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In my opinion, the corruption plot would have been a great way to build up to a better ending - the Secret being that whoever seeks it becomes obsessed and corrupted with it. Like a self-fulfilling curse. Lots of wasted potential here...
1.Wally was supposed to have a "drowning cutscene" in MI 2 and die in that game which was cut.
2.The final chapter of Monkey Island 3 was supposed to be longer but it was reduced to a "Guybrush vs Lechuck" fight.
I've only completed part 3, but Monkey Island is so barren and boring with nothing of substance to interact with
There is a difference between a change to a scene in an isolated instance as opposed to what appears to be roughly 10%-15% of the game not making it.
Yikes, that sounds horrible and completely out of place in that game. I'm happy they didn't actually go in that direction!
Grim Fandango was supposed to have much more puzzles,areas and characters than what it had in the release game despite this fact the the game went overbudget and was delayed from it's original release date.(Just take a look at it's design document which is online.)
Indiana Jones and the fate of atlantis was supposed to have 3 branching path in the first and last 1/3 of the game which was cut.(And this feature only appeared in the middle part of the game)
The Dig went into lots of changes during it's development and it also supposed to have "survival mechanics" such as searching for food and water which were removed.
No need to start another "this game is unfinished" myth.
Hell it's not even so much the fact that the content was cut, it's the gaping holes it leaves behind. This either means the content was cut at the 11th hour or it was so core to the games initial development path that it was near impossible to remove without leaving scars.
The alternative is that the writing team just decided "lol lets just never resolve or expand on X" and I think they're better than that.
Guybrush as a jerk was the one point where I almost shut the game off and demanded a refund. Thankfully they limited it to one scene where Elaine ♥♥♥♥♥♥♥ to you about it. I'm sorry, aren't we PIRATES here? Now I'm being lectured about destroying the culture of the natives. Wonderful. In some cases, this game being unfinished HELPED IT because you can see some terrible threads that were thankfully cut off.
I miss MI1 and 2, which were great stories about Pirate Adventures. This naval gazing was never MI and I don't care if Ron Gilbert personally made those old games.
I think this is a game that could benefit from DLC. They could add more things and maybe make more alternative content, in order to give this game more replayability.
You can really feel the cut content, that is true.
4. and 5. I don't see. Please be specific about 5., I really don't know at which point you expected what to happen. I noticed that fewer things were interactible, but I never felt like things obviously had been cut. About 4. I feel like your fantasy got the better of you. This character explained that she follows this locksmith (apparently not a common profession) in case a golden key shows up. It was her best lead. I too thought that you COULD do a lot more with her, but not that anything was cut. It made sense to me.
3. Genuinely, I feel you, but I also think the game delivered here. I played MI1 and 2 as a kid, and then 3 and 4 as an adult, never played 5. From that perspective I hope it's understandable that MI3-MI5 mean less to me, I hardly consider them canon in my heart, not that my oppinion matters. I played them in an attempt to reconnect with this bit from my childhood, and their different art style and a couple weird gimmicks about them turned this into a failure. At that moment I was chasing something beyond gameplay, beyond art style, beyond puzzle design.
Return to Monkey Island was announced as a return to some kind of Identity that MI1 and 2 held. It was the marketing my mind wanted to hear. Especially since the ending of MI2 was so weird. I again got my hopes up to connect with that intangible thing from my childhood. And of course I couldn't. I loved the faithful recreation of Monkey Island 1's locales, I loved seeing the characters reconnecting with their past. And when the game made it obvious that Guybrush was chasing something from his past, it felt like intentional commentary on what I and no doubt countless other folks were experiencing. There is no way a Return to Monkey Island could live up to what the games of old gave me already, no matter how faithfully the game recreates the steps from back then. Getting off of Mêlée Island, traveling on boat, wandering Monkey Island, returning to Mêlée only to receive a Sea Map and freely travel between islands on a search for MacGuffins, even recreating that little diving sequence from MI2 and then doubling down on the amusement park ending.
Folks like me, who most strongly connected with MI1 and 2, who wanted a return to that, who were wondering about what the actual secret was and what the ending of MI2 was about, were directly told "What you do is kinda pointless and please don't ignore everything around you in the here and now to chase your past". And I think that's fair. It's true and I got a neat nostalgia trip out of it. The game is not like the other games in many ways, it does some things better and some things worse. I can't get the same things out of it that MI1 and 2 did in my childhood. But I could get things out of it, that I can only get now as an nostalgic adult. And to figure that out I really did not need that plotline to wrap up and Guybrush have a character arc. I don't consider that unfinished at all. The game left this kinda hanging to make people consider it more. I truly believe there was never any intent to develop this arc any further than to frame the end of the game as a mad dash towards something meaningless and intangible that both the protagonist and the player share.
As for 3, you're preaching to the choir. I liked the ending. Doesn't mean there couldn't have been some sort of recognition/resolution of the whole "Guybrush is a butt" thing they have been throwing around for a third of the game. It's chekov's bazooka.
It has been common knowledge for a long time that Gilbert didn't like Elaine and Guybrush getting married in Curse and while audience tests showed that breaking them up was not an option because everybody hated it, I don't doubt he wanted to take them over some rocky ground and if you're not then you take out all those cut away scenes that show stuff that never gets resolved it just doesn't make sense.
Melee Island is shadow of its former self, which COULD have worked if that was the point, but nothing really came of it. Monkey Island was the same, absolutely tiny.
The rest of the environments were even worse. Scurvy was repeating groves and a small camp, Terror was discussed above, and the others were all one screen with one puzzle too.
The ending would have worked if the journey hadn't felt so bland.