I loved Launch of the screming Narwhal... but i've got to wait several more weeks to play the rest of the game!!
I loved Half-life 2, ep1 and ep2 ..but I think I will be 72 by the time I get my arthritus ridden hands on the 3rd.
It's all just a way to squeeze more money and time out of the consumer. Release a FULL game on a disk or via the internet.... make it have everything it should have to begin with, all the modes, story etc.... and I will be happy.
I agree with what you're saying, but I wonder if Telltale has a reason for it. Having a standout visual style that stays consistent is probably a good move in terms of getting your games noticed. In Telltale's case, we know them for making really good adventure games, and many of us could say "Oh, hey, look at that screenshot. That's a Telltale game." I'm sure the Telltale people love this, as it immediately puts the idea of quality in our minds even without having played the game. Hell, look what happened with Diablo 3. People are stubborn about visual style changes, and when they happen in a way that people don't like, the questions start flying about whether the game's even going to be the same. I know the hardcore Fallout people had similar reactions when Fallout 3 was coming to light (though that's a very extreme case, as a LOT more than the visual style changed).
I guess what I mean to say is that there are advantages and disadvantages to varying a visual style, and keeping things the same is probably a safe, yet boring decision. I'm with you in hoping that we get more variety, but I understand the reasons behind the decision if we don't.
Is Monkey Island much of an improvement? I haven't had a chance to play the new episodes yet, but it seems like they're steadily getting better visually, which is promising
@Chad
I think the simple reason why they're using the same exact engine for every single game is budgetary issues. Adventure games are still fairly niche, and they're sort of fresh off being kicked out of Lucas Arts.
I think that after Monkey Island sees success like Grand Adventures and Save the World never did, we'll see a graphical/stylistic update :D
That's either a grand compliment or a grave insult. Thus, I am either flattered or offended, depending on the nature of your comment.
What this boils down too, in my opinion, is the inherent pluses of 2D. With 3D, the player has way more places to go with their character AND their attention. With 2D, it's all there, and imagination has a bigger role. When you gotta solve puzzles by using items from the scenery, you kinda HAVE to dim down the complexity in 3D cause otherwise the player will get utterly lost.
As for the actual article, if its a company making non-realistic/cartoony games, it is a darn shame if they use the same art style/graphics. It is just a bit...wasted?
Enjoy the mental picture that gives you, good sir.
What the hell game is that with the robots? It's so gorgeous and I don't think I've seen it before!
My heart sank a little when I heard Telltale got their slimy hands on Monkey Island and I don't want them to touch anything else.
And its a good thing because this is so true. I love love love the old Sam n Max graphics. My eyes unfocus and cross when I stare at the bland graphics of Save the World.
Good article Chadmond.
I'd like to see Telltale try to grow and publish some indie games like the robot one you show above, since they are pretty much the forefront of adventure games right now.
Not getting into a 2d vs 3d thing here, you still have to recognize the limitations of both formats and how they influence design. When working in a 2d environment you can put a lot of detail into the backgrounds because they don't move, the characters however have to be designed simply so that they are easy to animate. The contrast of having less detail and brighter colors on the characters, against the highly detailed backgrounds make them pop more (contrast).
In 3d there is no cost to designing complicated characters in animation. So the quality of the characters matches the BG, good or bad, making them all just kinda mush together.
All that said, the new telltale Sam and Max is the cats pajamas :)
I get it, and I think that TT could definitely be doing more to give games a more individualistic look, but on the other hand I do think the style has been different from game to game. The characters in Sam and Max are very much in a Steve Purcell style, the Wallace and Gromit ones are obviously in that Aardman claymation style and the Monkey Island ones are again different. There are certain similarities, sure, but I think it's a little hard to say that they're all in the same style.
Also you mention use of camera angles and this is again something they have been working on - the switch to direct control over characters instead of point and click movement has enabled them to free up the camera a lot more, e.g. the close up following Guybrush across the bridge to the doctor in Chapter 1. It's true that there aren't many wide shots, but I'm not sure that a 3D game would really benefit from them.
But on the other hand, yes, I think they could be doing more graphically than they are already doing - it'd be interesting to see if they will use the cel-shaded style visuals the engine is capable of since the Strong Bad games in future projects, because I think they could come up with a really create style of their own using that.
But yeah... graphical improvements... that'll come with continued success - when you compare early Sam and Max to Tales of Monkey Island it's clear they've already made a lot of progress, here.
I love you.
Your biggest fan,
.tiff
(p.s. I kind of flipped out when you included a screenshot from Sanitarium! OMG!)
Either that or they're just trying to keep their budgets down.
I love you.
The thing about Telltale is, despite the fact that they have had such amazing success over the past year or so, they are still a very small gaming studio with limited resources and a limited time frame to release such awesome games. They do quite well considering the limited time and budget they have for each game series.
As for the graphics and animation styles that are similar throughout each game, it is mostly due to the fact that each game uses the same game engine and was designed to work with as many computers as possible to ensure they could get their games out as fast as possible and to a larger audience. If you seriously have an issue with the art direction, take a look at most of the early SCUMM engine games Chad. Each one of the early SCUMM games looks very similar and have many of the same issues you address in Telltale's games.
The Telltale engine Telltale uses is still fairly new and instead of adapting it to work as you have suggested, they have adapted it for easier porting of their PC titles to other platforms. It was smart move on their part at this time but I agree that if they don't change soon, they will eventually fall flat on their faces.
I'm more concerned about them spreading themselves out too thin with all the IP's they are currently juggling.
Don't get a bee in your bonnet. Beauty is only skin deep, and you don't know what you've got 'til it's gone. Also, you shouldn't put all your eggs in one basket. Yep, that's the long and short of it.
By the way, its not just palette or character size thats an issue. The amount of detail is an issue too. You never see a scene where theres more than 3 characters on screen or more than 3 or 4 objects you can interact with on screen in the Telltale games. I think it might be wise for them just to go back and redo some of the older classic adventure games of Lucasarts in their new engine so they can stretch it in ways they haven't before.

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