Great game but we need more piraty pirates!

edited July 2009 in Tales of Monkey Island
I loved this episode, but something was missing and that's real pirate atmosphere like we had in MI1 and 2. Curse had the same problem for me.

So please also add some "real" pirates and not only the weird wannabe has-beens.

If every single pirate is somthing like a glass unicorn seller, a doll collector, a news guy etc it's nothing special anymore.

So please give us more ARRRRRR, you know you want to! :)

But everything else was great, can't wait for the 2nd episode.

Comments

  • edited July 2009
    I think it definitely works for Flotsam. I mean, no matter how much they try, they're bound to "settle in" quite a bit when there are no open seas to roam with boundless treasures to plunder.
  • edited July 2009
    I agree with Corv, Flotsam could have done with a few no-good ruffians and drunken swashbucklers lounging about the place. As the Monkey Island series progresses, it does seem to involve a lot less actual pirates, and more characters/locales that are just piratey takes on anachronistic popular culture references.
  • edited July 2009
    Spac wrote: »
    As the Monkey Island series progresses, it does seem to involve a lot less actual pirates, and more characters/locales that are just piratey takes on anachronistic popular culture references.

    That's exactly it, and unfortunately they are over-doing it which results in a complete lack of pirate atmosphere that made the first 2 games so appealing.
  • edited July 2009
    Corv wrote: »
    That's exactly it, and unfortunately they are over-doing it which results in a complete lack of pirate atmosphere that made the first 2 games so appealing.

    Kind of agree. It's "EMI syndrome" all over again. Having said that, I'm enjoying episode one.
  • edited July 2009
    I thought all the actual pirates were in club 41
  • edited July 2009
    Kind of agree. It's "EMI syndrome" all over again. Having said that, I'm enjoying episode one.

    Yep. I think it's related to the way you look at the whole world. With EMI it became BASED on anachronism and silly characters idea, whereas before that, it was a more coherent fantasy pirate world with jokes, sillness and stuff on top.
    I guess Telltale is handling it in the EMI way, which IS a little letdown for me. Anachronisms or references to actual events should be there, just not too present. That being said, i do think they're handling it way better than it was in EMI. It did annoy ME, but objectively speaking it wasn't overdone or felt forced as it was in the fourth game.

    Another side of this EMI syndrom is the overall sillyness. EMI tried way too hard at this, and it ended up not cinvincing at all. Now, it was not the case overall in this episode but... La esponja grande ??? I'am really afraid of this one...
  • edited July 2009
    haha yeah totally agreed :) more pirates, more npcs, but also more npcs we dont even have to interact with.
  • edited July 2009
    RMJ1984 wrote: »
    more npcs we dont even have to interact with.

    I concur with this, the game needs passive NPCs to fill out the environment and add to the atmosphere. Although, it seems a habit of Telltale to have a very small number of NPCs in their adventure games, limiting the cast to just the bare minimum of interactive characters necessary to the story. I'd like to see a well-populated Caribbean!
  • edited July 2009
    Spac wrote: »
    I concur with this, the game needs passive NPCs to fill out the environment and add to the atmosphere. Although, it seems a habit of Telltale to have a very small number of NPCs in their adventure games, limiting the cast to just the bare minimum of interactive characters necessary to the story. I'd like to see a well-populated Caribbean!

    Agreed... I want the world Guybrush inhabits to feel more 'alive'. A bustling populace really adds to the depth and atmosphere somehow.

    Even though it was a bit artificial, I really appreciated the little touch from MI 1's Melee Island where you'd see pirates walking around randomely exiting one door and entering another. And you'd also see lights in windows turning on and off, which also added to the sense of ... er... 'aliveness'.

    That's one of the little things I really like about RPG's like Oblivion (sacrilege, I know).
  • edited July 2009
    fwed1 wrote: »
    I thought all the actual pirates were in club 41

    they were hiding from guybrush
    LukeSW wrote: »
    Kind of agree. It's "EMI syndrome" all over again. Having said that, I'm enjoying episode one.

    How can we cure telltale employees from EMI syndrome?
    We need to find the voodoo lady quickly.
  • edited July 2009
    I have to agree here.... More regular pirates would be nice.
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