[HN Gopher] When I made another Monkey Island
       ___________________________________________________________________
        
       When I made another Monkey Island
        
       Author : sabas_ge
       Score  : 418 points
       Date   : 2022-05-03 10:07 UTC (12 hours ago)
        
 (HTM) web link (grumpygamer.com)
 (TXT) w3m dump (grumpygamer.com)
        
       | adamrezich wrote:
       | > Roger Ebert had a great quote that I am constantly reminding
       | myself of:
       | 
       | > "The muse visits during the act of creation, not before."
       | 
       | I'd never heard this before but this is an amazing quote.
        
       | darkerside wrote:
       | Super nostalgic. Where can I play the original and perhaps more
       | importantly, the first sequel, which I never actually played?
        
         | jaimebuelta wrote:
         | They are available quite cheaply on gog.com
         | 
         | https://www.gog.com/en/games?query=monkey%20island&developer...
         | 
         | They are very good! Obviously the style is out of fashion and
         | some puzzles can be a bit frustrating (though not as much as
         | old Sierra adventures), but they are amazing games...
        
           | Svip wrote:
           | These are the special editions with updated graphics and
           | voice acting. Although you can always switch back to the
           | original style at any time.
        
             | Sharlin wrote:
             | Honestly, I have the special edition and after about ten
             | minutes of playing I switched to the original graphics and
             | music and didn't really look back. They really have aged
             | quite well, even though of course they look much blockier
             | on a 24" TFT compared to the original 15"ish CRT
             | experience...
        
               | RajT88 wrote:
               | Same. I find the minimal graphics and animation leave
               | more to your imagination.
               | 
               | Similarly, I prefer my non-talkie adventure games. YMMV.
        
               | k3vinw wrote:
               | I bought the special editions of 1 and 2 over the weekend
               | with the sole intent of extracting the original game
               | files and playing them via scummvm. Didn't even try to
               | play the special editions. And getting them working in
               | scummvm was as much fun as getting to play the original
               | games themselves!
        
               | rob74 wrote:
               | I felt the "updated" graphics were quite good too,
               | although it showed in some places that the budget wasn't
               | as big as for the original game...
        
               | ricardo81 wrote:
               | Reminded me of the whole 14"/15" options for cant-even-
               | remember which system. Vaguely recall a 17" choice too.
        
               | technovader wrote:
               | worth mentioning the music is. ot great in the remastered
               | editions
               | 
               | they give you 2 options and neither of them are the
               | incredible adlib version of the original
        
               | vanderZwan wrote:
               | Which is kinda strange because the "pixel" art of those
               | days was never intended to be rendered as blocky pixels,
               | but designed to make use of the CRT's softness.
        
               | fps_doug wrote:
               | I mean, it was still clearly low-res. CRTs and smaller
               | screen sized helped, but you could still see the pixels.
        
               | mromanuk wrote:
               | Indeed, you could see the pixels, but that was all it
               | was. Advanced games used antialiasing to lessen the
               | blocky effect. You only could dream of a future where
               | graphics are "paper like" without pixels. At that moment,
               | it didn't fill like low-res, at all. 320x200 256 colors
               | was the bleeding edge of computer graphics. Later on,
               | some games started appearing with 640x480.
        
               | qw wrote:
               | That's also why I can't stand some of the modern pixel-
               | games. They are too blocky and doesn't work well on
               | modern screens. Using blocky graphics is not "retro" at
               | all. It's more an artistic impression of how they _think_
               | old games looked like.
        
               | mrob wrote:
               | Arguably true for the EGA versions (when played on real
               | EGA hardware), but the VGA versions used a 320x200
               | resolution, which was line-doubled to 320x400, and
               | displayed on monitors sharp enough to be usable at
               | 640x480. The pixels were obviously blocky.
        
               | tom_ wrote:
               | The pixels were very obvious at 320x200 on most late 80s
               | CRTs with RGB input! (Standard for PC, very common on
               | Amiga and ST.)
        
             | SamBam wrote:
             | Can you switch back to the original UI (without the verbs
             | menu) as well?
        
               | WorldMaker wrote:
               | The Verbs menu taking a third of the screen _is_ the
               | original SCUMM UI. The  "verb coin" idea didn't come
               | along until Full Throttle/Curse of Monkey Island years
               | after Secret of Monkey Island and LeChuck's Revenge.
               | 
               | The only tiny "original UI" subtlety in play with Secret
               | of Monkey Island was that the floppy version used a text
               | inventory menu and the CD version added the inventory
               | icons. I can't say I've met anyone that prefers the text
               | inventory over the icons.
        
         | hadjian wrote:
         | Maybe here:
         | 
         | https://archive.org/details/mnkyega
        
         | rjh29 wrote:
         | The second game is really good. I think it's a lot funnier than
         | the first and has more colourful areas and dialogue (although
         | some puzzles are ridiculous).
        
           | foldr wrote:
           | I also see Monkey 2 as by far the superior game. The first is
           | excellent and charming, but the second is a great work of
           | literature. (I played Monkey 2 first though, so I'm
           | inherently biased.)
        
             | rob74 wrote:
             | Well, I played the first one first, and I liked that one
             | better. Especially once you get to Monkey Island, it's one
             | gag after the other: the three-headed monkey, the head of
             | the navigator (which you trade in for a leaflet called "how
             | to get ahead in navigating"), ShishKeBob and his pals
             | ShishKeJoe and ShishKeLarry, ...
        
         | k__ wrote:
         | I played the LeChuck's Revenge first and later tried the first
         | one. It didn't have quite the impact.
         | 
         | Also, I replayed the games like 10 years ago and found them
         | very short and the humor being quite outdated. A bit like
         | watching all the Star Wars movies in one go. The pacing in the
         | first triology is pretty crappy.
        
           | nottorp wrote:
           | > The pacing in the first triology is pretty crappy.
           | 
           | At least the first trilogy had some pacing.
        
         | tluyben2 wrote:
         | You should really play them both; I have the remastered
         | versions on steam and enjoy playing the hell out of them. I
         | often switch backward and forward from new to original graphics
         | and music for nostalgia reasons though.
        
       | lawgimenez wrote:
       | The Curse of Monkey Island is my favorite game, I am honored to
       | read this post and blog. Thanks HN!
       | 
       | I still remember the part of the game where Guybrush was stuck in
       | a quicksand, I remember it took me days to figure the solution
       | out.
        
         | fouadf wrote:
         | It's my favorite game too, this game takes me back to wonderful
         | childhood memories. Ironically that puzzle was the one of the
         | easiest for me to solve
        
           | lawgimenez wrote:
           | Awesome then! I could not remember that single thing I forgot
           | to collect for that puzzle, maybe it was the gum? I dunno but
           | I enjoyed it a lot. Fun memories.
        
             | sn0wtrooper wrote:
             | You only needed the Helium Ballon, which you had in the
             | inventory since the beggining of the game
        
               | lawgimenez wrote:
               | It's cool and amazing that you still remember this. I
               | mean last time I played this game was over 20 years ago
               | ha! Ah yes the Helium balloon and this is the also the
               | part Guybrush needs to shoot the dart right?
        
               | WorldMaker wrote:
               | Papapeeshoo
        
       | nomoreusernames wrote:
       | old 2d scumm is my favorite engine. with all its weird stuff
       | going on, the amount of imagination it has unleashed is next to
       | magical. its like the amiga500 or c64. there is something about
       | being limited as a creative person which sparks imagination.
       | certain "things" do it better or worse. scumm should be seen as
       | an instrument, not a tool.
        
         | JohnFen wrote:
         | An old art teacher of mine once said "art is creativity
         | expressed under constraints".
        
       | stuckinhell wrote:
       | I just played thimbleweed park, and yikes what a horrible ending.
       | 
       | I'm very worried about Monkey Island now. Some authors NEED
       | editors. I think Ron Gilbert needs the original team to help him
       | on what works and what doesn't.
       | 
       | Even the original Chrono Trigger was going to be super
       | depressing, if the original writer had his way on everything. I
       | would have hated his version of it.
        
         | WorldMaker wrote:
         | This is partly why I think Dave Grossman's deep involvement is
         | so important to Return to Monkey Island. Ron seems best with a
         | larger writers room and Dave by all accounts is one of the best
         | influences he can have that is also a Known Quantity from the
         | rest of the franchise.
        
         | pcthrowaway wrote:
         | I haven't heard this (and Chrono Trigger is my favorite game).
         | What was the original ending supposed to be? "...but the future
         | refused to change"?
        
           | stuckinhell wrote:
           | http://www.chronocompendium.com/Term/Supporting_Material_Tra.
           | ..
           | 
           | https://www.pressthebuttons.com/2014/10/lost-chrono-
           | trigger-...
        
         | legitster wrote:
         | This worries me a bit too.
         | 
         | I have a lot of fondness for Monkey Island, but more often than
         | not - giving a creative person complete creative controls is
         | less likely to produce something good.
        
         | riffraff wrote:
         | Thimbleweed Park was imvho a "meh" game. I hope the new monkey
         | island can improve on that.
         | 
         | OTOH I am now playing "The Captain" which is a modern take on
         | point&click with beautiful pixel art and a few new things, and
         | I feel it filled my need for a good monkey island already.
        
       | fancyPantsZero wrote:
       | When he talks about pushing the art forward, I wonder if he is
       | also talking about the art of game design. Is he going to show us
       | a futuristic vision of the classic point & click gameplay, or is
       | this part still stuck in the past?
        
       | pizzabearman wrote:
       | I feel like monkey island one and two was basically a very
       | advanced "book" with basic animated illustrations. But you could
       | still fill in a lot with your own imagination with the graphics
       | of that time. Skip forward to any of todays games and they are
       | way way closer to a movie then a book. Just like when any book is
       | made into a movie there is a lot of hardcore fans that have a
       | different mental model of their book and don't want it
       | overshadowed by a movie. It is easy to avoid and not watch the
       | "movie". I will be very happy to see a new game by Ron based on
       | what he feels is his vision and not what the public wants.
        
       | Simon_O_Rourke wrote:
       | I love his Day of the Tentacle critique, it's basically what my
       | grandma would say if she reviewed games.... "I'm sure what you've
       | created might be good, but it's not my cup of tea at all... In
       | fact..."
        
         | rob74 wrote:
         | Your grandma is a wise person - but of course it's the only way
         | to critique a game made by people that you respect and that you
         | worked with for a long time...
        
         | benniomars wrote:
         | I love the Chuck Jones style in that game. I play through it at
         | least 5-6 times a year. But I also just like Chuck Jones's
         | stuff in general.
        
           | fernandotakai wrote:
           | it was my first real adventure game (i couldn't even progress
           | through it because i didn't speak a single word of english --
           | it was trial and error until i understood what "open",
           | "push", "pull", "pick up" were) so i absolutely LOVE the art
           | style.
           | 
           | but i totally get what ron means -- art style is 100%
           | personal preference.
        
       | Andrew_nenakhov wrote:
       | I find it interesting that sequels in gaming are way easier than
       | in movie business: game designers don't have to deal that much
       | with stars ageing or dying, and voice actors are far easier to
       | replace than on-screen ones. Though with deepfake technology this
       | might be changing.
        
       | [deleted]
        
       | rightnow wrote:
       | I'd love the new design and i love the old games. I dont really
       | see the point of doing a new game with the old tech. Its better
       | to make a new game with new tech that brings it into 2022.
        
       | nottorp wrote:
       | > It's ironic that the people who don't want me to make the game
       | I want to make are some of the hard core Monkey Island fans. And
       | that is what makes me sad about all the comments.
       | 
       | I don't know. I can probably still finish monkey 1 and 2 without
       | a walkthrough because I've played them many times. That makes me
       | a fan right?
       | 
       | And I find the fake modern pixel art... boring.
        
         | capableweb wrote:
         | Not sure I misunderstand you or not, but you seem to have
         | missed the point of the article?
         | 
         | Monkey 1&2 are not pixel art, it's "state of the art" graphics.
         | The new one will also not be pixel art, it'll try to move the
         | graphics forward.
         | 
         | So if you think pixel art is boring, you should be happy with
         | what was outlined in this blog post?
        
           | nottorp wrote:
           | > So if you think pixel art is boring, you should be happy
           | with what was outlined in this blog post?
           | 
           | I am. Read again. Including what I quoted from the original
           | article.
        
             | capableweb wrote:
             | Yeah, read it a couple of times now. Seems you're actually
             | agreeing with the author, while your comment reads like
             | your disagreeing, but again, probably just me
             | misunderstanding your comment.
             | 
             | All is good, I probably just need a break from the computer
             | :)
        
         | the_af wrote:
         | > I don't know.
         | 
         | You probably _do_ know. If you 've read the reactions online,
         | you'll probably know some vocal fans are disappointed with the
         | new art style. This is Ron's reply to them.
         | 
         | There will be exceptions. You are one. I am another. But it
         | doesn't invalidate Ron's point, because it's easy to fact-check
         | it by going online and looking for opinions, even in Ron's own
         | blog.
        
       | Sharlin wrote:
       | "When you have fans like this, who needs haters?"
        
         | technovader wrote:
         | He's being a baby here.
         | 
         | There's a proper way to take criticism from a passionate
         | fanbase of 20+ years.
         | 
         | IMO the criticism is absolutely justified, just from looking at
         | the screenshots and trailer.
        
           | Sharlin wrote:
           | His response seems entirely reasonable, and some grumpiness
           | is definitely expected from someone whose domain is literally
           | grumpygamer.com. As a fan of the originals, I also see
           | nothing wrong with the art style of the new game.
        
       | deater wrote:
       | for those demanding chunky pixels, you should try this version:
       | 
       | http://deater.net/weave/vmwprod/monkey/
        
       | kgbcia wrote:
       | lucasarts had a string of hits that are timeless, dig, day of the
       | tentacle, sam and max[had own tv show], and full throttle. great
       | single player games that didn't require fast user clicks. you can
       | go at your own pace.
       | 
       | it was like the studio Ghibli of the 90s
        
         | Andrew_nenakhov wrote:
         | > that didn't require fast user clicks
         | 
         | It absolutely did! Curse that seagull in MI1 tavern, ugh.
        
         | ByThyGrace wrote:
         | > sam and max[had own tv show]
         | 
         | Sam and Max was a 80s-90s comic by Steve Purcell[0], who was
         | also a LucasArts employee at the time. You will recognize his
         | art style in several Monkey Island scenes.
         | 
         | Anyway the point is that the tv show was not based on the
         | videogame which you seem to be implying, but on the comic
         | instead.
         | 
         | The comic series is artistically amazing. Purcell is a master
         | of setting an atmosphere. It's also meant to be comedic but the
         | humor is mainly cartoon violent slapstick mixed with pop
         | culture references (of the time). It's dated by now.
         | 
         | 0: https://en.wikipedia.org/wiki/Steve_Purcell
        
         | cpfohl wrote:
         | Man, I loved The Dig. Once my kids are old enough to _not_ have
         | nightmares from some of the scenes we're doing it.
        
           | Andrew_nenakhov wrote:
           | If you loved The Dig, you'll badly want a remake after _this_
           | https://youtu.be/xHJlIhpNS2I
        
       | PeterHolzwarth wrote:
       | It's a bit ironic that he says he was not really a fan of Day of
       | the Tentacle's "Chuck Jones" art style, when the screenshots for
       | his upcoming Return to Monkey Island are all very specifically
       | that 90's-infused Chuck Jones style - multiple skewed perspective
       | lines in a scene, extreme avoidance of curves (rendered instead
       | as polygonal outlines, so to speak).
       | 
       | The art style for his new game is rather ironically nostalgia-
       | laden in probably an unintentional way: it's deep nineties pop
       | art, ala "Xtreme", etc.
       | 
       | <edit> This interview article has a number of screenshots that
       | demo this: https://www.theverge.com/2022/4/14/23021974/return-to-
       | monkey...
        
         | emmanueloga_ wrote:
         | Reminds me a bit of games like guacamelee [1]. There are a
         | bunch of new or newish games that use this "vector style" ...
         | 
         | I always thought this is used mostly out of convenience since
         | it is cheaper/faster to animate with tools like Spine or Dragon
         | Bones.
         | 
         | 1: https://www.drinkboxstudios.com/games/guacamelee-super-
         | turbo...
        
         | hadjian wrote:
         | I thought exactly the same! I remember, seeing screenshots of
         | DotT for the first time and the new screens of RtMI invoke the
         | same feeling. Love it!
        
           | seba_dos1 wrote:
           | Yeah, I kinda feel like the style of RoMI could make a better
           | DotT:Remastered than DotT:Remastered did :)
        
         | halfnormalform wrote:
         | The new one sort of reminds me of the "lowbrow" style of Josh
         | Agle, AKA Shag: http://www.shag.com
        
         | egypturnash wrote:
         | I replayed Secret of Monkey Island this weekend and was really
         | struck by what a ramshackle, distorted place Melee Island is.
         | It is an accurate cartoon caricature of slapdash architecture
         | on sinking ground.
         | 
         | Here's the very first place Guybrush is controllable in:
         | 
         | https://www.mobygames.com/game/amiga/secret-of-monkey-island...
         | 
         | https://www.mobygames.com/game/amiga/secret-of-monkey-island...
         | 
         | Look at those walls. Not a vertical one in sight. They're all
         | leaning.
         | 
         | Deeper in town:
         | 
         | https://www.mobygames.com/game/amiga/secret-of-monkey-island...
         | 
         | https://www.mobygames.com/game/amiga/secret-of-monkey-island...
         | 
         | Lots of straight lines, but no two buildings are in the same
         | perspective. It's cartoon cubism, filtered through a 640x480
         | grid. Maurice Noble's work with Chuck Jones looms large over
         | the backgrounds but so does the realities of what cheap shacks
         | slapped together by pirates on constantly-sinking ground would
         | look like.
         | 
         | I suspect the "Chuck Jones" art style of DOTT he's referring to
         | is the character design. Which was so Jones-influenced that I
         | recall hearing that when Lucasfilm had a chance to show it to
         | Chuck, he did the most flattering thing possible: he tried to
         | hire the animators to work at the new studio he was opening up.
        
           | foldr wrote:
           | > 640x480 grid
           | 
           | 320x200. We could only dream of 640x480 with 256 colors in
           | those days!
        
             | egypturnash wrote:
             | Ah yeah, you're right! My bad.
        
       | chapliboy wrote:
       | The game looks stunning, and I'm happy about the direction they
       | have chosen graphically.
       | 
       | What I am most excited about is what new game design and
       | mechanics we might get to see. I'm hoping it will be more than
       | raw point and click, and hopefully will involve more mechanics
       | for puzzle solving.
        
       | nu11ptr wrote:
       | I have incredible memories of playing MI1, and to a lesser
       | extent, MI2 (never finished - no Internet back then and these
       | games were tricky). I think it is very cool he is getting to make
       | the game he wants, and I do the same with my development work (it
       | is always for me, if someone else likes it...bonus). I'll reserve
       | judgement until release, but I personally don't like the art
       | style...but who cares, I'm probably not his audience anyway (I
       | stopped gaming years ago, but would probably pick up a copy if it
       | was retro style - and then never play it anyway).
        
         | babyshake wrote:
         | You never finished MI2??? Don't get spoiled, but you should
         | definitely finish it.
        
         | ricardo81 wrote:
         | Cool indeed. I think MI caught the spirit of gameplay for me,
         | alongside iconic titles like Elite and Civ.
         | 
         | Pirates of the Caribbean had a similar spirit.
         | 
         | I'll likely be handing over cash for this version. If the new
         | game has the same banter and half decent puzzles, it'll be a
         | winner, for me. Something to get my daughter to play with me if
         | she has the patience of walking about the place!
        
       | SamPatt wrote:
       | Curse of Monkey Island is still one of my all time favorites. The
       | voice acting and humor were second to none.
        
       | madarco wrote:
       | Ron says "I never liked the art in DotT...never liked the wacky
       | Chuck Jones style" but the first screens of RTMI looks exactly
       | like that!
       | 
       | Not that I don't like that style, but I don't think it's a
       | surprise for Lucas Art fans. Day of the Tentacle, Sam & Max,
       | Fullthrottle weren't that far away (except with a lower
       | resolution)
        
         | Andrew_nenakhov wrote:
         | Full throttle had a fairly grounded art style.
        
           | WorldMaker wrote:
           | Relative to those others, sure, but it was still such an
           | interesting mishmash of biker/tattoo art, heavy metal art,
           | and dystopian imagery that doesn't exist just about anywhere
           | else in games. (The next closest is probably Brutal Legend,
           | for obvious reasons.)
        
       | unwind wrote:
       | This reminded me of the amusing way the leas character (Guybrush)
       | was named. Obligatory wiki linkage [1] but basically due to a
       | Deluxe Paint filename convention.
       | 
       | [1] https://en.m.wikipedia.org/wiki/Guybrush_Threepwood
        
         | DocTomoe wrote:
         | Read it from the man himself - and also common myths around the
         | filename: https://grumpygamer.com/guybrush_fact_fiction
        
           | mdp2021 wrote:
           | I remained strongly impressed (and chuckly) by
           | 
           | > _Facts are so 2015_
           | 
           | -- Ron Gilbert, Fall 2020
        
       | erwincoumans wrote:
       | Fun games but did anyone read the footer on Ron's page? death by
       | dismemberment!
       | 
       | "Unless otherwise noted, all content is Copyright 2004-2022 Ron
       | Gilbert. Unauthorized use under penalty of death by dismemberment
       | and/or fine not less than one million dollars. (v4.1)"
        
         | giords wrote:
         | Ah, that penalty is easily dismissible by pressing F13
        
       | darkwater wrote:
       | When you read posts like this, and also the previous, linked one
       | [1], you can clearly see that Ron is a smart and humble guy. I
       | really dislike the fan mob that it's starting the hate because
       | RTMI is not going to be a throwback and retro-game.
       | 
       | > Monkey Island 1 and 2 weren't pixel art games. They were games
       | using state-of- the-art tech and art.
       | 
       | This is SO true, and as much as I loved those games, as much as I
       | stopped playing modern videogames and as much as I love the style
       | of Thimbleweed Park, going forward for an artist like Ron is what
       | _defines_ an artist. If you like MI1 and Mi2, just play MI1 and
       | MI2 again as I do from time to time. Just like you would watch
       | again a movie from the '70s or listen to the Beatles. But you
       | cannot ask an artist to stay always the same because you loved
       | their first works.
        
         | rob74 wrote:
         | What was special about the first two Monkey Island games (at
         | least for me) was the _atmosphere_. I mean, just look at this
         | screenshot:
         | https://www.adventurecorner.de//uploads/images/games/monkey1...
         | Parts 1 and 2 had this effect on me, with part 3 the magic was
         | mostly gone unfortunately. If _Return to Monkey Island_ manages
         | to recapture some of that, I don 't care if it's pixel art or
         | whatever else...
        
           | Biganon wrote:
           | I've been thinking about that quite a lot, but with Zelda
           | games. I've come to the conclusion that the old games feel
           | beautiful and mysterious and nostalgic _because I played them
           | as a child_. I 'm no longer a child, life is no longer the
           | same. It's not necessarily worse, it's just fundamentally
           | different. I will never blame Shigeru Miyamoto for that, it
           | would be absurd.
        
             | ncann wrote:
             | Yeah, it's a sad fact that I've realized myself as well. No
             | matter how good a game is, I'll never be able to experience
             | again that magical feeling when I played Pokemon for the
             | first time on the GB.
        
               | sigg3 wrote:
               | But you can experience it with new things!
               | 
               | If you approach stuff with positivity, openness and
               | wonder you'll have a blast! This is my current experience
               | with learning Go, having learned Python previously.
               | 
               | I don my explorer's hat and force myself to live into the
               | text, subject or code (Herder's Einfuhlung). Personally
               | it makes the journey so much more entertaining than
               | merely as a tools to an end.
        
               | ncann wrote:
               | I mean yes, the joy is still there when trying new things
               | for the first time, I would be lying if I said otherwise.
               | But it's just not the same. You know that feeling of
               | total absorption/encompassment when you played your
               | favorite game for the first time in your childhood?
               | There's nothing like it. I went to dinner thinking about
               | the game. I went to sleep thinking about the game. I went
               | to school thinking about the game. The joy when my
               | starter Pokemon evolved was indescribable. The game was
               | the only thing that was on my mind. What's even more
               | amazing is that I'm not a native English speaker, and I
               | did not understand a single word in the game back then,
               | yet somehow that did not impede me at all, in fact I
               | think it even added to the joy of exploration.
        
               | mlyle wrote:
               | I think it's something you have to work harder to find,
               | and perhaps find less often as you grow up.
               | 
               | It's joyful to obsess over stuff; to try and get better;
               | to try and understand.
               | 
               | There's two things, IMO, that get in the way as an adult:
               | 
               | * The crush of ordinary responsibility can not leave
               | enough time for exploration and wonder.
               | 
               | * Related: We just get used to following a routine and
               | not completely losing ourselves in something new. Maybe
               | we tell ourselves we can't get good at new things anymore
               | like we used to.
               | 
               | Revisiting old stuff, like Monkey Island, is fun; but
               | it's not nearly as intense as something new. I'm looking
               | forward to it and it will be entertaining to share with
               | my family. It's been awhile since I've found this kind of
               | pure fun and intensity in video games, but I'm sure it'll
               | happen again.
        
               | nicolas_t wrote:
               | I've had this feeling not so long ago when playing
               | horizon zero dawn. I don't know why but I loved this game
               | so much that it reminded me of the feeling of playing
               | secret of mana as a kid.
        
             | gagege wrote:
             | I played MI1 for the first time last year and I can tell
             | you it's not just nostalgia. It's just a freaking great
             | game.
        
             | spywaregorilla wrote:
             | I was thinking about this quite a bit replaying ocarina of
             | time. It's now very apparent to me that a lot of the world
             | is giant sheets of 2d textures, with some scattered doors
             | as 3d objects, like castletown. Then I started to notice
             | some things that were... surprisingly good? My favorite:
             | Link had IK foot placement! His feet would land on
             | individual steps as you went up stairs.
        
             | cwillu wrote:
             | "Their minds ranged far and wide inside dreamscapes Daphne
             | wove for them, for she knew all the secrets of that art,
             | and many of the techniques of false-life sculpting, and
             | story-crafting, which, to her, were trite and worn, to him,
             | were new; and she found pleasure in his delight."
             | 
             | --The Phoenix Exultant by John C. Wright
        
             | Keyframe wrote:
             | I'd agree with you completely if I hadn't played Breadth of
             | the Wild. It somehow managed to bring that child back and
             | front again.
        
             | munificent wrote:
             | There is a large component of that, but it's not _just_
             | that for me.
             | 
             | Minecraft evokes much of that sense of magic and wonder for
             | me and I didn't start playing it until my later 30s.
             | 
             | Other key components are:
             | 
             | * A world that is interactive enough to feel like a place
             | where you _are_ and not just imagery that you 're skimming
             | over.
             | 
             | * Art that is detailed enough to be evocative but not so
             | detailed that it reaches the uncanny valley of looking
             | real-ish but not actually real.
             | 
             | Minecraft does both in spades.
        
               | wtetzner wrote:
               | I think this is a big part of why I still enjoy playing
               | Morrowind more than pretty much all newer open world
               | games.
               | 
               | It felt like you were really in a place, and the lack of
               | HUD directing you to "points of interest" made it that
               | much more exciting and interesting when you discovered
               | something new.
        
             | alanfranz wrote:
             | I did play Life is Strange when I was 36. The story wasn't
             | so great, but the atmosphere? Just great.
        
               | pcthrowaway wrote:
               | One of the few games I've played in my 30s. I really
               | liked the story actually, until the final chapter where
               | Max is navigating some weird Dreamscape that goes on a
               | bit too long.
        
           | aidenn0 wrote:
           | The first MI is almost not believable that it is an EGA game.
           | Then Loom came out and looks even better. These games pushed
           | the limits of what graphical hardware of the time was capable
           | of.
        
           | babyshake wrote:
           | If you look at the screenshots and art released, they are
           | definitely at least attempting an atmospheric feeling. I'll
           | give them the benefit of the doubt. For me the thing I really
           | love most is the MIDI music. Occasionally I'll put on the
           | score from MI2, Loom or another game and it brings me back.
        
           | windmaster wrote:
           | That! Monkey Island was all about the atmosphere. It brought
           | the caribbean to my living room.
        
           | 867-5309 wrote:
           | you'd be hard pushed to recreate that in mspaint!
        
           | ykonstant wrote:
           | Oh! I am glad to see the atmosphere aspect of MI emphasized!
           | I played these games as a preteen, and much of the humor went
           | above my head (non-native speaker). It was the atmosphere,
           | the setting and the characters that made me love the games,
           | especially the first one. I spent _so_ much time on Melee
           | Island; the eerie forest, the voodoo lady, the jail, the
           | docks... these places and people made a tremendous impression
           | on young me.
           | 
           | EDIT: Oh, and how can I forget the music!
        
             | technovader wrote:
             | Fortunately Michael Land has made the music for every
             | Monkey Island game yet, and is also onboard to do the music
             | for this one
        
             | [deleted]
        
           | Razengan wrote:
           | > _What was special about the first two Monkey Island games
           | (at least for me) was the atmosphere._
           | 
           | Same! First of all I LOVED the "eternal night" in some
           | locations.
           | 
           | It was unexplained and unmentioned (though an easy headcanon
           | might be that everything you do there takes place during a
           | single night) but it has a _huge_ effect on the aesthetic
           | feel of the game world.
           | 
           | The other thing that evoked the sense of adventure was the
           | balance between the Civilized and Unexplored parts of its
           | world, a common theme in pirate settings.
           | 
           | > _with part 3 the magic was mostly gone unfortunately._
           | 
           | Curse certainly felt a bit "off" to me (I wasn't aware that
           | it wasn't made by the same people but I could feel it) but it
           | still had some charm, except for the abrupt final episode.
        
           | hhlevnjak3 wrote:
           | I could never say part 3 doesn't have atmosphere. The music,
           | the art, the overall feel was different, but great on it's
           | own.
           | 
           | On the other hand, the story, and the subtle humor from 1 and
           | 2 was lacking or different.
        
           | simulate-me wrote:
           | Without having context of when this was made and that it was
           | part of a game, this looks like a fairly generic picture of a
           | mountain. You regularly see images with far more atmosphere
           | on r/PixelArt.
        
             | AdvancedCarrot wrote:
             | I think a big part of it as well is the music that comes in
             | when you're first presented with this scene.
             | 
             | I genuinely think this game (which I didn't discover until
             | years later following its release) has the impact that it
             | has for me because of the brilliant soundtrack.
        
               | pcthrowaway wrote:
               | That music on tinny computer speakers (if you didn't have
               | Soundblasters at the time) was something else:
               | https://www.youtube.com/watch?v=1IOL4q5tDDQ
               | 
               | I think it was here on HN that I previously read a
               | comment breaking down how the PC speaker could only play
               | one tone at a time, but the team managed to simulate two
               | overlapping melodies
        
               | mdpye wrote:
               | While that sounds like an amazing technical
               | accomplishment, I can tell you that discovering it on an
               | amiga with a hifi separates amp and speakers[1] was
               | definitely better. I was very lucky, but I'm not sorry!
               | ;) The soundtrack is sensational.
               | 
               | 1. To be fair, the speakers were intended for the back
               | shelf of a car. It _was_ cobbled together from castoffs
               | found in the loft...
        
             | auselen wrote:
             | It was clearly something better for me, and I think I
             | played it around '94, it was better than what was on tv or
             | video. And it was why we were playing video games, because
             | with each one they kept getting better.
        
           | interpol_p wrote:
           | I don't think the atmosphere is quite there in this new one,
           | here's Melee Island from The Verge's screenshot. The art
           | doesn't sit well with me: https://cdn.vox-
           | cdn.com/thumbor/dQbYIfWFh5WfWwby87FoHyI8uog=...
           | 
           | In the modern version the town is no longer twinkling and
           | glittering. It appears smaller due to the large buildings.
           | The strong purple tints (especially on the horizon) gives the
           | scene an uneasy feeling. And the lookout point is no longer
           | forlorn, it appears close to the town due to the way the
           | whole island appears downscaled because of the larger town
           | elements. We have also lost the reflection of the lights in
           | the water, making the island appear to sit on the ground
           | rather than in the waves
           | 
           | I'm still going to play the game and hope to love it. But the
           | art style seems to feature very strong colours and intense
           | gradients. When animated the motion seems too fluid, with
           | characters deforming like in a Flash animation
        
             | wellthisisgreat wrote:
             | Interesting. I think the old picture linked above have a
             | dreamy atmosphere because of the jagged edges which create
             | a foggy / twinkling effect
        
             | practice9 wrote:
             | The old art feels, in a way, more realistic.
             | 
             | One underappreciated aspect of low definition graphics is
             | that your mind can interpolate the visuals, and you feel
             | more immersed. (suspension is disbelief has a positive
             | effect here)
             | 
             | When graphics become HD or closer to photorealistic they
             | are starting to trigger an uncanny valley effect.
        
               | the_af wrote:
               | > _One underappreciated aspect of low definition graphics
               | is that your mind can interpolate the visuals_
               | 
               | Yes, what Scott McCloud calls "closure" in _Understanding
               | Comics_.
               | 
               | That said, my mind also interpolates the newer version of
               | Melee Island, because it's cartoony and "abstract"
               | enough, and so I also like it.
        
         | jeffwask wrote:
         | Fan culture in the age of twitter is so polluted with loud
         | minorities.
        
         | ipaddr wrote:
         | Live by the mob die by the mob. When a mob is attacking your
         | idea it might have some merits or not but it has reached a
         | popularity breakthrough. A mob attacks when they feel
         | threatened. A mob can be used as a tool. Followers are a pre-
         | mob description of a group.
         | 
         | Putting out a retro version could be seen as a greedy activity
         | that tarnishes the original that could get a different mob
         | after you.
        
         | jaimebuelta wrote:
         | The interesting bit about this kind of games is that you don't
         | need state-of-the-art tech, and art at this point is mostly
         | about choices, not necessarily about what's technically
         | feasible. The best example is the usage of orchestral music,
         | according to the post.
         | 
         | I mean, for an 2D adventure game, you are basically animating
         | characters. The objective is to create something like an
         | animation movie, in whatever art style you want. It doesn't
         | need to push the tech in the same style that the first games
         | where.
         | 
         | Which is great! I want them to be spending their efforts in the
         | game, artwork, narrative, puzzles, jokes, etc, not on how to
         | create a background that looks OK if you have an EGA screen and
         | a recognisable melody in a PC speaker.
         | 
         | Whether is pixel art or not is irrelevant to me, as long as
         | it's well drawn and animated. I just hope that they end with a
         | fantastic result. I'll sure buy it and play it when it's out.
        
           | seba_dos1 wrote:
           | > and art at this point is mostly about choices, not
           | necessarily about what's technically feasible. The best
           | example is the usage of orchestral music, according to the
           | post.
           | 
           | Usage of real recorded instruments can still be technically
           | challenging today if you want to do what Monkey Island 2 did
           | with its audio via iMuse - synchronization between music and
           | in-game events (easier) and smooth background music
           | transitions between rooms (harder). MI2 Special Edition
           | recorded its soundtrack with real instruments and while it
           | did a pretty good job at it, it still noticeably simplified
           | some transitions the original version had, because they were
           | much easier to achieve back when it was using MIDI.
        
             | Tyr42 wrote:
             | One interesting innovation is in Octopath traveller. It has
             | set up the music before the boss fights where it is ready
             | to jump into the boss theme at any point you finish the
             | dialog boxes.
             | 
             | https://youtu.be/b7Zc3f8cPnU?t=215
        
               | seba_dos1 wrote:
               | That's one of the things Monkey Island 2 did. It also had
               | the track seamlessly changing cues and adding/removing
               | layers as you entered various sections of a location, had
               | multiple transitions between the same tracks that were
               | chosen depending on when did you trigger them and in-game
               | events were often timed to wait for the beat to
               | synchronize them with music. Later games with similarly
               | dynamic sampled music that I'm aware about (The Curse of
               | Monkey Island, MI2:SE, Portal 2 and now Octopath
               | Traveler) did some of these things, but none of them came
               | close to the level of complexity in the original Monkey
               | Island 2.
               | 
               | Although one reason for that (other than the obvious MIDI
               | vs. sampled one) could be that in MI2, a lot of effort
               | went into this music system which ended up working great,
               | but... not many people actually noticed ;)
        
           | cptskippy wrote:
           | > The interesting bit about this kind of games is that you
           | don't need state-of-the-art tech, and art at this point is
           | mostly about choices, not necessarily about what's
           | technically feasible.
           | 
           | Certain types of games exist and thrive due to what's
           | technically feasible at the time they're created, just like
           | any other form of art.
           | 
           | An example, Cuphead isn't radically different from something
           | like Metroid in terms of gameplay and yet Cuphead was
           | technically impossible when Metroid was all the rage.
           | Similarly Metroid's asthetic is a product of it's era and
           | wouldn't be received today in the same way.
           | 
           | Games are art, they simultaneously drive the medium while
           | being limited by it.
        
         | RajT88 wrote:
         | Ron Gilbert making a modern MI is like Metallica cutting their
         | hair for these fans.
        
         | soneca wrote:
         | I am glad Ron thinks like that.
         | 
         | I didn't know there was this rage against not being pixel art
         | (but I should have suspected). I am glad it isn't. I backed and
         | loved Thimbleweed Park (even the ending), but that project was
         | all around nostalgia. The gameplay, the X-Files-y story, it
         | made sense for that game to be pixel art. Now Monkey Island is
         | exactly what Ron said, state of the art. I liked even the 3D
         | one.
         | 
         | I am even more excited for this new one after reading the post.
        
         | SkeuomorphicBee wrote:
         | > I really dislike the fan mob that it's starting the hate
         | because RTMI is not going to be a throwback and retro-game.
         | 
         | That is the same blow-back that George Lucas caught when he
         | made the Star Wars prequels. When George Lucas made the
         | original Star Wars he set out to make a state-of-art sci-fi
         | movie, and in fact he pushed the state-of-art ahead by a huge
         | leap in that movie. A decade or two later, with the evolution
         | of cinema effects, the original trilogy stopped being seen as
         | state-of-art, but kept its cultural influence now under a new
         | lens, it started being seen as a type of retro-futurism. So
         | when George Lucas set out to make the prequels, he again
         | intended to make state-of-art sci-fi movies*, as is his right,
         | and as he should, but many of the fans instead wanted the new
         | trilogy to match the retro-futurism feel they now assigned to
         | the original ones, hence the many complaints at the time.
         | 
         | Interestingly enough, later when Disney made the sequels they
         | went the other way completely, and bet heavily on the retro-
         | futurism feel (down even to the story arcs), so they got blow-
         | back from the fans that instead wanted a state-of-art sci-fi.
         | 
         | * If he achieved that state-of-art goal is debatable, my
         | personal opinion he did, but just barely, failing to leap
         | forward like the original did on its time, so they do feel a
         | bit like "generic late 90s/early 00s sci-fi".*
        
           | smudgy wrote:
           | I'm not sure a major problem with the prequels was the
           | aesthetic.
           | 
           | It never bothered me that it felt more "modern" than the
           | original trilogy, it bothered me (and plenty of others) that
           | the story wasn't good. For something that was in his head for
           | such a long time, it came out half-baked.
        
             | Cthulhu_ wrote:
             | It's the same with the sequels, they're making big jumps in
             | the established lore, and they made the huge mistake of not
             | actually fleshing out the story beforehand (like e.g. the
             | MCU), leading to three disconnected movies full of
             | attempted nostalgia and pushing merchandise; they made
             | fanservice instead of good films.
        
               | speeder wrote:
               | Actually from what I heard they DID flesh out things.
               | 
               | But then they made the serious error of hiring Rian
               | Johnson AND giving him free rein with the direction of
               | the movie.
               | 
               | Rian Johnson already stated himself, he likes making
               | divisive films. He also stated he doens`t like Star
               | Wars...
               | 
               | So he proceeded to ignore the plans that they had, and
               | just do whatever he wanted.
               | 
               | 1. He ignored several planned story arcs and just shoved
               | things. 2. He ignored past movies and create a lot of
               | non-sense. 3. He ignored the Extended Universe but in a
               | bad way, Extended Universe books had a look of technical
               | information and whatnot that circulated back into canon,
               | with movies and canon TV series using that information,
               | RJ just ignored that information.
               | 
               | I fully expected Lucasfilm to just give up and not even
               | attempt to make Film 9, that is how bad Film 8 fucked up
               | the plans... But seemly they made an honest attempt to
               | save the franchise in Film 9 by making it fanservice on
               | top of fanservice and hope fans forget all the continuity
               | errors and non-sense the plot became riddled with in Star
               | Wars 8...
        
               | vlunkr wrote:
               | And Disney could have said "no" to any of his ideas at
               | any point. He's become a scapegoat for bitter fans who
               | can't see that Disney didn't know what to do after the
               | first movie.
        
               | halostatue wrote:
               | I find Ep 7 to be mostly unwatchable because it's almost
               | all fan service without a real story to be found. There
               | was no plot for Ep 8 to hang itself on, just a few
               | coathooks widely spread.
               | 
               | Ep 8 had some really interesting character arcs, but also
               | made some basic errors. As a _movie_ , I think that it's
               | the strongest of the three sequels. Given a lack of plot
               | points to really hang off, Johnson seems to have done
               | something interesting, but left even fewer plot points to
               | hang off than Abrams left him. Let's be clear: if
               | Lucasfilm had disagreed with his direction, they would
               | have taken him off the project.
               | 
               | Ep 9 was more fan service (who can we throw into _this_
               | scene?) with an _even more inexplicable_ plot hook (if
               | the Emperor was coming back in any way, there should have
               | been hints of that in Ep 7).
               | 
               | I do not understand the fascination with J J Abrams. He
               | claims to be a fan of various media, but IMO he is the
               | shallowest type of fan out there, appreciating only
               | certain aesthetics without looking any deeper. His Star
               | Trek films are _the absolute worst_ of all the Star Trek
               | films, even worse than Star Trek V: The Final Frontier.
               | Why are they the worst? Because they have become Generic
               | Action Films with a Star Trek veneer. (This is more or
               | less my complaint with _Picard_.) I dread the idea of
               | seeing J J Abrams touch any more science fiction
               | properties because he just doesn't _get_ them and turns
               | them into Michael Bay films (but with lens flares instead
               | of explosions).
        
               | WorldMaker wrote:
               | Abrams stated in more than one interview that he didn't
               | know Star Trek much beyond Wrath of Khan and wasn't much
               | interested in Star Trek. Star Trek to JJ was always just
               | the audition for Star Wars.
               | 
               | He proved he was great at nailing the _aesthetic_ even if
               | so many other qualities of the franchise like writing and
               | plot take a back seat.
               | 
               | That's basically his Star Wars movies in a nutshell too:
               | he absolutely nails the aesthetic 100% and everything
               | else suffers. I think that's why they feel so much like
               | fan service rather than standalone efforts because of
               | that uncanny valley effect where they feel so much like
               | old Star Wars movies and don't have great ideas but to
               | ape old Star Wars plots, but still aren't "Old Star
               | Wars". A lot of what was new in the films added greatly
               | to the aesthetic of the franchise and pushed that, at
               | least, in new directions.
               | 
               | Honestly, I think "the Emperor has returned somehow" is
               | pure 100% Star Wars aesthetic, too. Weird cloning
               | nonsense: very Star Wars. Evil villains returning at
               | surprise hours after being silently behind the curtain
               | for movies: very Star Wars. Absolutely the writing could
               | have done better of foreshadowing that than by doing it
               | in Fortnite of all places (!), but it's still very Star
               | Wars to just "oh, here's the Emperor now". The new
               | trilogy "rhymes" with the original trilogy: Snoke like
               | Vader is clearly a Lieutenant of someone else (and
               | turning out to be a broken clone of the Emperor, very
               | Star Wars) and then Vader/Snoke are revealed to be less
               | important and we fight the Emperor directly. The only
               | missing is the "I am your father" bit for Snoke, but we
               | all know how corny Rian Johnson thought that was, despite
               | being the exact sort of soap opera (well, _pulp serial_ )
               | plotting that made Star Wars what it was/is.
        
               | kemayo wrote:
               | Abrams was an interesting (read: poor) choice for the
               | final film, because he's _famous_ for setting up
               | compelling plots and not sticking the landing. See: Lost.
               | His whole  "mystery box" thing is great at pulling in
               | viewers, but he's never been able to come up with
               | something that works when he's forced to finally open the
               | box.
               | 
               | Amusing juxtaposition in critical reception:
               | 
               | Article about his mystery box thing before Rise:
               | https://www.success.com/jj-abrams-and-the-unopened-
               | mystery-b...
               | 
               | Article about his mystery box thing after Rise:
               | https://screenrant.com/star-wars-rise-skywalker-abrams-
               | myste...
        
               | kemayo wrote:
               | I do agree with you that Disney mismanaged the whole
               | trilogy, and the fault lies with them. They very clearly
               | went into it without any sort of plan or even a
               | particular vision, deferring completely to whatever each
               | director wanted to do. With minimal imposition of a plot
               | outline, the whole thing could have gone much better,
               | even while still leaving the individual directors to
               | mostly decide how they got there.
               | 
               | To my mind, letting Abrams double-down on swerving back
               | to his plot in episode 9 was their biggest management sin
               | when it comes to creating a coherent plot arc. If they'd
               | carried on with what 8 was setting up we'd have had
               | ["nostalgia" => "twist" => "resolution"], and instead we
               | were left with ["nostalgia" => "twist" => "ignore that!
               | more nostalgia"]. The former could have worked out and
               | won over those who disliked the Last Jedi twists, the
               | latter just flopped unsatisfyingly. (A second-movie twist
               | was always in the cards, given general fan sentiment
               | about Empire.)
               | 
               | Disclaimer: I personally liked episode 8 the most of that
               | trilogy, and it's the only one I'd bother to go rewatch.
               | It has the best direction by far, along with the most
               | striking visuals of the lot and most of the quotable
               | lines. _That said_ , I think my take on this holds up
               | regardless of which side of the Last Jedi divide you fall
               | on. :D
        
               | dylan-m wrote:
               | Yep, management sins abound. It made sense to me that
               | some people would be picking at Ryan Johnson's film as
               | defiling the saga or whatever because it _was_ divisive,
               | but obviously if you 're trying to tell a good story -
               | and it isn't like Johnson forced Disney to produce his
               | film - you'll find a way to work with that and honour the
               | world you're creating. Instead, they threw fuel on the
               | fire, practically breaking the fourth wall as they do
               | everything they can to _reverse_ the thing with Episode
               | 9. People shouldn 't be talking about how the writers
               | disagreed with each other, but here we are; the lasting
               | legacy of the last three Star Wars movies is not the
               | movies themselves, but the story of how they were
               | politicked and focus-grouped into existence. Nobody
               | involved here had even the slightest concept of artistic
               | creation.
               | 
               | And to be fair, I liked Episode 8. Flawed, stupid casino
               | planet bit, the ending was silly. But Star Wars isn't
               | known for its plot and logical consistency anyway; the
               | series is 99% retcons and fan theories. What's important
               | is the atmosphere and the characters, and what the meagre
               | plot _means_ for those characters. And there was actually
               | some genuine effort being made.
        
               | WorldMaker wrote:
               | > To my mind, letting Abrams double-down on swerving back
               | to his plot in episode 9 was their biggest management sin
               | when it comes to creating a coherent plot arc.
               | 
               | Abrams was an Executive Producer on Ep 8 still and was
               | supposedly in the room for all of the plot development.
               | He personally could have avoided most of that swerve had
               | he been paying attention. Admittedly, he thought at the
               | time it was Trevorrow's problem because Disney didn't
               | fire Trevorrow from Ep 9 until the "last minute", but
               | there's a lot of interesting questions left about what
               | Abrams even thought the "resolution" could possibly be
               | even with Trevorrow at the helm. He was still an
               | Executive Producer in a role that should have been
               | preparing for the trilogy as a whole to succeed.
               | 
               | It takes a village to make a movie and all that, and I'm
               | not personally blaming Abrams, though it sounds like it,
               | I think Disney management should have been more involved
               | too. The whole Trevorrow thing reeks of Disney management
               | failure and bad contract planning. (Between that and the
               | shenanigans with Lord/Miller over Solo...)
               | 
               | I think Abrams made the best movie for Ep 9 that he could
               | have given the time, budget, and resources he had to meet
               | a "set in stone" holiday release date. I think he did the
               | best he could with what Johnson left him, and honestly I
               | don't think anyone could have resolved Johnson's plot
               | twists well and _still have felt like Star Wars_. He had
               | good ideas in absentia, but they weren 't "Star Wars".
               | 
               | (Admittedly, I thought Ep 8 was the entire wrong genre
               | for Star Wars: it was a Vietnam War movie in a franchise
               | built around World War 2 metaphors/aesthetics. I also had
               | a big issue with the "Three Billboards problem" of Poe in
               | Ep 8. In my eyes he's unreedemably the villain of the
               | film, and the character is entirely broken beyond repair
               | in Ep 8. But also, admittedly, I haven't liked any of
               | Rian Johnson's films that I've watched [inc. Knives Out;
               | and I especially hated Looper].)
        
               | kemayo wrote:
               | > Admittedly, I thought Ep 8 was the entire wrong genre
               | for Star Wars: it was a Vietnam War movie in a franchise
               | built around World War 2 metaphors/aesthetics.
               | 
               | Ah, but Star Wars has always been a Vietnam metaphor
               | filtered through WW2 aesthetics. Specifically, with the
               | Rebels being the Viet Cong -- they're a small group using
               | asymmetric warfare tactics against a vast military
               | machine that's exerting cultural hegemony over even the
               | territory it doesn't control. Lucas has actually been
               | pretty explicit about this being his intention in
               | interviews.
        
               | WorldMaker wrote:
               | That's a fair point, though in practical terms I think
               | Lucas just took the roundabout way to arrive a metaphor
               | involving the real world Maquis (as opposed to Star
               | Trek's odder counterpart):
               | https://en.wikipedia.org/wiki/Maquis_(World_War_II)
               | 
               | There's still a lot fewer "shades of grey" in "French
               | rebels versus Nazis" than in all the complicated
               | geopolitics of Viet Cong versus US military. Lucas may
               | have used the idea from the Vietnam War, but he didn't
               | just filter it through a WW2 aesthetic, he entirely
               | embedded it in it.
               | 
               | To my mind Star Wars isn't exactly the franchise for
               | "maybe the Empire are the good guys in the story" shades
               | of grey. (Though admittedly I also find it appalling how
               | many people cosplay the Empire and how much merch there
               | is and seeming adulation the Empire gets. Though it is
               | seemingly great for Disney's bottom line if people don't
               | think of the First Order as a Nazi Regime that exploded
               | entire planets worth of people like the text tells us
               | they are.)
        
             | hutzlibu wrote:
             | My first impression was the same, but later I came to the
             | conclusion that it was just way more deep.
             | 
             | The first star wars was glorifying rebellious david against
             | goliath setting and fun adventures. A young nobody becomes
             | a hero for the good side. People identified with luke
             | skywalker.
             | 
             | The later was way more about politics, intrigues and
             | corruption of power. Not a bad story, but much more heavy
             | (and depressing). A young nobody becomes a dark lord.
             | Identifying with a dark lord? A bit harder.
             | 
             | (And the disney movies try to be simple again, but are too
             | shallow for my taste, but are well shot)
        
           | the_af wrote:
           | The Star Wars prequels simply weren't good for
           | storytelling/plot reasons, not just visuals.
           | 
           | The characters weren't interesting, or even worse, were
           | universally reviled like Jar Jar. The main character (both as
           | a kid and as a teenager) was annoying as hell. The story
           | didn't mesh well with the established Star Wars movies, like
           | that thing with midichlorians that was thankfully played down
           | in subsequent movies. For some reason, Lucas moved The
           | Phantom Menace from "Young Adult" territory (as was the
           | Original Trilogy) to "kid's movie", but halfway and
           | inconsistently, so you get Jar Jar and "yipeee!" but also
           | Trade Federation taxation routes -- what the hell?
           | 
           | To be fair, the visuals were _also_ abused by Lucas. I think
           | there 's a legitimate criticism to be made of George Lucas
           | and his "horror of the void": when he didn't have the
           | tech/budget, he had to live with vast empty spaces, and the
           | movies got that "Spaghetti Western" barren look that actually
           | made them better. When CGI became cheaper and easier to use,
           | George Lucas decided to fill every bit of empty screen with
           | some gizmo or cute alien screaming at the screen, and his
           | movies suffered because of this.
        
             | ffhhj wrote:
             | Lucas planned Jar Jar to be revealed as the Sith Lord in
             | the second movie, that's why the character is unlikeable,
             | but it would have been an interesting plot twist and would
             | have made the first movie rewatchable since he place many
             | little clues. Authors shouldn't be scared to develop their
             | vision, and then create something to please them that will
             | suck anyway.
        
               | kemayo wrote:
               | I'm pretty sure that Darth Jar Jar is only a fan theory,
               | without any commentary from Lucas confirming it. (We can
               | speculate, but I dislike saying it so confidently.)
        
               | babyshake wrote:
               | The prequels weren't exactly full of shocking plot twists
               | that weren't clearly telegraphed or just shown on the
               | movie poster (young Anakin with the Darth Vader shadow).
               | I don't think Jar Jar was ever going to be evil.
        
               | the_af wrote:
               | I think Darth Jar Jar is an amusing fan theory, but fan
               | theory nonetheless. Yes, Ahmed Best (the actor) said it
               | wasn't out of the question, but there's no official
               | confirmation this was even considered. All there is, is
               | fan based theories speculating about circumstantial
               | evdience.
        
             | whywhywhywhy wrote:
             | Also gotta keep in mind if it's all CGI he can just sit in
             | a chair in the same studio the whole movie directing it
             | from a monitor.
             | 
             | Once you see the behind the scenes you start to see this as
             | one of the main reasons it's so CGI filled.
        
               | GaylordTuring wrote:
               | I'm still disappointed that Darth Jar Jar didn't come to
               | fruition. It would have been perfect. In episode VII,
               | Yoda is introduced as this ridiculous character that
               | turned out to be a Jedi master, with the moral of the
               | story being that you shouldn't judge a book by its cover.
               | Even with this seed planted in the original tribology,
               | everyone saw Jar Jar as this clown who shouldn't be taken
               | serious. It would have brilliant to reveal that it was
               | all a charade that no one could see through, not even the
               | viewers who already had seen one such reveal taking place
               | in the past.
               | 
               | I'm bummed.
        
               | whywhywhywhy wrote:
               | Agree 100%, would have taken resolve to push through the
               | criticism and pull that off but it feels like he became
               | too influenced by the criticism then ended up shipping
               | milquetoast rubbish.
               | 
               | Imagine how fun it would have been watching Ep1 and
               | getting annoyed by Jar Jar once you know he ends up super
               | evil.
        
           | dleslie wrote:
           | Episode 1 is a terrible movie.
           | 
           | I tried watching it with my kids as a marathon of Star Wars
           | for May the Fourth, and they became bored with the trade
           | federation and Senate, and were annoyed by Jar Jar. The pod
           | racing was the saving grace, in their eyes, but even it was
           | only mildly amusing.
           | 
           | I turned it off when they left the room when the pod racing
           | finished.
        
         | sam0x17 wrote:
         | I agree with the import of this, but there is an economy to
         | games, and if it turns out that the gamers really do just want
         | another installment in the old style, you're missing out on
         | that significant segment of the market until you do just that.
         | Art is only art if it gets made, and at least frequently,
         | someone has to pay the artist for the art to get made.
        
         | bnralt wrote:
         | > I really dislike the fan mob that it's starting the hate
         | 
         | I looked into responses to the announcement (on YouTube,
         | Reddit, various forums), and didn't find any example of a "fan
         | mob that it's starting the hate." Just about all of the top
         | responses were extremely positive. I only found a small
         | minority of comments saying they don't like the art style, and
         | they're all pretty tame. For example, sorting by controversial
         | on Reddit brings up this:
         | 
         | > I want to be excited but I'm not thrilled about that art and
         | I haven't liked a Monkey Island thing since Curse of Monkey
         | Island.
         | 
         | There can be a tendency to exaggerate any criticism in an
         | effort to dismiss it. Ron is certainly free to make whatever
         | game he likes. But at the same time, people are free to dislike
         | whatever game he makes. It doesn't make them hateful or a mob,
         | simply people with different opinions.
        
           | causi wrote:
           | I like the look, and I think it's better than, say, Monkey
           | Island HD. I do see why someone might not like it. The new
           | art style is _extremely_ contemporary and basically looks
           | exactly like every cartoon show of the last five years.
        
           | aunty_helen wrote:
           | Youtube has definitely been running sentiment analysis and
           | down ranking any critical comments. Go to any music video and
           | read the comments, it's like everyone was given a lobotomy.
           | 
           | It's scary tech censorship. I would take the wild go f
           | yourself days of YouTube comments over this v1 matrix toxic
           | positivity world any day.
        
             | rideontime wrote:
             | Maybe people just don't respond to music videos with a lot
             | of negativity? Not every comment section needs to be
             | "balanced."
        
               | aunty_helen wrote:
               | Luckily I can remember back more than 6 months to know
               | this isn't the case, so I don't need to sit here
               | wondering.
        
       | pier25 wrote:
       | We live in weird times.
       | 
       | Something amazing can happen (such as a new Monkey Island game)
       | and there will always be an angry mob with pitchforks that will
       | be very vocal about it on social media.
       | 
       | This probably was always the case, but the internet now serves as
       | an amplifier of some sort of hype-based social feedback mechanism
       | for ideas and opinions. This mechanism probably made sense
       | 200,000+ years ago when groups were very small and it helped
       | survival by promoting social cohesion. But today the internet
       | connects billions of humans and it's a pretty toxic behavior.
        
         | technovader wrote:
         | More like legitimate criticism that is brushed off as "haters"
         | and "mob"
        
       | [deleted]
        
       | YakBizzarro wrote:
       | About the art, I think another perfect example is Grim Fandango.
       | It was the first Lucasarts 3D adventure, at a time when the 3D
       | (late '90) was a graphically inferior solution to 2D. However,
       | they exploited the low polygon number, to give a special
       | character to the models, like paper dolls. So the heresy of
       | moving from 2D was instead a conscious artistic choice, strictly
       | linked to the then-modern technologies.
        
         | Andrew_nenakhov wrote:
         | To me, Grim Fandango looked fantastic. What made it difficult
         | to play were the cursed keyboard controls. I still did beat it,
         | but never wanted to come back to it because of those controls.
         | A couple of years ago, I replayed the modern remaster, and boy
         | does the good old mouse pointer improve the game immensely.
        
           | WorldMaker wrote:
           | It's hard to remember how much controls for 3D games were a
           | wild west for so long, especially on PC. (The original Tomb
           | Raider controls are pretty bad, too, for instance.) People
           | act like modern WASD+Mouse Look is an "ancient" standard
           | passed down for centuries but a lot of that was hard work in
           | 1990s and a lot of failed control schemes that never quite
           | worked right, even in their time. (Similarly too how
           | relatively "ancient" the modern two-stick controller flow
           | feels, but isn't all that old actually. Remember how the N64
           | named the weird yellow D-Pad the "C-buttons" in part because
           | they thought that might be more natural for "C is for" Camera
           | control than the dual stick position?)
        
         | bob1029 wrote:
         | > So the heresy of moving from 2D was instead a conscious
         | artistic choice, strictly linked to the then-modern
         | technologies.
         | 
         | This is how it should have been all along. The only reason
         | modern GPUs are in such demand is because we forgot to apply
         | art before shiny tech. I don't know why things like polygon
         | count and texture resolution turned into a metric for fun.
         | 
         | To this day I can have way more fun in older games like
         | Minecraft than super polished AAA titles like RDR2 or Cyberpunk
         | 2077. The graphics used to get me interested back when we
         | thought photorealism was going to make shit way more fun, but
         | the reality of artistic expression turned out to be much more
         | complex than this...
        
           | dale_glass wrote:
           | Plenty games went the other way. For every stylish Grim
           | Fandango there's been dozen of Superman 64 and Bubsy 3D,
           | where the developers spent so much time trying to get
           | graphics to work that they had no time left for gameplay or
           | story.
           | 
           | Shiny tech means there's much less fighting with the
           | technology that's needed. You can take advantage of that
           | today you don't need to optimize every clock cycle and spend
           | the time polishing up the gameplay.
           | 
           | Also, some stories require a fair amount of tech. Superman 64
           | should have happened in a bustling Metropolis, just like
           | Cyberpunk 2077 does. But it was impossible with the
           | technology of the time.
        
         | Nition wrote:
         | Another great example of choosing an art style that worked with
         | the limitations of early 3D is Interstate '76, from 1997:
         | https://i.imgur.com/ro5k82Z.png
        
         | seba_dos1 wrote:
         | ...and then Escape from Monkey Island utilized the same tech as
         | Grim Fandango, but without those stylistic choices that made
         | Grim Fandango's graphics work so well :)
        
       | noduerme wrote:
       | Well, that was a fuckton more fun to read than the monthly update
       | from Chris Roberts
        
         | kappuchino wrote:
         | The german actor and musician? I'm confused.
        
           | ChoGGi wrote:
           | The Star Citizen guy
        
             | paines wrote:
             | You meant to say Wing Commander
        
               | WorldMaker wrote:
               | Yeah that movie was awful, over-hyped and over-budget,
               | too, just like Roberts' greatest unfinished game
               | Freelancer
        
       | fouadf wrote:
       | Big fan of the game series here. Honestly it's such a thrill to
       | have Ron work on RTMI. I can't wait to see what he has in store
       | for us.
        
       | Copenjin wrote:
       | This is one of the few cases where I'll just buy it, I don't even
       | care what good decisions he is making.
       | 
       | I've played Thimbleweed Park and loved it, brought back a lot of
       | memories.
        
         | GaylordTuring wrote:
         | I agree. There are very few games that I'll buy on day one
         | without even reading the reviews. This will be one of them.
        
       | technovader wrote:
       | Ron you really should not be bashing your oldest most hard core
       | fans.
       | 
       | Monkey Island 2 is a masterpiece. The 2D hand drawn style and
       | animation are a huge part of it.
       | 
       | I'll take any Monkey Island sequel, but if you take a closer look
       | at say the Tales of Monkey Island sequels, you'll see what people
       | are worried about.
       | 
       | Monkey Island 4 was TERRIBLE. Fully 3D and tank controls. Tales
       | of Monkey Island was great but completely ruined by terrible tank
       | controls.
       | 
       | A proper Monkey Island games needs to be 1. Point and Click 2.
       | Have excellent puzzle design and structure 3. Ideally 2D hand
       | drawn art and animation 4. Least important, Pixelated style like
       | MI2 or Loom
       | 
       | People who are critizing the trailer are worried we're getting
       | another Tales of Monkey Island or Monkey Island 4.
       | 
       | As long as you nail #1 (proper point and click controls) I think
       | you will still make a better Monkey Island sequel since Curse of
       | Monkey Island
        
         | Andrew_nenakhov wrote:
         | > Monkey Island 2 is a masterpiece.
         | 
         | My mileage certainly differs. I loved how it looked, but to me
         | it is by far the weakest of the lucasarts games I played (and I
         | played all but the first Maniac Mansion and Zac McKraken). It
         | is far too difficult! Far too many locations and items, you
         | just get overwhelmed in the middle part of the game.
         | 
         | MI1 was a much better game in this regard.
        
         | seba_dos1 wrote:
         | What do 3D games have to do with this though? The new game is
         | very clearly not 3D.
         | 
         | Also, while Escape was absolutely atrocious, Tales wasn't so
         | bad. It wasn't point'n'click, but unlike Escape it actually had
         | reasonable controls.
        
           | technovader wrote:
           | The new game isn't 3D, you're right. At least from the
           | trailer I can assume so. But I wouldn't rule it out
           | completely. Let's see when we actually get some gameplay.
           | 
           | But it still feels like a major downgrade to Curse of Monkey
           | Island or the originals.
           | 
           | It looks like every other game, very generic style. It's lost
           | the charm of the original games IMO.
           | 
           | I think Ron has an opportunity to differentiate his game from
           | all the bad sequels we got before it.
        
             | seba_dos1 wrote:
             | "All the bad sequels"? From all Monkey Island games, I'd
             | say only Escape could be considered somewhat bad. It felt
             | rather uninspired compared to others, control scheme was
             | awful and it aged the worst way of all MI games. All the
             | rest are really great.
             | 
             | Monkey Island series has been drastically changing the art
             | style in its every single installment. When it comes to
             | this new style, I find it hard to judge from still
             | unpopulated screenshots, as they feel way too static to me.
             | The trailer looks nice though.
        
               | WorldMaker wrote:
               | If you ignore the awful controls and equally awful
               | minigames, I think Escape is still a fun pirate tale with
               | a lot of things to love about it. I think the plot's
               | overall is pretty inspired about the gentrification of
               | the pirate islands, and it's the natural progression from
               | Curse's exploration of the same themes (which in turn
               | those themes going all the back to things like Secret's
               | used boat sales lot). A lot of Escape is extremely funny,
               | too. It just has that huge grind in the middle made worse
               | by awful controls and environments that were both too big
               | and too densely packed with sight gags and too empty all
               | at once.
               | 
               | "Somewhat bad", sure, given those qualifications of
               | pretend the controls and their grind don't exist. But
               | also, more inspired than many give it credit for and
               | still "worst Monkey Island" is a relatively high bar
               | compared to other franchises we could mention.
        
               | technovader wrote:
               | I don't disagree.
               | 
               | I actually played through and finished EMI. I think its
               | tonnes of fun and arguable better than CMI.
               | 
               | But I won't say the tank controls didn't ruin an
               | otherwise great game
        
               | WorldMaker wrote:
               | I know Schafer wasn't involved in EMI and so had no
               | direct interest in doing it but with the huge underlying
               | similarities in the engine it would have been nice to get
               | an EMI remaster side-by-side the Grim Fandango remaster
               | with similar controls improvements.
               | 
               | One of these days maybe SCUMMVM will finally get around
               | to gifting us the right controls for EMI to make it truly
               | fun to experience.
        
               | technovader wrote:
               | I don't know how anyone can see a Monkey Island 2/3
               | screenshot, and compare it with this abomination, and say
               | "it looks fine"
               | 
               | Monkey Island 2 was a gorgeous work of art. Every scene
               | was worthy of being a wallpaper.
               | 
               | This trailer looks like something out of Teletoon /
               | Cartoon Network. It's a style that is clearly lazy / easy
               | / cheap.
        
         | the_af wrote:
         | > _Ron you really should not be bashing your oldest most hard
         | core fans._
         | 
         | I don't read anything Ron said as "bashing". He explains why he
         | is not interested in making pixel art games. He is also
         | promising you this is the best possible Monkey Island game he
         | can make, one he is proud of.
        
           | technovader wrote:
           | He's playing the victim and calling them haters.
           | 
           | It's a legitimate criticism about the art style. No one is
           | "hating"
           | 
           | Unless we're at a point where saying anything negative is
           | "hating"
        
             | the_af wrote:
             | CTRL+F of "hate" and "hating" gives zero results in that
             | page. This is what Ron _actually_ says about _some_ fans:
             | 
             | > _" It's ironic that the people who don't want me to make
             | the game I want to make are some of the hard core Monkey
             | Island fans. And that is what makes me sad about all the
             | comments."_
             | 
             | And that's it. He's not "bashing" all fans, not even _some_
             | fans. He 's just explaining his vision and what his goal is
             | for this Monkey Island game, and also expressing
             | disappointment that some fans don't want him to make the
             | game he wants.
             | 
             | I think his points are solid. Monkey Island I & II weren't
             | retrogames, and so it makes sense he won't try to turn this
             | Monkey Island into a retrogame either.
             | 
             | That's it. No "hate". No "hating". No "bashing".
        
       | hitpointdrew wrote:
       | I love this post. I know a decent amount of indie devs, I also
       | have done some hobby game development myself. I see this alarming
       | trend of devs and small studios that are, what I would call,
       | hyper engaging with their players. I get it, the players are
       | important, you want to sell the game, you want people to play it.
       | But, the entitlement and feedback I have seen from some players
       | is just ridiculous. Most players don't have the fist clue as to
       | what makes a good game, or just how hard it actually is to make
       | games. I feel like this post was very elegant way of basically
       | saying "Shut the hell up, it's my game, I don't care what you
       | want, I am making this game primarily for me. This is my art, and
       | my way of expressing myself and sharing it with the world, this
       | is not a collaboration. If you like it great, if you don't, oh
       | well.", but in a much more palatable and acceptable manner.
        
         | stuckinhell wrote:
         | Indie game development isn't a hobby these days. Hence the
         | hyper engagement, even big companies like Wendy's hyper engage
         | people on twitter.
        
           | hitpointdrew wrote:
           | I don't think the level of engagement is helpful, in the end
           | it makes a terrible hodgepodge product that no one really
           | wants, especially the dev who had an idea for a game that has
           | been co-opted into something very different by their
           | "customers".
           | 
           | I am not saying devs shouldn't get feedback, I just don't
           | think they should be taking feedback from EVERYONE.
           | 
           | Personally if I ever wanted to release a game I would never
           | have a public discord where people could contact me. Would I
           | have a private discord where some other indie devs I know are
           | invited for feedback and play testing? Absolutely. But, I
           | wouldn't just let anyone in there.
        
             | axus wrote:
             | Game devs can engage and have a back-and-forth, without
             | incorporating anything into the game. It's socializing and
             | information-sharing to grow an audience, not a
             | collaborative effort.
        
         | ricardo81 wrote:
         | Seems to be the case with many resurrected franchises, Star
         | Trek coming to mind.
         | 
         | As a kid in the 80s/early 90s, games and series like these
         | caught my imagination. They were fun. Probably fun, interesting
         | and inspiring in different ways to different people.
         | 
         | Agree if we listened to everyone's refined version, we'd end up
         | with a different game for everyone. In the end it's only meant
         | to be entertainment.
        
           | Beldin wrote:
           | In all fairness: there is a difference between the original
           | creator coming up with his/her own beloved continuation of a
           | beloved project, and a soulless money grab by leveraging name
           | recognition with an existing fan base. Irrespective of who is
           | doing the soulless money grabbing (corporation, original
           | creator, etc).
           | 
           | Return to Monkey Island comes across like the former (so
           | far), various Trek and Wars continue-spinning-off-quels more
           | like the latter.
        
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