I can't stand vampires, especially not the girl.. gosh her voice is just sooo annoying.. however I hope his new ghost pirate adventure is gonna be some good.
yeah now that you mention it the voice is kinda annoying but thats the only drawback ive seen
What is the audience for these games? I think my 7 year old brother would beat this with no problems
Hopefully Telltale makes some more difficult puzzles. I mean - we have to wait for months between episdoes, lets at least make each episode somewhat challenging.
I think I spent less than an hour total on episode 2.
So, is your brother stupid or smart? I never got it.
for the record, ive got my copy of a vampyre story yesterday and started playing it. its a GREAT game so far. much the same style as comi. and its a TRUE point and click game, no using keyboard to move around everyone should pick this up right now.
Can i tell you a thing?
Vampyre Story got great visuals and art direction, and the same appears from trailers and stills from Ghost Pirates of Vooju Island, but...
..but...
but... comparing them to TOMI they look so un-cinematic. Great drawings, but they lacks camera movement at all: just compare the beginning of Tomi Ch.2, with the camera moving and shaking on the ship while
Morgan fight Guybrush
!
Instead A Vampire story looks beautiful but soo static!
So, yes, its a TRUE point and click game. Now I don't think it as a total compliment - it begins to mean to me "OLD TRUE point and click game".
I think that Talltale have put in a new standard of quality for adventure games: facial animation (no one can beat it!), camera moving, dialogues and storytelling.
So, I think AVS is a great game. But it is an old style game.
Now I'm waiting a new adventure by Telltale with Crysis engine to put visual quality to maximum!!!!
Can i tell you a thing?
Vampyre Story got great visuals and art direction, and the same appears from trailers and stills from Ghost Pirates of Vooju Island, but...
..but...
but... comparing them to TOMI they look so un-cinematic. Great drawings, but they lacks camera movement at all: just compare the beginning of Tomi Ch.2, with the camera moving and shaking on the ship while
Morgan fight Guybrush
!
Instead A Vampire story looks beautiful but soo static!
So, yes, its a TRUE point and click game. Now I don't think it as a total compliment - it begins to mean to me "OLD TRUE point and click game".
I think that Talltale have put in a new standard of quality for adventure games: facial animation (no one can beat it!), camera moving, dialogues and storytelling.
So, I think AVS is a great game. But it is an old style game.
Now I'm waiting a new adventure by Telltale with Crysis engine to put visual quality to maximum!!!!
for the record, i'm a HUGE monkey island fan, and i do enjoy tales. when tales was announced, my heart was literally racing. this said, tales has a number of shortcomings. for example, they have a very small number of character models that are used over and over and the difficulty of the puzzles are downright laughable. while i agree with you on the cinematics being superior, vampyre exceeds it on most of the other elements(not the voice acting). plus it only costs about 20 bucks =P
i, personally, don't care about cinematics, voice quality, character models, face expressions, camera movings and so on...
Adventures are made of a good story and of well balanced puzzles complexity.
They're not movies nor interactive books (like the FAMOUS "Geisha" the worst game i've ever played... a title that some older italian gamer may remember... but i wouldn't wish this to anyone)
i, personally, don't care about cinematics, voice quality, character models, face expressions, camera movings and so on...
Adventures are made of a good story and of well balanced puzzles complexity.
They're not movies nor interactive books (like the FAMOUS "Geisha" the worst game i've ever played... a title that some older italian gamer may remember... but i wouldn't wish this to anyone)
exactly! otherwise i wouldnt have played SOMI 500+ times lol
i, personally, don't care about cinematics, voice quality, character models, face expressions, camera movings and so on...
Adventures are made of a good story and of well balanced puzzles complexity.
They're not movies nor interactive books (like the FAMOUS "Geisha" the worst game i've ever played... a title that some older italian gamer may remember... but i wouldn't wish this to anyone)
So for you there are a lot of useless artists in TOMI...
I think that cinematics, voice quality, character models, face expressions, camera movings and so on contributes to creating atmosphere...
And I think atmosphere is very important.:rolleyes:
People say that the story and puzzles are all that matters but I don't think many realize that what they are actually drawn in by is the atmosphere and the delivery of their favourite games.
People say that the story and puzzles are all that matters but I don't think many realize that what they are actually drawn in by is the atmosphere and the delivery of their favourite games.
its not all that matters, but its definitely the most important thing.
is it bad that ive bought this game 3 times, including the special edition lol
I've got 5 versions of the game! EGA disk, VGA disk, VGA CD standalone with 5 languages, VGA CD on MI Madness with one language, and Steam SE. I someday hope to buy the other methods of distribution as well. Especially a retail release if one comes out.
I've got 5 versions of the game! EGA disk, VGA disk, VGA CD standalone with 5 languages, VGA CD on MI Madness with one language, and Steam SE. I someday hope to buy the other methods of distribution as well. Especially a retail release if one comes out.
i guess this just goes to show how great these games are...that im willing to buy so many copies of em haha
People say that the story and puzzles are all that matters but I don't think many realize that what they are actually drawn in by is the atmosphere and the delivery of their favourite games.
These are definitely far easier than 1-3 were. Pretty overt "one objective/item/event per area" setup. It's not bad, necessarily, but the fact that they're so short makes me wish they were a bit more challenging.
Yeah, like nikasaur said, you can either play these games to pass them straight away or you can choose to interact with every object in the environment as well as try out radical things to see what Guybrush's response will be! As for you passing the game in less than an hour, I do not believe this because I think there is almost an hour of dialogue in the game, unless you skipped it (right-click) in which case you would've missed out on a lot of the enjoyment and humour that these games bring! Most people take about 4 hours on these episodes which adds up to 20 hours of gameplay in the entire season which I am bloody satisfied with! Well done Telltale, I have no complaints with Tales of Monkey Island (so far)!
HA HA HA! Look how smart I am! I finished BOTH games in 2 seconds! Bow down before my AWESOME ADVENTURE GAMING POWER! BOW DOWN! BOW DOWN! Would you believe, some people here took nearly one minute to finish the last episode? What fools! I would spend time waggling my finger at them, but I have my solid gold house to admire! Ta-Ta!
(Actually, I think I'm getting dumber by the years. BACK IN THE OLD DAYS, I was able to finish old Sierra and Infocom games without any hint books, and ofcourse, there wasn't any online sites to get hints off of back in those days..Now hush, Grampy needs his rest)
I dunno, I thought it was pretty easy, I had hints turned off from the near beginning. There was really only one time I got stuck wandering around, only because I had no clue what I was supposed to be doing. Other than that I never really felt smart for completing anything, most of the solutions just came easy. I hope they ramp up the difficulty a bit.
First off, let me say that I really, really liked Screaming Narwhal. Perfect length (for an episodic), nice puzzles.
I can't, however, say the same for Spinner Cay. I found it far too short, and I think that was in part due to the lack of diversity of the puzzles. It seemed that most of the time all I was doing was
finding coupons for the baitshop
. The Cay is so tiny that I thought that there must be more to the game, and thought I was only about half way through once the
sea creatures were leading us out to La Sponga Grande
It's too late now, but they should revise the hint engine for the next season.
If you decide to put the hints on zero manually (throw in a warning popup if needed) the game should be really hard and keep you busy for a couple of days and not a couple of hours.
I've played all of this type of genre from Telltale: Wallace & Grommit, Sam & Max, SBCG4AP, Bone, and of course ToMI.
I'm enjoying the storyline, but unfortunately have to agree that this particular episode (#2) was too easy. #1 was just right, and most of the other series were very good too. Just hard enough that I *might* need a hint if I wasn't willing to spend the extra time exploring or testing objects with interactives (and occasionally I have needed one or two, anyway).
I played this entire episode in just over 1.5 hours, including all of the dialog I thought was needed to carry the story forward, and without the need of a hint ever even crossing my mind. I was stunned when it finished, and is the first time I've ever though "that's it?" with a Telltale episode.
I think the problem is that this episode was a classic 3-object adventure with a minor task set at the end, but getting each of the objects was hardly a strain on the ol' noggin if you did nothing more than click on each of the main objects and characters and listened to their descriptions or dialogues. It didn't even require much "traveling", which I usually expect that you have to do at least a reasonable amount of (I'm just thinking about the quantity in the Strong Bad series...).
Again, I'm not complaining about the series per se, but episode #2 is the only episode in ALL of the ones I've purchased that I would classify as a "let down".
Perhaps TT should revisit the idea of having a difficulty level that had extra puzzle challenges to obtain those same objects in the future (e.g. Mega-Monkey mode). It would also inspire more players to play each episode a second time at the more difficult level, and squeeze that extra level of enjoyment out of it while they wait the 1+ month for the next episode.
I realize that Telltale (and others) might think I'm just another whiny complainer, but as a long-time paying customer (which not everyone who posts here is) I'd hope they would understand that Telltale has set expectations at a certain level, and that customers are going to become disappointed with the games and the company when they are no longer met.
I just read the TellTale ToMI front page marketing material on the game, like the FAQ, and I'm struck at how they don't mention puzzles ONCE. They seem to think that puzzles are old and dated and just "get in the way" of the story.
Like this:
Another plus is that Tales of Monkey Island is more streamlined than the adventure games you may remember from the 1990s, with more accessible, less frustrating gameplay that stays out of the way so you can enjoy the story. Telltale's taken everything that made the original Monkey Island games great—creative storylines, charming characters, hilarious dialogue—and we're putting them in a format today's gamers can appreciate. Short attention span? No problem, our games are designed to be finished up over a weekend or in a few evening sessions, so you'll get that sense of satisfaction in completing what you've started. No long, frustrating stretches of being stuck, either. In our games, the characters increase their power of suggestion if they detect you're stuck. Yep, they really are that smart.
I really hate this kind of attitude that seems to be spread out among the old designers. I just don't think it's true.
I just read the TellTale ToMI front page marketing material on the game, like the FAQ, and I'm struck at how they don't mention puzzles ONCE. They seem to think that puzzles are old and dated and just "get in the way" of the story.
Like this:
I really hate this kind of attitude that seems to be spread out among the old designers. I just don't think it's true.
Well dumbing down is the motto of the whole industry since a decade. As games get more expensive to make they have to cater to more people, and seasoned adventure game players are not a big slice of the market, while short attention span fps players and short session console players are.
It's too late now, but they should revise the hint engine for the next season.
If you decide to put the hints on zero manually (throw in a warning popup if needed) the game should be really hard and keep you busy for a couple of days and not a couple of hours.
The hint system for Siege was absolutley worthless half of the time, and way too vague the rest. I don't mean that the hints should flat out give you the solution, just that they be a little more blunt. I didn't like S&M season two's hint system either. Case in point:
"I think I'd better go look for more stuff to plunder. Arr!"
So for you there are a lot of useless artists in TOMI...
please don't speak at my place! i never said that nor i really think such a thing. i just stated that adventure games are built upon other aspects. if you spend your time giving priority to these kind of things then you're not making an adventure but a cartoon, a movie, an interactive book (call it what you want).
i'm not stating that you're going to make a rubbish, but just a great, wonderfull, some-other-kind of game.
i really find hard to believe that old gamers prefer this new typology of ADVs. on the other side, the new players, can't imagine a game which isn't graphically stunning.
So, story and puzzles should get what they deserve, 100% of efforts, after that you can spend your time realizing the best 3d engine with a great point-drag-click'n'rotate user interface and all the rest
But things here seems to be upside down!
S&M season1 was simply great (except for episodes 2 and 3 that made me cry) great animations, dialogues, puzzles and overall graphics but too easy from my point of view.
I just read the TellTale ToMI front page marketing material on the game, like the FAQ, and I'm struck at how they don't mention puzzles ONCE. They seem to think that puzzles are old and dated and just "get in the way" of the story...
...I really hate this kind of attitude that seems to be spread out among the old designers. I just don't think it's true.
i don't think its true too. just a marketing move to acquire (or think to) more audience.
The Gold tooth from MI3 - using the helium balloon and gum with the window and then the pan to scoop it in the mud. That is indeed a terrific puzzle - one of the best in the series
Now - what do we get? .......Lechuck needs a pearl for his claw and they put the coupon for the oyster right there on the ledge! I mean - can it get any more obvious?
They are very easy puzzles, but adventure games aren't as mainstream as they used to be and people are used to finishing games without ever really getting stuck.
I suspect if people got stuck often these days, they'd just give up and either look at walkthroughs or just quit playing the game.
As much as I would love to have really difficult puzzles back, I doubt we will see that any time soon, especially in 'big' releases and maybe especially not for games intended to be released on consoles.
Myst 4 was the last difficult adventure game I remember playing (but I have to admit I haven't played a lot of the newer adventure games).
I think I spent less than an hour total on episode 2.
Wow, what a fantastic gaming experience that must have been... But I think you're full of it. The game would be hard to play through under an hour even if you knew what to do and skipped all the cutscenes.
edit: by the way, my real first name is Tomi - how cool is that?
The Gold tooth from MI3 - using the helium balloon and gum with the window and then the pan to scoop it in the mud. That is indeed a terrific puzzle - one of the best in the series
Now - what do we get? .......Lechuck needs a pearl for his claw and they put the coupon for the oyster right there on the ledge! I mean - can it get any more obvious?
We also got deSinge's chair in Episode 1, which is an equal to any previous MI puzzle. So it's a little unfair to compare the hardest / best / your favourite puzzle in a previous game with the puzzles in just one-fifth of the current game... especially one that's already delivered the aforementioned absolute classic in the first episode.
Yeah, that was a very cool puzzle - but it was also very easy.
Every puzzle where you're so confined and your options are so few is most often quite easy.
Comments
yeah now that you mention it the voice is kinda annoying but thats the only drawback ive seen
So, is your brother stupid or smart? I never got it.
its short but i find less than an hour VERY hard to believe unless you used a walkthrough for the whole thing
Can i tell you a thing?
Vampyre Story got great visuals and art direction, and the same appears from trailers and stills from Ghost Pirates of Vooju Island, but...
..but...
but... comparing them to TOMI they look so un-cinematic. Great drawings, but they lacks camera movement at all: just compare the beginning of Tomi Ch.2, with the camera moving and shaking on the ship while
Instead A Vampire story looks beautiful but soo static!
So, yes, its a TRUE point and click game. Now I don't think it as a total compliment - it begins to mean to me "OLD TRUE point and click game".
I think that Talltale have put in a new standard of quality for adventure games: facial animation (no one can beat it!), camera moving, dialogues and storytelling.
So, I think AVS is a great game. But it is an old style game.
Now I'm waiting a new adventure by Telltale with Crysis engine to put visual quality to maximum!!!!
for the record, i'm a HUGE monkey island fan, and i do enjoy tales. when tales was announced, my heart was literally racing. this said, tales has a number of shortcomings. for example, they have a very small number of character models that are used over and over and the difficulty of the puzzles are downright laughable. while i agree with you on the cinematics being superior, vampyre exceeds it on most of the other elements(not the voice acting). plus it only costs about 20 bucks =P
Adventures are made of a good story and of well balanced puzzles complexity.
They're not movies nor interactive books (like the FAMOUS "Geisha" the worst game i've ever played... a title that some older italian gamer may remember... but i wouldn't wish this to anyone)
exactly! otherwise i wouldnt have played SOMI 500+ times lol
poor cd...
well i ended up downloading cuz my discs stopped working, but yeah lol
ahhhh the internet age! what a great thing...
i still own my EGA 16 colors disk version!
is it bad that ive bought this game 3 times, including the special edition lol
So for you there are a lot of useless artists in TOMI...
I think that cinematics, voice quality, character models, face expressions, camera movings and so on contributes to creating atmosphere...
And I think atmosphere is very important.:rolleyes:
its not all that matters, but its definitely the most important thing.
I've got 5 versions of the game! EGA disk, VGA disk, VGA CD standalone with 5 languages, VGA CD on MI Madness with one language, and Steam SE. I someday hope to buy the other methods of distribution as well. Especially a retail release if one comes out.
i guess this just goes to show how great these games are...that im willing to buy so many copies of em haha
then close your eyes while playing
(Actually, I think I'm getting dumber by the years. BACK IN THE OLD DAYS, I was able to finish old Sierra and Infocom games without any hint books, and ofcourse, there wasn't any online sites to get hints off of back in those days..Now hush, Grampy needs his rest)
I can't, however, say the same for Spinner Cay. I found it far too short, and I think that was in part due to the lack of diversity of the puzzles. It seemed that most of the time all I was doing was
If you decide to put the hints on zero manually (throw in a warning popup if needed) the game should be really hard and keep you busy for a couple of days and not a couple of hours.
I'm enjoying the storyline, but unfortunately have to agree that this particular episode (#2) was too easy. #1 was just right, and most of the other series were very good too. Just hard enough that I *might* need a hint if I wasn't willing to spend the extra time exploring or testing objects with interactives (and occasionally I have needed one or two, anyway).
I played this entire episode in just over 1.5 hours, including all of the dialog I thought was needed to carry the story forward, and without the need of a hint ever even crossing my mind. I was stunned when it finished, and is the first time I've ever though "that's it?" with a Telltale episode.
I think the problem is that this episode was a classic 3-object adventure with a minor task set at the end, but getting each of the objects was hardly a strain on the ol' noggin if you did nothing more than click on each of the main objects and characters and listened to their descriptions or dialogues. It didn't even require much "traveling", which I usually expect that you have to do at least a reasonable amount of (I'm just thinking about the quantity in the Strong Bad series...).
Again, I'm not complaining about the series per se, but episode #2 is the only episode in ALL of the ones I've purchased that I would classify as a "let down".
Perhaps TT should revisit the idea of having a difficulty level that had extra puzzle challenges to obtain those same objects in the future (e.g. Mega-Monkey mode). It would also inspire more players to play each episode a second time at the more difficult level, and squeeze that extra level of enjoyment out of it while they wait the 1+ month for the next episode.
I realize that Telltale (and others) might think I'm just another whiny complainer, but as a long-time paying customer (which not everyone who posts here is) I'd hope they would understand that Telltale has set expectations at a certain level, and that customers are going to become disappointed with the games and the company when they are no longer met.
Thanks!
Like this:
I really hate this kind of attitude that seems to be spread out among the old designers. I just don't think it's true.
The hint system for Siege was absolutley worthless half of the time, and way too vague the rest. I don't mean that the hints should flat out give you the solution, just that they be a little more blunt. I didn't like S&M season two's hint system either. Case in point:
"I think I'd better go look for more stuff to plunder. Arr!"
"Hey Sam, I'm bored. Let's go somewhere else."
please don't speak at my place! i never said that nor i really think such a thing. i just stated that adventure games are built upon other aspects. if you spend your time giving priority to these kind of things then you're not making an adventure but a cartoon, a movie, an interactive book (call it what you want).
i'm not stating that you're going to make a rubbish, but just a great, wonderfull, some-other-kind of game.
i really find hard to believe that old gamers prefer this new typology of ADVs. on the other side, the new players, can't imagine a game which isn't graphically stunning.
So, story and puzzles should get what they deserve, 100% of efforts, after that you can spend your time realizing the best 3d engine with a great point-drag-click'n'rotate user interface and all the rest
But things here seems to be upside down!
S&M season1 was simply great (except for episodes 2 and 3 that made me cry) great animations, dialogues, puzzles and overall graphics but too easy from my point of view.
i don't think its true too. just a marketing move to acquire (or think to) more audience.
Now - what do we get? .......Lechuck needs a pearl for his claw and they put the coupon for the oyster right there on the ledge! I mean - can it get any more obvious?
Yeah? Well I finished it before SOMI came out...
I suspect if people got stuck often these days, they'd just give up and either look at walkthroughs or just quit playing the game.
As much as I would love to have really difficult puzzles back, I doubt we will see that any time soon, especially in 'big' releases and maybe especially not for games intended to be released on consoles.
Myst 4 was the last difficult adventure game I remember playing (but I have to admit I haven't played a lot of the newer adventure games).
edit: by the way, my real first name is Tomi - how cool is that?
We also got deSinge's chair in Episode 1, which is an equal to any previous MI puzzle. So it's a little unfair to compare the hardest / best / your favourite puzzle in a previous game with the puzzles in just one-fifth of the current game... especially one that's already delivered the aforementioned absolute classic in the first episode.
Every puzzle where you're so confined and your options are so few is most often quite easy.