reason I didn’t fully love Curse, it changed the tone and the characters too much.

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by now you know how I feel: 1) puzzles are primary, personality is secondary. If the puzzles require nailing someone into a coffin, or sawing off someone’s leg, so be it. We shouldn’t read too much into it. 2) I hate the politically correct mob.

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You’re talking to someone whose first game is titled Kill Yourself, you can imagine how I feel about that and all the emails I got in these years :sweat_smile:

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