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Curse of monkey island scummvm files
Curse of monkey island scummvm files




curse of monkey island scummvm files

It brings a fresh perspective on the series, and the character arks are fresh. It isn’t a throwback and yet fills me with nostalgia. it’s still funny if not even funnier than the originals. I’ve only completed the first couple of parts, but it feels the same in tone, humour, characterisation, etc. This also feels like a perfect belated sequel. Like how guybrush in mi1 and 2 isn’t detailed and you fill in his features in your mind.

curse of monkey island scummvm files

So it feels immediately familiar but modern somehow. It works because it harkens back to the original in terms of illustrating the scene and the characters but not so detailed so that your brain fills in the blanks and imagines the rest. Hated it at first when I saw screenshots and the trailer. Thimbleweed Park's ending, on the other hand, really didn't offer even an implied sense of closure. So, as I see it, option A is that he's ashamed of what he actually did in the end and hid it and option B is that he learned his lesson at the end and opted not to complete his quest after all. Guybrush frames all obstacles as puzzles with a solution to be found which, while true from the standpoint of game design, is something the game's writing wants us to know is horribly narcissistic. It begs you to consider why Guybrush would lie about it in the retelling.Īll game long there's the B plot about his "moral center", where the game keeps pointing out the harm his quest causes for other people (and woodland critters) and all the parallels being drawn between Guybrush's and LeChuck's personalities. On the contrary, having only specifically the ending of the new game being implicitly non-canon is a lot more compelling than "nothing was ever real and none of it mattered".

Curse of monkey island scummvm files full#

Plus, the major pitfall of Kickstarter has always been that there's no motivation to create a good product you essentially make all your money on pre-orders and actually releasing doesn't do much, so it's easy to either scam people or get trapped thinking you need to keep adding more to justify a full release for new people to buy. As much as plenty of games are destroyed by publishers or management screwing with what works, there are also definitely games that only worked because somebody was able to say "look, you have to ship by X date, and we're bringing in people to do Y task, and we're freezing scope and cutting Z feature." Without that, it makes perfect sense to me that two guys with a lot of ideas, enough money to pay themselves but not enough to hire a ton of outside help, and very little recent experience would spin the wheels forever and fart something out. Project management and budgeting is extremely hard, and talent doesn't last indefinitely or stretch to all areas. Honestly, I don't think it's that baffling. /r/GamePhysics - Clips of game physics shining and glitchingĭesign based on /r/FlatBlue created by /u/creesch./r/gaming4gamers - middle ground between purely-for-fun and more serious subreddits.

curse of monkey island scummvm files

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Curse of monkey island scummvm files