The monkey island 1,2 and 3 is great!
All of them!
James Bond
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Monkey Island anyone?
Keep in mind, the engine is not what made Monkey Island(and I mean Monkey Island I only, I didn''t like II/III much) great...
The story is what made that game great. Monkey Island and Day of the Tentacle were two of the funniest games I''ve ever seen.
-Alamar
The story is what made that game great. Monkey Island and Day of the Tentacle were two of the funniest games I''ve ever seen.
-Alamar
Didn''t like II? Anyway...
While story is the most important element, I must say that I prefer struggling with good (or bad) interfaces that allow me to feel like I can do more in a game (AGI/early SCI, SCUMM, etc) than with interfaces that allow you to just be able to associate sometimes random-seeming objects together in whatever way, and then `using'' the objects and the character knows what to do. I remember playing Sierra''s Quest of the Longbow and accidentally clicking on a chalice instead of a scroll...and it ruined the puzzle for me.
With games nowadays, it seems that you don''t have to know how to do the solution for a puzzle...just what objects to use. I can tell if I need to do something else elsewhere by cycling through my inventory and trying everything and seeing if nothing works.
I know it''s like that to a similar degree in old-school adventure games too, but you have to make the game playable...I just think the older games struck the better balance.
There are some WEIRD puzzles in Grim Fandango...
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Look behind you! A three-headed monkey!
While story is the most important element, I must say that I prefer struggling with good (or bad) interfaces that allow me to feel like I can do more in a game (AGI/early SCI, SCUMM, etc) than with interfaces that allow you to just be able to associate sometimes random-seeming objects together in whatever way, and then `using'' the objects and the character knows what to do. I remember playing Sierra''s Quest of the Longbow and accidentally clicking on a chalice instead of a scroll...and it ruined the puzzle for me.
With games nowadays, it seems that you don''t have to know how to do the solution for a puzzle...just what objects to use. I can tell if I need to do something else elsewhere by cycling through my inventory and trying everything and seeing if nothing works.
I know it''s like that to a similar degree in old-school adventure games too, but you have to make the game playable...I just think the older games struck the better balance.
There are some WEIRD puzzles in Grim Fandango...
-----------------------------------------
Look behind you! A three-headed monkey!
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