Is TOMI a new standard for Adventures?

I was thinking how much Telltale is doing not only for the Monkey Island series, but also for the adventure games genre.

I see lip-synch. I see camera angles. I see *rythm* in dialogues. I see a lot of facial expressions. I see original puzzles.

I recentely played Tunguska 2.... It's a good adventure, but if you play it after TOMI.... well it seems OLD. Almost no face expressions, poor cameras, no dynamic at all, predictable dialogues and not deep voice acting.

So I was thinking: how many adventures can be cinematically/tecnically/artistically compared to TOMI? At the moment I can't find any.

On the other side I think that TOMI has only 2 problems: WII heritage (low polygons, few meshes, MIDI-sh audio) and childish easy puzzles.
Aside those I can say that TT created a new standard.

Don't you think?
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Comments

  • edited October 2009
    No. MI created the original standard for adventure games and it still remains as such.
  • edited October 2009
    I recently tried Ceville and A Vampyre story. Both felt very static and stiff. I like the fact TMI is raising the bar. And that's a good thing, since a whole lot of adventure games lack a certain soul, a vibe if you will.
  • edited October 2009
    Ceville is alot of fun, the voice acting in Vampyre story..Ugh, I couldn't stand.

    Shudder
  • edited October 2009
    ToMI is REALLY raising the bar for 3D Adventure games.

    Sure the puzzles aren't the most challenging, but so what?

    TTG is, as we know, probably the best adventure game developers around.
    and ToMI is the pinnacle of their knowledge thus far.

    this is not to say (even though I do) that I think ToMI is going to be hard to beat, as TTG is known for learning from their previous outings so it only follows that they are getting better as they go.

    ToMI is setting new heights even in the MI series when it comes to Epicness of scale and sheer Storyline.
  • edited October 2009
    ToMI is definitely one of the best 3D adventures I've played. Though not as good as Under a Killing Moon.

    But as far as achieving a working modernization of the genre, ToMI's way up there.
  • edited October 2009
    I wouldnt say "a new standard for adventures games". They make really good games, but they are still behind with puzzle difficulty. And since puzzles are the core of adventures games, for me they are far form a "new standard"

    Unless you mean that from now on adventures games are all gonna be easy and more accesible to people that dont like to think much, and want everything fast. So in that case it would be a new standard, but it wouldnt be something positive in my opinion.
  • edited October 2009
    I really feel, like others have already said, that tell tale found their feet with the latest tales episode. It's one of the best of any of the titles released so far. I loved some of the creative and original puzzles they created but, again other people have said this, it's just too easy to complete.

    I'm not saying that we go back to the frustratingly illogical puzzles of games like Discworld, where you literally walk around trying anything with everything, but that maybe the puzzles should be extended and drawn out a little more, or perhaps a little more subtle and less obvious.

    I always end up going back to the argument against episodic releases too, they always seem to end up being too easy and a little disjointed as a consequence.

    Do you think telltale will ever pull some talent aside and task a team of people to work on a full length adventure that we can really sink our teeth into?
  • edited October 2009
    Tacobob wrote: »
    Ceville is alot of fun, the voice acting in Vampyre story..Ugh, I couldn't stand.

    Shudder

    I bought Ceville and Vampyre Story on the same day, I thought Ceville was absolute cack, can't even bear to look at Vampyre Story seeing as I hear Ceville's better
  • edited October 2009
    Speaking of new standards for adventure games, check this little gem i just found.

    http://machinarium.net/

    Its out in a few weeks and looks likely to be pretty damn good in my opinion!
  • edited October 2009
    Everyone knows about Machinarium already. Check out general discussion.

    Telltale has been setting the bar for episodic adventure games, and episodic games themselves. They've shown it works and delivered excellent games.

    TOMI is really good, but I think they already set the standard with sam and max. TOMI is an improvement for sure, but I'll wait til the whole thing is complete before I make any judgements. Mariachis may still show up.
  • edited October 2009
    I hadn't heard about the game until about an hour ago, its amazing! I just posted in general discussion, i guess i'm a little late with that and a little out of the loop it seems!! haha!

    Just played the demo and immediately placed my pre-order! The design of the game is eye meltingly amazing and the sound track is brilliant!

    Anyone played any other games by this developer?
  • edited October 2009
    I had a go at samarost? their net game, and I didn't like it. I'm gonna wait for reviews of machinaquariumiumnium before I buy it.
  • edited October 2009
    As much as I loved Lair of the Leviathan, I don't think that it has "raised the bar" any higher than Sam and Max Season Two did. In my opinion they've just FINALLY caught up with their own highest standard, a few Wiiware issues aside(the no live instrumentation, for instance, that I think can be attributed to the Wiiware platform).
    Fury wrote: »
    I had a go at samarost? their net game, and I didn't like it. I'm gonna wait for reviews of machinaquariumiumnium before I buy it.
    There's a demo, I think you should check it out.
  • edited October 2009
    syrup wrote: »
    I really feel, like others have already said, that tell tale found their feet with the latest tales episode. It's one of the best of any of the titles released so far. I loved some of the creative and original puzzles they created but, again other people have said this, it's just too easy to complete.
    This is all very true. Telltale have been at this for a while, but this is the first time they felt like legitimate heirs to the throne. ToMI is definitely the best comedic adventure game in years and represents this particular moment in adventure games.
    I'm not saying that we go back to the frustratingly illogical puzzles of games like Discworld, where you literally walk around trying anything with everything, but that maybe the puzzles should be extended and drawn out a little more, or perhaps a little more subtle and less obvious.
    There are little things they could do. More red herrings is a good example. Like, in Chapter 3, the Voodoo Lady puzzle would have been better with 5 cards instead of 3. It wouldn't have been ridiculously hard, but it would have meant there was at least some challenge to a puzzle that was pretty clever in its mechanics.
  • edited October 2009
    Frogacuda wrote: »
    This is all very true. Telltale have been at this for a while, but this is the first time they felt like legitimate heirs to the throne. ToMI is definitely the best comedic adventure game in years and represents this particular moment in adventure games.


    There are little things they could do. More red herrings is a good example. Like, in Chapter 3, the Voodoo Lady puzzle would have been better with 5 cards instead of 3. It wouldn't have been ridiculously hard, but it would have meant there was at least some challenge to a puzzle that was pretty clever in its mechanics.

    Think how long it would take to program the extra combination.

    (BTW, Golden Stan statue to whoever can do the math of how many extra combination that would create. We gotta get rid of them quickl... they are a limited time only collectors edition!)
  • edited October 2009
    hplikelike wrote: »
    Think how long it would take to program the extra combination.

    (BTW, Golden Stan statue to whoever can do the math of how many extra combination that would create. We gotta get rid of them quickl... they are a limited time only collectors edition!)

    54 combinations more. As it was 3p3 = 6 and 5p3 = 60... woah, that's quite a lot ;).
  • edited October 2009
    Take a look at Heavy Rain. It will blow you away and whilst it might not strictly be an adventure game, it is similar in many ways. There's still a lot of room for 3D adventure games to grow.
  • edited October 2009
    nofacej wrote: »
    Take a look at Heavy Rain. It will blow you away and whilst it might not strictly be an adventure game, it is similar in many ways. There's still a lot of room for 3D adventure games to grow.
    That's quite heavy praise for a game whose release is at least three months from now.
  • edited October 2009
    The puzzles are easy, but they are sooo creative. They do so many different and interesting puzzles not just in TMI, but in Sam&Max. I think Telltale are trying to get more casual gamers into adventure games with TMI. I don't mind the puzzles being easy, since it's the story that really got me into Monkey Island. And the story is soo nicely done, so cinematic, so well written... It's just the best thing out there.
  • edited October 2009
    That's quite heavy praise for a game whose release is at least three months from now.

    I'm not saying the game is a guaranteed success, I'm just talking about presentation.
  • edited October 2009
    Spadge wrote: »
    The puzzles are easy, but they are sooo creative. They do so many different and interesting puzzles not just in TMI, but in Sam&Max. I think Telltale are trying to get more casual gamers into adventure games with TMI. I don't mind the puzzles being easy, since it's the story that really got me into Monkey Island. And the story is soo nicely done, so cinematic, so well written... It's just the best thing out there.

    You are right....
    But if you think about it, this ridiculous difficulty makes TOMI sooo weak....
    It seems to me like a Pixar movie melted with a casual game...

    Yes, sometimes it's like an interactive movie, like the initial part of ch.3 is completely forced and full with useless intearaction
    (when you meet De Cava you got 3 dialogue choice but you are forced to click on each before going...so it's an unique dialogue, split in 3 parts to give us illusion to interact; or when De Cava ask Guy and Morgan proof of being married before putting them in cages : for any answer you give he will say that he"Almost" trust them, and they will be caught...it's another illusion of interaction because you cannot fail and you cannot win)

    Yes, you are right, way tooo easy.....it's childish.
  • edited October 2009
    I agree with spadge. It doesn't bother me that there are no really really hard puzzles. I prefer that the puzzles are FUN, and that the narrative has great pacing.
  • edited October 2009
    TOMI is definitely setting new standards for adventure games.
    After all, they finally manage to make a real use of 3D. In all other 3D adventures (including SamnMax seasons), 3D didn't have any bigger purpose. All of them could just as well be 2D (or 2,5D) and there wouldn't be much difference.
    TOMI on the other hand really takes advantage of another dimension- from interesting camera angles and very dynamic, movie like, gameplay and storytelling elements to fantastic puzzles that work great in 3D (don't really find them too easy- just not frustrating and very enjoyable) and superb facial animation.

    Their biggest accomplishment, in my opinion, is that they pour some life&dynamic to very stale&static classic adventure genre. Similar to Fahrenheit (Indigo Prophecy) and I guess Heavy Rain.. but the differnce is, that TOMI still feels like a classic adventure, while being able to look and play like a modern game.
  • edited October 2009
    In general terms, no, because they are simply following the standard set by Lucasarts so many years ago, with little to no innovation. They are even more simplistic in stuff like the presence of red herrings.

    But TTG have been getting gradually better. Does anyone remember Sam and Max Episode 101? It was short and rather poor in comparison. And the first three S & M episodes were all so similar it was shameful.

    Now we have objects combinations, more locations, but there's a lot missing to get to a new standard, but with the success of TOMI I'm really looking forward for innovation in TTG.

    But TT really deserves a standing ovation in their successful episodic game system. They are the only company that made it right. Really, years between each Half-Life episode? This is episodic gaming how it should be and in that they have set a very high standard.

    It is worth of mention the 3d graphics with camera movement and great facial expression which are possible the best in that in all adventure genre. Compare something like EFMI or Gabriel Knight 3 and this is obviously better.
  • edited October 2009
    In my opinion they are in the first row regarding digital distribution, markting and fan-dumtidum. I admire the technical side of the games as much as the economic side and i really would love to get my hands on a version with which people could try doing their own little homebrew games. I would have loved doing an interview about the tool as well but Jake strangely went from "let's see" to "i don't respond anymore" mode.

    Original puzzles are something which only come up in very rare cases. My fist association in this respect is that they are often far too easy although they still have a polished feeling. I can't think of a lot of great puzzles in TTG games so far. Average to nice ones, no problem, but great or complex ones, not this many.

    Camera angles, lip sync, ... are all nice ingredients but not the bread and butter of a story/puzzle driven game. Playing minimalistic but great games like The Blackwell Conspiracy make this pretty obvious. One aspect they lack, is the steering and they really managed to screw this one up and went from "yeah point&click" to turning their games into some "testing chambers" people have to pay for. Improvements in this aspect due to the episodice nature and as earlier suggested also never have happened.

    The scoring and the animations mostly are great, the texture work could be often better. Interesting story isn't one of their strengths so far as well. To a certain degreen the games come around too flat and childish without beeing funny. Kind of too well-behaved and without the right spicy kick.

    ...

    TTG is awesome and dissapointing at the same time. I'm very happy that they are around as without them the adventure games world would be missing a significant force but i almost become desperate because they just keep on making good games instead of awesome ones. They have all the potential but they aren't doing it yet! And give us some original content as well. I hope that they won't run into their own little version of what once happened to LucasArts.
  • edited October 2009
    JedExodus wrote: »
    I bought Ceville and Vampyre Story on the same day, I thought Ceville was absolute cack, can't even bear to look at Vampyre Story seeing as I hear Ceville's better

    Ceville's voice acting is almost as good as the LucasArts stuff. I just can't understand the LOOOOOONG loading times (I purchased it online via direct download) and the game has a nasty habit of freezing in the map mode. :mad:
  • edited October 2009
    So I was thinking: how many adventures can be cinematically/tecnically/artistically compared to TOMI? At the moment I can't find any.

    Wallace & Grommit.
  • jtcjtc
    edited October 2009
    If only Telltale would commit to making full length adventure games... I swear I'd buy 2 copies of each just to show my support.
  • edited October 2009
    I hope that the current form of adventure games is not the new standard...

    While I LOVE most of the telltale adventures, I can't help but think that the original controls and 2D graphics are still superior to 3D adventures.
  • edited October 2009
    jtc wrote: »
    If only Telltale would commit to making full length adventure games... I swear I'd buy 2 copies of each just to show my support.

    taking the playtime of all the episodes together these seasons are even longer then a normal adventure game.
    jortlaban wrote: »
    While I LOVE most of the telltale adventures, I can't help but think that the original controls and 2D graphics are still superior to 3D adventures.

    The graphics are. But the controls are not imho. I don't wanna go bach to pure point & click.
  • edited October 2009
    Josejulio wrote: »
    54 combinations more. As it was 3p3 = 6 and 5p3 = 60... woah, that's quite a lot ;).

    And here is your gold stan :

    goldstan.png

    All sales are final.
    Now get out of here. Shoo!
  • edited October 2009
    Ignatius wrote: »
    I wouldnt say "a new standard for adventures games". They make really good games, but they are still behind with puzzle difficulty. And since puzzles are the core of adventures games, for me they are far form a "new standard"

    Unless you mean that from now on adventures games are all gonna be easy and more accesible to people that dont like to think much, and want everything fast. So in that case it would be a new standard, but it wouldnt be something positive in my opinion.
    Quoted for absolute, total, utter agreement.

    This is the first TT game I have bought (the whole five episodes), and to be honest, based on the ease of the puzzles, I'm not entirely sure I would purchase another one. I wanted an adventure game, not an interactive storybook - which sounds harsh, I actually enjoyed the games for what they were (the first 3, anyway) - but I like to have a brain challenge, and then the all-important "a-ha" moment, which for the most part has been somewhat lacking from these "adventures".
  • edited October 2009
    I at least hope that TT will add a "Mega Monkey Mode" in MI6 if they are allowed to make one....
    There was maybe 1 challenging puzzle per chapter thus far for me :(
  • edited October 2009
    Am I the only person that prefers slightly logical puzzles to insane logic-stretched-to-hell-and-back impossibly obscure puzzles?

    I'd rather play an adventure game like TMI than one where the puzzle solutions make absolutely no sense to someone who isn't on LSD.
  • edited October 2009
    Pale Man wrote: »
    Am I the only person that prefers slightly logical puzzles to insane logic-stretched-to-hell-and-back impossibly obscure puzzles?

    I'd rather play an adventure game like TMI than one where the puzzle solutions make absolutely no sense to someone who isn't on LSD.

    Oh, I agree. Maybe the puzzles are easy because they are logical. No ladders or dogs in the inventory and stuff like that. It flows better and even now I get stuck once or twice a chapter (Coronado's Goggles is the freshest example).
  • edited October 2009
    pilouuuu wrote: »
    In general terms, no, because they are simply following the standard set by Lucasarts so many years ago, with little to no innovation.
    I disagree. Telltale's characterisation is much better than LucasArts' was.
  • edited October 2009
    With episodic gaming like these, I think part of the reason they're so easy, is because everything can be found within a few screens - unlike MI2. Most of the puzzles were pure logic (even the twisted ones had some kind of logic in them), but still remains the hardest MI to date. Why? Because of the vast area of the places you could visit, and also because it was fairly non-linear. And all of the Monkey Island's that were confined to a small amount of screens, were reasonably easy. The first part in MI2, getting off of Scabb Island, was actually very simple - but you had all those extras that could be considered red herrings, only they weren't 'cause they were needed later in part two. Remove all those extras that were needed for the later part, and you have a very barebone part one. It would be easily as short as, or even shorter than, most of the ToMI episodes so far - and the difficulty would be the same. If ToMI had a bunch of items you didn't need for that particular episode, but needed for the later ones, it would be much more difficult. But then, it can't have that, unless they find a way to merge them. Like making the later episodes recognize saves from the earlier episodes (which affects what you have in your inventory), and/or still have the earlier locations still open for access in every episode.

    Imagine how much harder Episode 2 would be, if you had to travel between Floatsam AND Spinner Cay and collect items and solve puzzles on both islands.

    But this is why I'd prefer a full-blown non-episodic Monkey Island. If they can find a way to do this, for example make each episode work as an expansion pack or something instead of standalone, episodic gaming could get much more interesting.
  • edited October 2009
    I would also like to give TTG props for picking up the reigns of the MI franchise. They were my favorite games of my childhood and they are still pretty darn awesome. Guybrush' story deserves to be told in all eternity.

    I don't mind the episodical nature of the game, and I can actually make each episode last, since I forced myself to only play them while commuting to and from work. But with all that being said, I sadly feel that the puzzles are way way too easy. More red herrings (as someone said) and more in depth puzzles would be great. Now it's mostly a pick up item and put item somewhere, puzzle done.

    In any case, I'll continue supporting the TTG team if they make more MI games :)
  • edited October 2009
    StarEye wrote: »
    But this is why I'd prefer a full-blown non-episodic Monkey Island. If they can find a way to do this, for example make each episode work as an expansion pack or something instead of standalone, episodic gaming could get much more interesting.

    This is an interesting idea, but unfortunately I don't think it'd be possible with the way XBLA and WiiWare are set up, which are very important platforms for them to release on.
  • edited October 2009
    StarEye wrote: »
    With episodic gaming like these, I think part of the reason they're so easy, is because everything can be found within a few screens - unlike MI2. Most of the puzzles were pure logic (even the twisted ones had some kind of logic in them), but still remains the hardest MI to date. Why? Because of the vast area of the places you could visit, and also because it was fairly non-linear. And all of the Monkey Island's that were confined to a small amount of screens, were reasonably easy. The first part in MI2, getting off of Scabb Island, was actually very simple - but you had all those extras that could be considered red herrings, only they weren't 'cause they were needed later in part two. Remove all those extras that were needed for the later part, and you have a very barebone part one. It would be easily as short as, or even shorter than, most of the ToMI episodes so far - and the difficulty would be the same. If ToMI had a bunch of items you didn't need for that particular episode, but needed for the later ones, it would be much more difficult. But then, it can't have that, unless they find a way to merge them. Like making the later episodes recognize saves from the earlier episodes (which affects what you have in your inventory), and/or still have the earlier locations still open for access in every episode.

    Imagine how much harder Episode 2 would be, if you had to travel between Floatsam AND Spinner Cay and collect items and solve puzzles on both islands.

    But this is why I'd prefer a full-blown non-episodic Monkey Island. If they can find a way to do this, for example make each episode work as an expansion pack or something instead of standalone, episodic gaming could get much more interesting.

    Well, they could still do stuff like this. Solution: make the items compulsory to pick up. A bit like the crown and doubloons in Lair of the Leviathan: imagine if these came in handy in Chapter 4 or 5, but a whole inventory full of items like this. Or imagine, say, the seahorse was only used in Chapter 4. It's relatively easy to force Guybrush to pick up red herrings without the player even noticing.
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