Tales of Monkey Island ending
Just finished TOMI, and i have to say, where was the ending.
There wasnt any kind of video or anything, i was kind of expecting maybe a 10 minute movie or something, but all that happened is i talked to Elaine, picked the first option and then it ended. Didnt even give me a chance to say all the possible text.
Was anyone else slightly miffed by this?
There wasnt any kind of video or anything, i was kind of expecting maybe a 10 minute movie or something, but all that happened is i talked to Elaine, picked the first option and then it ended. Didnt even give me a chance to say all the possible text.
Was anyone else slightly miffed by this?
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A ten minute cutscene epilogue wouldn't really work for a game like this anyway. They left a lot of threads open, but they also made it quite clear that doing so was intentional. I'd rather have more games in the future than a long ending...
I dont know, it just took ages to complete for me, and i was disapointed with what i got for my efforts. Great game overall, but a decent ending is definatly needed.
You definitely don't want to play Broken Sword 4 then. Pretty disappointing ending
"what you got for your efforts" was an entertaining story, with witty dialouge and puzzles.
The game's story was wrapped up in-game, with a rather d'aww-ish dénouement about his marriage, and had a nice epilouge that should hopefully lead into another season.
It certainly did not need a 10 minute whizz-bang cgi-fest at the end to resolve the story, that kind of thing isn't really required in this gaming genre.
Polychrome apparently has two accounts! Or a parrot or stalker, you guys decide...
Kids today require 10minute cutscenes to give them time to get snacks in between fits of "Shoot all enemies".
It's fine, but could have been better, of course.
I find it pretty hilarious that people complain if a game has too many cutscenes because then "it might as well be a movie" and then also complain if there isn't a 10 minute long ending, while simultaneously failing to realize that they just finished playing the ending. What else could they have possibly put at the end of TMI? Guybrush putting on a zoot suit and dancing a polka? The game was fully wrapped up, there was no need to go on and on with scene after scene of random crap.
This. Besides, none of the other Monkey Island games had long drawn-out epilogues either.
However, I'd say Guybrush would polka better in lederhosen than in a zoot suit.
We also got our mini-sad ending, the glimmer of hope, and the final realization that "YES! We can get out!", all in the form of a puzzle. The cutscene after these puzzles that made up all the narrative necessities of an ending was just to perform the final send-off, to show us that yes they reunited and yes they're off on their next adventure, and we got our foreshadowing after the credits. Really extremely well-done ending on all counts, especially where narrative needs are met within the structure of a puzzle, which is what is really necessary when using games as a narrative form: YOU NEED TO USE THE ACTUAL GAME AS THE MAJORITY OF THE NARRATIVE. Tales pulled this off so superbly, it seems, that it flew right over some peoples' heads.
I doubt the people complaining there are too many cutsenes and the people asking for more cutscenes are the same. I could be wrong of course.
I'm one of those people who think it's too much like a movie, and I certainly wouldn't want a 10 minute ending.
Actually, I'm really unlucky or bad at raising parrots....
No one ever claimed that it was well behaved, sister...;)
games like metal gear solid that are more like movies are awesome first play through but 2nd and 3rd your hitting skip repeatedly yelling let me play!
I never claimed they were badly behaved. I was referring to their lifespan.
Maybe, it's you that has been misbehaving then. At any rate tomo_cjt needs to die...definitely...
So you think the ending should've added a 5 minute conversation going into elaborate detail about exactly why Elaine did everything she did at every point in the entire game? Yeah, that sounds like almost as good of an idea as Lechuck explaining MI2's ending for 10 minutes straight.
Why is everyone jumping to the conclusion that people are asking for a 5 or 10 minute cutscene, when all anybody has really said is that it could have used 2 or 3 extra lines of dialogue to explain things a little better?? Do you guys even read the other posts before you add your inane thoughts to the pile? Despite how good the story is and how well it is delivered throughout the game, the one short-coming is that it never adequately explained how Elaine seemed to know everything and have this overarching "master plan." I don't buy that BS--explaining something as "oh it was all part of her master plan" is one is one of the lamest plot cliches ever. I completely agree with the OP. The last chapter is amazing--but the ending is abrupt and leaves just a few too many plot holes open. The foreshadowing is nice, but we still never really get a good explanation of things. It doesn't SUCK--but it could have been handled better.
Do you read?
Elaine, of all people, was the one person in a position to know.
Elaine has been around Le Chuck the longest if you think about it. Who probably had to listen to his crazy plots and plans more than any other character? Who was most likely to know his spell for returning from the afterlife?
For me, it was just fine to believe when it happened, that Elaine giving Guybrush her ring was a sweet gesture and nothing more. The surprise made sense, and didn't feel like it was randomly pulled out of hammerspace.
Honestly, the game had me pondering a lot of interesting questions about the characters. Were there motives to Le Chuck chasing Elaine other than the whole Bowser->Peach dynamic? Did Le Chuck believe in some insane way that marrying Elaine would bring him immortality without being a rotting corpse? And how much is a certain Voodoo lady involved in his perception of all this?
All stuff to leave us wanting more, but in a good way.
Had they explained the story properly, this thread would not have been necessary. There's good and bad ambiguity. Learn the difference.
And yet it seems people are able to piece it together?
Granted, that thread is mostly plot mixed with speculation. It makes some assumptions we really don't know are facts.
There's a lot the characters reveal in parts 4 and 5. (Such as the fact that Elaine hadn't trusted Le Chuck or the Voodoo Lady all along, and had been hanging around him to tail him. Or the explanation about what all the dang monkeys were for.) That's all we really know, and should know at this point, IMO.
The loose threads seem to be evidence they're going to take this further. As in, make more games. You don't want to wrap everything up *too* cleanly if that's the plan for the future. Morgan and the Voodoo Lady's final lines scream of "SEQUEL COMING! READY YOUR MONEY!" Why explain everything when the plot is still going?
they where to make the gate to the crossroads visble which im assuming must move between openings since its hinted lechuck escaped though it and was on monkey or dinky island
oooooooooh my bad
Ouch! First, I'm a clone, then a parrot, then a stalker, then I must die? :eek:
Jeeze, that's the second biggest insult I've ever heard!
Want to try your luck with five!?
I'm pretty sure she didn't know, but she just had a gut feeling he would need it.
Example:
Speak for yourself. I love those games.
Actually, there was a cutscene explaining that. It went kinda like this.
Elaine: That sounded like it came from Dinky Island. Some idiot must be messing with my grandfather's treasure. I'd better get over there...
Not in Tales. We dont know why she doesn't trust the voodo lady, most important, we don't know what her plan was (if she had any) Cause leting LeChuck be a pirate god just to say: "see? i told you i don't like the voodoo lady" it's a bit stupid.
What did she knew? What was her plan? What was she waiting to act?
Lots of things are not clear.