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/vr/ - Retro Games


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5045405 No.5045405 [Reply] [Original]

Why was this game so much more creepy and depressing than the other entries in the series?

>> No.5045430

>>5045405
Because childhood is bitersweet and the pure nostalgia from MI 1 slowy withered away in the sequel. Plus the underground tunnels section is pretty much the stuff of nightmare.

>> No.5045437

The only thing I found "creepy and depressing" in any sense was the ending.

>> No.5045443

I agree with you anon, it was a bit darker than the others!
Judging from the final portion I think it was all headed somewhere, but the lead writer left the studio and a different team took over after this one. So we’ll probably never know.

>> No.5045472
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5045472

>>5045443
The secret of Monkey Island will forever be inside the mind of Ron Gilbert, yeah. But at least we had some of the best visuals, laughs and overall experience with these games, the first two are rich of something powerful: is it magic? Nah, it's voodoo! I love it. Gotta replay it once again

>> No.5046243

>>5045443
>>5045472
The thing is, the secret of Monkey Island is the voodoo root. A young fan sent a letter to Ron shortly after MI2 came out and got that answer, which should be archived on one of the various MI fansites and maybe even in an issue of Lucasfilm magazine or whatever that was called.

It's all a misunderstanding that originally comes from not playing MI2 in context. It goes like this: the secret in SoMI is the voodoo root, however many players didn't get that. SO in MI2, which is otherwise completely unrelated to Monkey Island itself as a place, there's that point where if you take a wrong turn in the Dinky Island jungle and get lost you can call the LucasArts hotline. Now, apart from asking how to exit the jungle (which is a humorously useless question because that's the only thing you can do on that screen other than call the hotline), all the questions you can ask are mocking the most frequent questions the actual Lucasarts hotline got. Thus, "what IS the secret of Monkey Island" and the noncommital answer from the hotline because that wasn't actually explained in their walkthrough.

And then Ron left and went on to create Humongous and then Cavedog, successful companies. His stance in interviews at the time Curse was announced is that Monkey Island was never his game but the work of a team and thus is was fair that there could be more games.

But then Ron's attempt to make non-kids videogames at the time, Cavedog, closed down. And Ron wanted to make more games, but they were a hard pitch. He'd done kids' stuff at Humongous and then finished nothing at Cavedog (their big success Total Annihilation was the brainchild of Chris Taylor). Unlike the other two Monkey Island designers, he'd done nothing else in the genre.

That's when he though up the trick: whenever he talks about the "true" monkey island 3, a concept that didn't even exist before Cavedog's failure, he's guaranteed free advertisement for whatever he's working on at the moment.

>> No.5047984

>>5046243
True monkey island 3?