![]() ![]() Love that we're getting something new and different. A lot of people see this as giving the game the least expensive coat of paint available to be able to sell it again, and the justification of "Well maybe I was trying to upset you! Ever think of that?" does little to alleviate the sentiment. It's truly unfortunate that your brave, out-on-a-limb artistic decision just so happens to be visibly indiscernible from cheap, off-the-shelf, contract-to-the-lowest-bidder corporate art it makes you come across as callous to the fans and the game come across as yet another cheap cash grab taking advantage of people's little remaining good will towards franchises that haven't been completely despoiled for profit. It's fine if you like this Microsoft clip-art style, but the impression being given off is that you like it for being DIFFERENT alone, which is going to only further incense disappointed fans.Īt any point in that trailer it felt like the characters were about to start talking about how easy it is to get car insurance, or how I should talk to my doctor to see if Monkey Island is right for me. "I wanted the art in Return to Monkey Island to be provocative, shocking, and not what everyone was expecting" If the intent of your art is just to subvert expectations and nothing else, you don't have art, you have a picture that says 'Bet you were expecting some else, huh?' which isn't something anybody goes to the art museum to look at. Every character's silhouette looks interchangeable. All detail looks flat, the little of it that there is. That 'swordfighting' scene in the trailer just looked like two stick figures stiffly animated to flail at each other. Nobody seems to actually have any facial expressions. The characters look largely indiscernible from their backgrounds. I'm super intrigued about how the context sensitivity will be implemented, and what 'reactive dialog trees' actually means, so I can't wait to find out more! #The secret of monkey island boxart seriesSo it's not surprising to me that we yet again got another art style and I'm thrilled you managed to get someone who so obviously grew up with and cares about the series as Rex. MI2 didn't look much like MI1, CMI didn't much look like either of those, and EMI wasn't even in the same number of dimensions. It's definitely a departure in style from the other games, but I remember that always being true. #The secret of monkey island boxart fullIt's so full of character and fun, and all the little animation touches in the foreground and the background are just lovely. ![]() I already suspected that the game's art would show off much better in motion, and I think this trailer proves it. Ron, the game looks tremendous and I'm incredibly excited to see what you and the team have done with it, speaking as someone who first played the game around 1992 and considers the series a formative thing for me. I can only give you the advice to get a consultant for your page or close comments completely. What I find ironic is when someone doesn't question what their customers wants, just going their way, but then be sad when people maybe don't like the result (and maybe not buy the product, which can lead them to not being able to continue on their path in the future at all).Īnd the fact that comment sections under some posts were completely deleted shows, that you not have enough experience with this situation (or you are ignoring it). They are fans of the product you made before. "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." I will say the following sentences without any hatred, but value-free: Everything looks very less detailed also. I was afraid it would have that flash animation feeling and it has. I'm happy it will happen.īut the art style. I want more of that and want to see also how the story will go on. I will buy it, because the old games were fun. ![]()
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