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Double Fine Has The LucasArts Singapore DOTT Assets 29 Jan, 2015 / 15 comments

Remember that Day of the Tentacle remake that was being created by LucasArts Singapore and was cancelled when it was estimated to be 80% complete?

A lot of people were wondering if this cancelled remake really existed and if Double Fine might use some of the assets in their Day of the Tentacle Special Edition. Well, we now have the answers to those questions, and they are yes, and maybe.

Double Fine's Vice President of Development, Matt Hansen, had this to say on the Double Fine forums:

I have to be careful with being too open since it isn’t our license, but I will say that I am very happy with the stuff from Singapore so far.

They're understandably cryptic about whether the material will be used, but it's good to finally have confirmation that it existed, and that it was apparently pretty good. Hopefully they do use these assets, as this would be the perfect game to become the last released project that was co-developed by LucasArts. Unless of course anyone is bidding to complete Sam & Max: Freelance Police.

15 Comments

  • Avatar
    AlfredJ on 01 Feb, 2015, 10:24…

    Jason

    Complaining about the voice acting is the definition of looking a gift horse in the mouth, for the reasons you admit. It's absolutely the best voice work that could have been accomplished given that it was applied to a game made in 1990, and it is of course optional, like everything else. I'm still delighted to know that voicework for MI1 starring Dom and directed by Darragh O'Farrell exists.

    No excuse for the font on all those signs though.



    That's true, I was acting a bit spoiled on that front. I figure I'll need to add something else I really liked about the special editions (I don't think the developers were evil, just limited by budget/time): the soundtrack for both games is really, really good. They reinterpret some stuff there as well (the Guybrush/Elaine love song from MI1 comes to mind), but it all works splendidly.

    Maybe I reached the point I reached with Star Wars a couple of years ago and stop complaining about these things. There's a lot of good Lucas stuff coming up after all.
  • Avatar
    Jennifer on 01 Feb, 2015, 09:58…
    On the plus side, they coded the engine so that any art assets found in the directory would be loaded instead of those in the game's container files. I don't know if they did that on purpose, or accidentally left it open when it shipped. But, it's good that they did, since a lot of the nitpicky stuff in the art that fans didn't like has already been fixed by fans (and I'll fully admit that I'm of the nitpicky sort myself. I much prefer playing the special edition with the fan patches).
  • Avatar
    Jason on 31 Jan, 2015, 23:40…
    Complaining about the voice acting is the definition of looking a gift horse in the mouth, for the reasons you admit. It's absolutely the best voice work that could have been accomplished given that it was applied to a game made in 1990, and it is of course optional, like everything else. I'm still delighted to know that voicework for MI1 starring Dom and directed by Darragh O'Farrell exists.

    No excuse for the font on all those signs though.
  • Avatar
    AlfredJ on 31 Jan, 2015, 21:56…
    I don't necessarily mind them reinterpreting the original art for a remake - after all, the classic is still there to be played if you want something that looks exactly the same as it used to do (I'm disregarding the graphical/audio glitches in classic mode for the Monkey SE's at the moment). Trying to give those games a more detailed artstyle changes the feel of the game, whatever you do. The problem was that the artstyle they chose was simply ugly. Environments were often messy (especially in the first one). I don't mind the added details like the added ships in the Melee Island docks for instance, but it's clear that certain locations just got a lot more attention than others. Like the comic sans wordart used for Stan's shack or the ugly use of color in pretty much the entire game. The original felt like every scene was made to look pretty, to lose yourself in. Can't say the remake had the same effect for me. A lot of the mood was spoiled for me because of the awkward voices (not the actor's fault mind, mostly the fact that the script works better when you just read it, and the spoken lines had all these awkward pauses killing all sense of timing). Also I'm a grumpy old fart.

    They learned a lot at the time of the second remake though. I'll give them that.

    Still, I trust Double Fine to give this the attention it deserves. Can't imagine them releasing a version of DOTT that looks like the MI:SE.
  • Avatar
    Jason on 31 Jan, 2015, 21:31…
    I'm not expressing love for MI1:SE's art when I say that pointing to the 256 color close-ups for evidence that the original game isn't cartoony is unconvincing. Those close-ups themselves are "remakes" from Purcell's EGA originals which were far more compatible with the game that surrounds them.
  • Avatar
    Paul C on 31 Jan, 2015, 14:15…
    I don't buy this idea that Monkey Island graphics were too crude to have a set style. The game is full of big closeups of what the characters looked like, and the graphical style isn't that different from what you see in the Indy games. The special edition made a conscious choice to force a cartoony style on the game that wasn't there originally.
  • Avatar
    Jennifer on 30 Jan, 2015, 19:34…

    cavefish

    Kolzig

    I am still very pissed that Lucasarts and LA Singapore messed up the first Monkey Island special edition.



    Care to elaborate on that they messed up? I always hear this complaint from MI purists yet never hear anything constructive to go along with it. Like I said in my earlier response, if it has to do with the art style, you do have to realize that's completely subjective as the game was too old and the graphics were too crude to really have a set style to comply with, so it was left to interpretation. In any case, what would you have done differently? I'm genuinely interested.

    The interface was a pain to use in the first special edition on the computer and console versions. I sometimes either switched to classic mode or used shortcut keys instead of the clunky system of bringing up the inventory individually for each item and then scrolling through the icons for the verb you want to use (I kept on running out of time on the mug puzzle when trying to use the special edition's standard controls). The iOS version is really good though, as it has a streamlined classic interface, with the icons for verbs and inventory always at the bottom of the screen.
  • Avatar
    cavefish on 30 Jan, 2015, 14:25…

    Kolzig

    I am still very pissed that Lucasarts and LA Singapore messed up the first Monkey Island special edition.



    Care to elaborate on that they messed up? I always hear this complaint from MI purists yet never hear anything constructive to go along with it. Like I said in my earlier response, if it has to do with the art style, you do have to realize that's completely subjective as the game was too old and the graphics were too crude to really have a set style to comply with, so it was left to interpretation. In any case, what would you have done differently? I'm genuinely interested.
  • Avatar
    Kolzig on 30 Jan, 2015, 12:27…
    I am still very pissed that Lucasarts and LA Singapore messed up the first Monkey Island special edition. That has always been more valuable to me than the second game, which is also a great game of course.

    They should have had the commentary reel already in place for the first game and not mess up the character graphics like Guybrush's hair etc.
  • Avatar
    Threepwood4life on 30 Jan, 2015, 04:55…
    *sense

    Damn iPad autocorrect
  • Avatar
    Threepwood4life on 30 Jan, 2015, 04:53…
    I knew it. I even said when they announced DOTT special edition would they be using the Singapore assets it makes since if it's there and ready to use
  • Avatar
    cavefish on 30 Jan, 2015, 03:17…

    AlfredJ

    This is a tricky subject. I'm one of those people who didn't care for the Monkey special editions, especially the characters. The backgrounds were better in the second game, but still.



    It's not all that tricky. Monkey Island was created before the characters could really take shape, so it left a lot of room to the imagination when creating the Special Edition. Day of the Tentacle, on the other hand, came at a time when you can tell what the actual characters look like, so rest assured it's not going to be that much of a change from the original.
  • Avatar
    Jason on 29 Jan, 2015, 21:40…
    Also, that's an exciting thread to read. It feels like I'm watching this guy receive the assets from LucasArts in real time.
  • Avatar
    Jason on 29 Jan, 2015, 21:25…
    It's important that classic mode is offered for this game in a way that wasn't necessary for Grim (even though I appreciated it).

    It doesn't shock me that it's being hinted that the Singapore assets are decent. Monkey Island 2: SE was a damned marked improvement over Monkey Island 1: SE.

    I'm more eager to hear whether or not they were able to find the uncompressed voice recordings. Also the new score will undoubtedly be incredible. Maybe they could invite Jesse Harlin to pitch in if McConnell needs some help? Dude has certainly earned his credibility on the Monkey Island remakes. The soundtracks alone justified those efforts.
  • Avatar
    AlfredJ on 29 Jan, 2015, 21:20…
    This is a tricky subject. I'm one of those people who didn't care for the Monkey special editions, especially the characters. The backgrounds were better in the second game, but still.

    At least DF has enough talent in-house to improve on them as needed though.

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