MI2:SE - What went right?

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MI2:SE - What went right?

Postby Hande » Sun Jul 11, 2010 3:46 pm

Well, I made that negative post about MI2's Special Edition so I think I should even things out by pointing out things that I thought were done right...

:) The new quick-command system in the new version was definitely a good thing. There wasn't anything wrong with the SMI:SE's system but this one was at least slightly more handy.

:) The music sounded great. I was very pleased that the soundtrack was also more prominent. I felt the music kinda sank into the background in SMI:SE (although that could have just been my TV's speakers).

:) Excellent voice-acting: Guybrush was great, Largo was okay even though I reacted a bit badly to hearing him in the trailer, Neil Ross came back to do Wally and of course Danny Delk did a good job as the narrator. And yes, Captain Dread couldn't have sounded better, excellent casting there.

:) Being able to play the 256 colour version with the voice-over. Nice, although I think they could and should have also added the new sound-effects to the old version as well. But anyway, it was really cool to see the game like that, makes me wish they would have done the same for SMI:SE.

:D The commentary with Ron Gilbert, Dave Grossman and Tim Schafer was really good. However, I think they should have had the commentary come on automatically rather than have you constantly hit a button to get it to come on. Also, noticed in Woodtick that there were two different commentaries, one that played when you first visit and again once you've been to other islands (and one separately for the Largo sequence). I think that's just makes the different commetns really easy to miss (and I kept replaying commentaries all through the game to make sure I didn't miss anything :P ). Also, I don't get why you have to have the voice-over on at the same time in order to hear the commentary in the 256 version, but that's just me being nitpicky I guess. Lots of fun stuff on the commentary. Was totally worth it.

:-? Lite mode removed - I'm not sure if this is a good or a bad thing actually because at the same time I don't like it when they remove stuff from a new version of a game (like they did in Broken Sword Director's Cut) but at the same time the Lite-mode never really added anything and was actually pretty hastily programmed (you can just buy Lindy's map-piece but the shop-clerk still keeps talking about the Mad Monkey even though there's no Kate Capsize in the Lite-mode either). So it wasn't a big loss (not nearly as big as losing the opening credit-sequence *cough*) but if they do make a Special Edition of CMI, I most certainly hope they wont remove the Mega Monkey Mode or, say, model the SE on the Mega Monkey Mode, ditching the Normal game.
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Re: MI2:SE - What went right?

Postby blanket » Mon Jul 12, 2010 3:52 am

No! They can't make a special edition of CMI. It's so perfect as it is. They should just re-release it with like, heaps of special features. Then they could add concept art, and like, interviews with the voice actors. Yeah, that would be so cool.
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Re: MI2:SE - What went right?

Postby KR » Mon Jul 12, 2010 7:07 am

Coolio25 wrote:No! They can't make a special edition of CMI. It's so perfect as it is. They should just re-release it with like, heaps of special features. Then they could add concept art, and like, interviews with the voice actors. Yeah, that would be so cool.

Yeah, I have to agree. A digitally re-arted CMI would leave a bad taste in my mouth. The original is beautiful.

I'd rather see EMI redone in the style of CMI o:p
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Re: MI2:SE - What went right?

Postby blanket » Mon Jul 12, 2010 9:14 am

KR wrote:I'd rather see EMI redone in the style of CMI o:p


Imagining that has blown my mind.
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Re: MI2:SE - What went right?

Postby Fearless Flying Monkey » Mon Jul 12, 2010 11:27 am

Well if they did they'd almost certainly do Mega-Monkey only. It's the full version of the game, I can't even remember when I last played the normal version it makes me feel like something's missing. Why would you miss the lite version anyway?
I was quite disapointed actually to see MI2's Lite version go, it's pretty difficult at times on your first play through. I for example took ages to find Largo's laundry card.
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Re: MI2:SE - What went right?

Postby tizerist » Mon Jul 12, 2010 3:25 pm

KR wrote:
Coolio25 wrote:I'd rather see EMI redone in the style of CMI o:p

I'd rather see MI1SE done in the style of ANY of the last four games. They can't leave it like that.
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Re: MI2:SE - What went right?

Postby Brush guy » Mon Jul 12, 2010 5:32 pm

Fearless Flying Monkey wrote:Well if they did they'd almost certainly do Mega-Monkey only. It's the full version of the game, I can't even remember when I last played the normal version it makes me feel like something's missing. Why would you miss the lite version anyway?
I was quite disapointed actually to see MI2's Lite version go, it's pretty difficult at times on your first play through. I for example took ages to find Largo's laundry card.


Maybe thats just you.... :D
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Re: MI2:SE - What went right?

Postby Hande » Mon Jul 12, 2010 5:47 pm

Fearless Flying Monkey wrote:Well if they did they'd almost certainly do Mega-Monkey only. It's the full version of the game, I can't even remember when I last played the normal version it makes me feel like something's missing.


I don't feel the Mega Monkey Mode was actually a huge expansion on CMI. All that it boils down to is the player spending a little more time picking up inventory items (the gold tooth, the plug for the boat in Danjer Cove etc.) whereas the Lite mode in MI2 skewed the game considerably when it came to getting the map-pieces (the whole Rapp Scallion sequence for instance doesn't happen in the Lite version).

The only major difference between the Normal and Mega Monkey games is the whole Griswold looking at the paintings part. :-?
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Re: MI2:SE - What went right?

Postby blanket » Tue Jul 13, 2010 11:19 am

THIS POST IS GONNA HAVE SOME MINOR SPOILERS!!!

Fearless Flying Monkey wrote:I for example took ages to find Largo's laundry card.


When I played Monkey Island 2 for the first time ever, I found it really quickly, but by mistake. I went into Largo's room, and I thought that closing the door would stop Largo from coming in (when I'm stuck I try the stupidest things). Then I opened it, and I was like, "oh, hey what's thi--oh...oh wait....YAY!!!!!"
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Re: MI2:SE - What went right?

Postby Fearless Flying Monkey » Tue Jul 13, 2010 4:21 pm

Well I was frustrated by the point, going from every room looking intentionally for Largo because I knew I needed to get his laundry. Regardless they should just do the full puzzle versions if they want to only include one.
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Re: MI2:SE - What went right?

Postby DAISHI » Wed Jul 14, 2010 10:05 pm

You know what went right? LeChuck.

I did not realize how fearsome he was in this game. I mean he was a good bad guy in SoMI, and his ambitions are pretty large by Tales, but in this one? He reeks of evil. I mean I don't know what I forgot about this game in the interval since I played it but I definitely missed how truly wretched LeChuck is. When he talks about dragging Largo's entrails through the water, pursuing Guybrush around the tunnels putting him into immense pain, the much greater intensity of LeChuck's theme... just like wow, they nailed that character.
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Re: MI2:SE - What went right?

Postby HaydenWCE » Mon Jul 26, 2010 1:47 pm

I just loved the attention to detail in all of the scenery. It was great how little extra things were thrown into the locations: the frogs and fish in the water at Woodtick, the fact that locations were shown clearer on the island view, the birds flying around in the background in various Booty Island locations, the doorways actually showing an accurate view of what was in the next room, etc. It was just those little things that made playing the Special Edition such an awesome experience.
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Re: MI2:SE - What went right?

Postby Hande » Mon Jul 26, 2010 3:42 pm

haydenwce27 wrote:I just loved the attention to detail in all of the scenery. It was great how little extra things were thrown into the locations: the frogs and fish in the water at Woodtick, the fact that locations were shown clearer on the island view, the birds flying around in the background in various Booty Island locations, the doorways actually showing an accurate view of what was in the next room, etc. It was just those little things that made playing the Special Edition such an awesome experience.


Yes, the extra animation was a nice touch. I had to actually switch back to the old version to check if any of that was in the old game. :) By comparison there wasn't quite as heavy redesigning of locations as in SMI:SE, though it was sort of weird they removed the Max costume from the costume shop for instance.
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Re: MI2:SE - What went right?

Postby Augustus » Mon Jul 26, 2010 10:36 pm

Hande wrote:though it was sort of weird they removed the Max costume from the costume shop for instance.


Not really when you think of it...the Max idol was gone from the Monkey head in the first SE, replaced with Tentacle...same thing in the second SE.
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Re: MI2:SE - What went right?

Postby Hande » Tue Jul 27, 2010 10:16 am

Augustus wrote:
Hande wrote:though it was sort of weird they removed the Max costume from the costume shop for instance.


Not really when you think of it...the Max idol was gone from the Monkey head in the first SE, replaced with Tentacle...same thing in the second SE.


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