De Singe's Lab - Appreciation thread

I thought this scene deserves it's own thread, everything about it screams classic adventuring, the art direction is pure Lucasarts heyday quality and the puzzle was perfect.

The fact that I really wanted to be able to walk guybrush around it after escaping is testament to that, even though I'd clicked the room dry of info I just wanted to poke into the corners a bit more or see if I could get into the backroom.

Lovely use of depth of field too, the flattening effect on foreground objects evokes memories of the 2D days.

A runner up is the voodoo lady's shack, really nice, it's a shame the outdoor scenes don't quite match up to the indoor quality but it's still damn good :cool:

Comments

  • edited July 2009
    It sure is, ill say the voodoo lady shack also, could really see it after seeing some shots from Sam & max, away is the dull, boring and sterile areas, i really hope sam & max will benifit from.

    Must say more of this even in Monkey Island would be nice :) They have shown us that i CAN INDEED be done :) those are 2 very very amazing locations, with some much depth and detail. spend alot of timing just looking with the mouse :)
  • edited July 2009
    i really love some their artist design. Both vodoo shack and the labotary were brilliant
  • edited July 2009
    The lab is now my all time favourite adventure game puzzle. It was brilliant.
  • edited July 2009
    I enjoyed that area a lot as well. It was a pretty cool puzzle figuring out what everything does.

    And on the topic of the Voodoo Lady's shack, anybody else notice that this is the first game in which we have the opportunity to wander around and look at things while she's present? In every other game, she would always disappear when you aren't talking to her.
  • edited July 2009
    LuigiHann wrote: »
    I enjoyed that area a lot as well. It was a pretty cool puzzle figuring out what everything does.

    And on the topic of the Voodoo Lady's shack, anybody else notice that this is the first game in which we have the opportunity to wander around and look at things while she's present? In every other game, she would always disappear when you aren't talking to her.

    yep i after I end talking to her i was expecting that she would disappeared but she didnt. She was like: "suprise i am not going anywhere" xexe
  • edited July 2009
    The lab was definitely my favorite puzzle in the game.
  • edited July 2009
    Yeah, I really liked the lab as well.
  • edited July 2009
    Agreed. Needs more bondage!
  • edited July 2009
    Loved it also!
  • edited July 2009
    Glad I'm not alone then :)
  • edited July 2009
    The lab/surgery was easily the best puzzle in the game and the Voodoo Lady's Shack the best environment. It was a shame there were so many locked doors on the island, I would have loved to have explored inside those buildings even if they didn't have any use in the overall game... I just love hearing Guybrush describe things.
  • edited July 2009
    Yeah those locked doors got on my nerves, it was a slight letdown not being able to go into the buildings but I suppose if singe's lab is the level of quality they're aiming for we can't expect to go through every door.
  • edited July 2009
    The Marquis is the best character in the first episode, and his lab is the best puzzle. I hope he makes another appearance in later episodes.
  • edited July 2009
    It was absolutely brilliant! :)
  • edited July 2009
    I love the Marquis's music, too. Sad, funny and yet sinister.
  • edited July 2009
    The lab was my favorite puzzle, too.
    I would have loved to come back later to investigate...
  • edited July 2009
    I don't know how much of a puzzle it was since it was very straightforward, but damn, it was well directed. A true pleasure!
  • edited July 2009
    Megaloman wrote: »
    I don't know how much of a puzzle it was since it was very straightforward, but damn, it was well directed. A true pleasure!

    Yeah I feel the same way, not difficult but definitely rewarding.
  • edited July 2009
    Why wasnt there any mouse control for this puzzle?
  • edited July 2009
    Ye i agree that the monkeying around in that room was the best puzzle :)
    It seems to me that Monsieur De Singe is going to be one of the prominent characters in this series, with the keen interest in Guybrush's arm and all
  • edited July 2009
    I loved this puzzle. Easily the best part of this game and it's become one of my favorite moments in an adventure game.
  • edited July 2009
    prizna wrote: »
    Why wasnt there any mouse control for this puzzle?

    You make a good point, probably it got overlooked or they didn't have time to implement it.
  • edited July 2009
    The mouse control is on a 2D plane, and the chair moves in all three.
  • edited July 2009
    Shale wrote: »
    The mouse control is on a 2D plane, and the chair moves in all three.

    It would be really difficult and frustrating with the mouse.
  • edited July 2009
    Here's a nice 2D rendering of Guybrush in the lab by Scapetti.

    inthelab.gif

    http://www.telltalegames.com/forums/showthread.php?t=9438
  • edited July 2009
    Wow, that's amazing! :D
  • edited July 2009
    Scapetti wrote: »
    Wow, that's amazing! :D

    It's like someone forgot to turn on the 3D accelerated mode ;)
  • JakeJake Telltale Alumni
    edited July 2009
    prizna wrote: »
    Why wasnt there any mouse control for this puzzle?

    A fair question. Maybe for the Special Edition in 20 years!
  • edited July 2009
    We'd be controlling Guybrush with our mind via brain electrodes by then.

    I played most of the intro without using the keyboard wondering why Guybrush was very unresponsive, until I realised the control method was the same as Wallace & Grommit.
  • edited July 2009
    We'd be controlling Guybrush with our mind via brain electrodes by then.

    Or maybe Guybrush will be controlling our minds via brain electrodes :cool:
  • padpad
    edited July 2009
    Jake wrote: »
    A fair question. Maybe for the Special Edition in 20 years!

    Deary me, don't plan too far ahead :P
  • edited July 2009
    Jake wrote: »
    A fair question. Maybe for the Special Edition in 20 years!

    Made by Telltales' splinter company, Hilariotic Games, founded by Daniel Herrera and Tulley Rafferty.
  • edited July 2009
    WDeranged wrote: »
    Yeah those locked doors got on my nerves, it was a slight letdown not being able to go into the buildings but I suppose if singe's lab is the level of quality they're aiming for we can't expect to go through every door.


    Having the Glassblower selling his unicorns outside was cheap imo. I wanted to go and see his "shop".
  • edited July 2009
    etherbot wrote: »
    The Marquis is the best character in the first episode,

    Agreed.
  • edited July 2009
    Agreed. This was a good classic adventure game puzzle. It reminded me of MI2 when Guybrush and Wally are left hanging in LeChuck's dungeon and you have to spit your way to freedom. Or MI3 when Guybrush gets stuck inside a snake and then in quicksand. Puzzles like that are fun because it changes up the gameplay for a while. Suddenly you can't walk anywhere or access your inventory or any of the things you normally can do, and you have to get a little more creative. The difficulty on this puzzle was just right I felt -- hard enough that I did have to think about it, but not so hard that I'd be stuck on it too long and get frustrated. Kudos TT.
  • edited July 2009
    Pullman wrote: »
    Having the Glassblower selling his unicorns outside was cheap imo. I wanted to go and see his "shop".

    I actually thought they did a great job with the outsides of all the buildings. They were really imbued with a lot of personality, if you go look at what the buildings are made of.

    Oddly enough, thanks to the camera angles, you can almost never see the printing press on the top of the newspaper office. I actually wonder what else I've missed by not being able to see the rooftops.
  • edited July 2009
    That 2d picture is amazing :)

    Yeah its nice to see Telltale learning abit about not going with the straight shapes and such like in sam & max, it gets boring, thats one of the things i always loved about Lucas Arts games, the wackyness of buildings and such :)

    or like how the Voodoo ladys shack atleast to me looks bigger inside than on the outside :D love stuff like that.

    that house on the top of the hill, de singe's places with all the pipes sticking out of the ground haha, that was quite amazing also :)
  • edited July 2009
    Here's a vid of this too. http://www.youtube.com/watch?v=Nyzvy_7eJOM


    If all adventure game puzzles had ever been of this kind, adventure gaming would have never gone ouf of style.
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