The artist and its partner are two high profile guys from the demo scene. They know what they are doing and the game logic ain’t that complicated since point and click is deterministic and finite. This ain’t no open world game.
The challenges evolve around the graphics. Interlaced multi screen multi color pixel art is the bottleneck here. IRQ loaders are bound to available cycle time so there won’t be any usage of FLI.
Since no ascii graphics compression is possible the designers need to consider the amount of branches you can take to several local views when walking around the huge map. Too many graphic details will amount to huge loading times - a problem the later Monkey Island games back then already faced.
Since the C64 graphics modes are not dynamic you can predetermine them by a simple formula: more beauty amounts to more memory usage alias overall loading times.
Using not the full screen is a slight advantage here.
I believe the guys will come up with a great game. It won’t be fast paced this is for sure but it won’t be a beauty killed by its loading times like it is 1987 either.
Personally I think the VGA version often looks better at least post-intro, but opinions may differ.
And we should also remember that looking at it unfiltered on a modern display isn't really giving a great sense of the warm glow either version would've had on a CRT; neither of them really looked the way that video suggests, so it might be a bit misleading.
I'd personally say the EGA portraits look far more uncanny, resembling early CGI, while the VGA version looks like a hand-drawn book illustration. https://youtu.be/86O3PxdLrg8?t=181 Still, opinions can differ.
> looking at it unfiltered on a modern display isn't really giving a great sense of the warm glow either version would've had on a CRT
That may be true, yes.
The music however, floppy is best and the cd version is the worst. I played with the internal speaker myself. The cd music sounds off to me, but cannot pinpoint why exactly.
Cga seems to be 1-to-1 conversion of ega. It only looks bad because of the strong cyan and magenta. But thats a hardware limitation not an artistic choice.
Even less defensible, I've come to appreciate the (awful to me at the time) CGA 4-color palette. You know, the games that were either cyan-magenta-white-black or red-yellow-green-black? I hated it at the time, but now I look back on that time with my rose-tinted (or should I say, magenta-tinted?) glasses firmly on.
I even bought the fake retroremake Eternal Castle, which is a loving homage to that era.
It's interesting how the VGA version manages to be way less nuanced, plus it destroys that beautiful "blue" look of the night scenes.
I wonder how many floppies it will be.
Really, and I mean this honestly, I had immense fun on my C64 using BBSes, playing games. It wouldn't be the worst fate, if everyone moved back to BBSes + games like this on the C64.
A neat project.
Based on reviews, it was a bad conversion
Definitely in this era the C64 hardware held up better for longer than expected. I didn't feel the x86 side caught up and surpassed the C64 as an entire package in both graphics and sound until the 486 era. A platform that was truly cursed on the gaming side for a long time due to its primary market focus being business use. And here I am using a 9850X3D with 5070 GPU, distant descendents of our old 286 hardware that I would play Monkey Island on.
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