It's been awhile since we've had anything firm, hard, or otherwise unyielding to pressure with regard to the second half of Broken Age, but Double Fine has offered an update a few days ago. They published said update on their Kickstarter page, and since there's an installment of the ongoing 2 Player documentary to go along with it, the post is backer-exclusive. Which means I can't really do much but tell you to go check it out, a suggestion I make under the safe assumption that a few of your dollars rest among the 3+ million the project racked up.

In the absence of a link, I can give you the Cliff Notes version, which is that Tim has finished writing the game, and the voice recording is nearing an end. There's a few other milestone factoids like that, but what they get vague about real quick is the release date you likely sought. In light of that I'm gonna go ahead and assume we won't get to play this until 2015, which is fine by me, because Remi has made short work of my free time lately.

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Gamasutra released an article detailing the effort to rebuild and preserve the world's first commercial graphical massively multiplayer online game, Lucasfilm's Habitat.

The original Habitat, which had an interface and graphics similar to the adventure game Labyrinth, was released in beta form by Lucasfilm Games (now LucasArts) for the Quantum Link online service for Commodore 64 from 1986 until it was shut down in 1988. A sized down version was released as Club Caribe on Quantum link in January 1988. Fujitsu later licensed the code and released Fujitsu Habitat in Japan in 1990. Habitat and Club Caribe was highly influential, and it's code still lives on through WorldsAway, which premiered on CompuServe in 1995, and moved to the public internet in 1997. WorldsAway had multiple worlds, two of which survive today and are now known as Dreamscape and NewHorizone. Dreamscape was Fujitsu's first virtual world, and appeared when WorldsAway premiered in 1995. NewHorizone was originally Club Connect when it was launched by Fujitsu in 1998 and New Radio World when the WorldsAway worlds were sold and became part of an online world known as VZones in December 1998. New Radio World was renamed VZConnections in December 1999, and then newHorizone in September 2001. These two worlds are still a part of vZones, and the WorldsAway software has also recently been licensed for use in MetroWorlds.

The preservation project was spearheaded by Alex Handy, founder and director of the Museum of Art and Digital Entertainment. The project has official permission from Fujitsu, the company that purchased Habitat from Lucasfilm, to get the Habitat software working again. In order to get the project off the ground, Handy enlisted the help of the creators of Habitat, Chip Morningstar and Randy Farmer, and Stratus, the company who made the Nimbus servers that Habitat ran on. They were given a Stratus computer, manufactured in 1989, and upgraded to use a 1999 era TCP/IP protocol.

On September 25, 2014, Morningstar and Farmer, and over a dozen hackathon attendees at the MADE video game museum, as well as people working remotely through IRC, set out to get Habitat running again. The hardest part was the Quantum Link code, so they utilized the Quantum Link Reloaded open source project.

There is still a ways to go, as they don't have access to all the support libraries that are needed for the Quantum Link server, so those need to be emulated in order to work properly. But, they have come a long way, and still intend to finish. Once the project is complete, anyone will be able to log in using a C64 emulator.

You can read more about the effort, and donate to the cause if you so desire, over at the Habitat Preservation Project page at the MADE website.
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Double Fine has teamed up with Indiebox, the subscription service that ships boxed collector's editions of indie games to gamers' doors each month, to release a Brütal Legend Limited Edition for PC, Mac, and Linux to celebrate the 5th anniversary of the release of the game.

You can subscribe for as many months as you want (which will give you another indie game special edition each month), but if you only want Brütal Legend, there's an option for one month for $16.99 USD + shipping and handling.

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Double Fine's remastered version of Tim Schafer's magnum opus of his LucasArts years, Grim Fandango, was demoed at Indiecade. Game journalists have played that demo and shared their thoughts.

IGN describes the new version as follows:

You have the ability to toggle back and forth between how the game originally looked, and how it looks now, and holy moly the difference is night and day. Thanks to the new lighting, shaders, and other technical enhancements that flew way over my head, Manny and company now look incredible. Their in-game models appear to be nearly identical to their cut-scene counterparts, which is great. The game is still presented in 4:3, but you have the ability to stretch it to widescreen (for the love of everything good, please don’t do this). The borders are black right now, but I was told that the developers are toying with some ideas for what could stand on the two sides of the screen.

In addition, Double Fine has also added some bonus features to the game:

The final big change I stumbled across was the awesome inclusion of nodes scattered throughout the world that contain small snippets of commentary from Tim Schafer, Peter Chan, Peter McConnell, and a ton of other folks who helped make the game so special back in 1998.

Polygon has also shared their thoughts on the demo, and have confirmed that the original's tank controls will be an option for the purists who prefer to play the game that way.

It looks like Grim Fandango Remastered is shaping up to be great. The rest of us will get a chance to play it for ourselves once it's released in early 2015.
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The Steam version of Costume Quest 2 is out now for PC, Mac, and Linux.

It will also be coming soon for PlayStation 3, PlayStation 4, Wii U, Xbox 360, and Xbox One, although release dates for those versions have not yet been announced.

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Update by Jennifer: The campaign is also now accepting Paypal donations for the digital tiers (you'll find the Paypal links at the bottom of the main page). So, if you wait for that option before backing a crowdfunding campaign, and if you want to play a campaign with an awesome art design by Bill Tiller and a game design by Dave Grossman, Bill Tiller, and Gene Mocsy, then you can now be a backer as well.

Oh, and my rendition of the pirate song is on its way. Since I actually made that promise myself, I'll try to get it done soonish. :)

Original post:

There's a first time for everything.

Duke Grabowski up and got itself funded by the skin of its teeth, and there was much rejoicing. Don't forget that although the minimum amount has been reached, you can still pledge money to the project so that it can hit some of its stretch goals. One of them is "new swashbuckling music," which I'm taking to mean that Pedro Macedo Camacho will compose new stuff as opposed to his Ghost Pirates tracks being recycled.

As for me, I apparently owe you guys some sort of re-creation of the wedding scene from Monkey Island 1? At least, that's what Remi seems to have effeminately (and unilaterally) obligated me to, and I'm nothing if not a man of Remi's word. So while I'm not putting a clock on it, stay tuned for a deranged grotesquerie of some sort.

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The Walking Dead Season One and Season Two is coming to Xbox One and PlayStation 4 on October 24. Both physical and digital versions of the game will be released on the same day.
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The Duke Grabowski Kickstarter now needs less than $5,000 to make it's goal. There's just three days left to go, but it's certainly doable. They've posted an interesting update about how Dave Grossman got onboard. Apparently Bill's helping Dave out with art for one of his projects, and Dave's helping Bill out with game design on his. So, we'll hopefully be seeing the results of another Dave Grossman and Bill Tiller collaboration in the future.

The update also includes information about slots being opened up for the higher tiers. So, if you've been holding back because you wanted to back at one of the sold out higher tiers, you're in luck, as more slots have been added to these tiers. Go ahead and grab them quick if you're interested (there's some neat goodies in there, like getting to voice a character named after you for $300, or if you have some money to burn, having Bill fly to your house and paint a mural on your wall for $10,000).

Of course, the most important incentive is that if this is funded, you'll get to watch Jason reenact the Melee Island wedding scene, and watch me perform the Curse of Monkey Island pirate song. So, go ahead and back. You know you want to.

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We reported in September that Spacebase DF-9, Double Fine's open-development, early access space station simulator was gearing up for a 1.0 release, thus ending a production that was originally hoped to go on for at least five years.

In a Steam forum post referenced by PC Gamer, Tim explains the business reality behind the decision to finalize the game earlier than originally anticipated.

"We started Spacebase with an open ended-production plan," writes Schafer , "hoping that it would find similar success (and therefore funding) to the alpha-funded games that inspired it. Some of its early sales numbers indicated this might be the case, but slowly things changed, and it became clear that this was looking like a year and a half of production instead of five or so. With each Alpha release there was the hope that things would change, but they didn't."

Schafer explains that all money made from Spacebase went back into development of the game, but that, eventually the studio was spending more than they were making. "As much as we tried to put off the decision, we finally had to change gears and put Spacebase into finishing mode and plan for version 1.0."

To the claim that Double Fine are "silently pulling the plug," Schafer disagrees. "We are announcing our finishing features and v1.0 plan," he writes. "I know it's not a lot of advance notice, but we're still here telling you our plan instead of vanishing quietly in the night." Despite this, he does admit that communication was lacking. "One of the biggest lessons we have learned in this, our first early access title, is about communication. There should have been more communication to the players about the state of the game, and we apologize for that."

For the entire explanation, read the complete article.

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The Perils of Man: Episode 1, the first part of the two part adventure with a game design by Bill Tiller and Gene Mocsy of Autumn Moon (and co-written by Mocsy as well), is now out for iPad and iPhone/iPod Touch for $4.99. Your five bucks will get you all seven chapters of The Perils of Man, as you'll get the first three chapters now in episode one, and the remaining four chapters at no additional cost once episode two is released in December.

The game is excellent, but if you'd prefer to try before you buy, chapter one (the first third of episode 1) is available on iTunes for free.

Update: If you don't have an iOS device, you'll have to wait a bit longer. According to The Perils of Man Frequently Asked Questions page, they are currently developing the game for Android devices as well as PC, Mac, and Linux.
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Seven days to go and a total just shy of $30,000? We feel the Duke Grabowski Kickstarter should be doing better than that, and so we started pondering… Is the issue that the reward tiers might are not enticing enough? One thing led to another and we reached the only logical solution: Like we did with the Double Fine Adventure, we will throw Jason under the bus and launch our own reward tier!

If Duke Grabowski hits $40,000, Jason will act out the whole Secret of Monkey Island church/wedding scene, not by just dramatically reading the text, but also by doing the voices. Guybrush, Elaine, LeChuck, the monkeys, the priest… All of them, with Jason's special little take on them! And as a bonus point, he might just pronounce my name correctly this time!

So go Kickstart now! Mojo rewards await you! (And feel free to relive Jason's previous stab at doing reward tiers.)

Update by Jennifer: Rather than just Jason, lets get more of Mojo involved. If it gets funded, I will perform all four parts of the Curse of Monkey Island pirate song.

So, MrManager, what's your ante? ^_^

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The final issue of Maniac Mansion co-creator Gary Winnick's five part comic book series, Bad Dreams, was released on Wednesday. The print issues are somewhat hard to come by (if you want to pick them up at regular price) since they sold out pretty quick, but you can pick up all issues digitally from Comixology.

Another Mojo-centric release is soon to be happening as well, since the Bill Tiller and Gene Mocsy designed The Perils of Man Episode 1 will be released on the Apple App Store in three days. Chapter One is out already. If you have an iOS device, make sure to pick it up, as it is excellent.

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A little over $15k remains before Bill Tiller and his good friends (who now include Dave Grossman!) have their modest graphic adventure game Duke Grabowski funded, and there's only twelve days to go pick your favorite tier (among them a brand new option).

Don't get me wrong, it's cute that you're this fashionably late with your pledge, but you really don't want to be the reason Bill's painting Bounty Bots 56 instead of an adventure game background. Because you will be forced to wear a T-shirt to that effect.

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For a good twenty minutes! Twenty minutes that were recorded.

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It be that day again! Talk like a pirate and hoist your sails to go over to Steam to pick up a load of pirate booty at sale prices, including the two special editions and Tales of Monkey Island at 75% off each! Arr!
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Spacebase DF-9, the space simulation game by Double Fine, is joining its Early Access sister Hack N Slash next month in leaving early access, complete with a source code release. The 1.0 release of Spacebase DF-9 will have new features that make it a complete game: a tutorial mode for helping new players learn how to play the game, and a goal system that will let you work towards concrete objectives. Shortly after the 1.0 release, they will release the game's full LUA source code to allow the community to create mods for the game to do anything they want with the game, from adding new functionality and new content, and even changing some fundamental game behaviors. After the 1.0 release, Double Fine doesn't plan on adding any new features after 1.0, as the fans will now be able to do so themselves, but they aren't abandoning the game as they still plan on making official releases for bug fixes and will still be offering support for the game.
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Costume Quest: Invasion of the Candy Snatchers, the hardcover comic book by Zac Gorman of Magical Game Time fame, is now available to pre-order. If you preorder it from the Double Fine store, via the link above, for $25, you'll also receive a bonus tote bag (perfect for holding all your Halloween candy) and a Steam code for Costume Quest 1. The book is scheduled to be shipped in mid-October.
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Hack 'N' Slash, Double Fine's action adventure that involves hacking the game world, is now at 1.0, as of yesterday. This means that the final act is now included, and it is no longer Early Access and is now considered a full release. Because it's out of Early Access state now, Double Fine has added Steam Workshop integration. They've also added mod support and even included the source code. Since the game revolves around a hacking mechanic, it should be interesting to see what people come up with now that they can modify the world however they want. If you head over to the Steam Hack 'N' Slash page before September 16, you can pick the game up for 33% off in a special launch promotion.
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The Journey Down Chapter Two, the second part of Skygoblin's episodic adventure game inspired by LucasArts classics such as Monkey Island 2 and Grim Fandango, is out now for Mac, Linux, and PC on Steam and for iOS.
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The latest daily builds of ResidualVM now officially support a game besides Grim Fandango, Myst III: Exile. In order for the game to be fully supported in the next stable release, they need your help to ind the last few rough edges by playing through the game in the latest daily build thoroughly and submitting any bugs that you find along the way to their issue tracker.

In other ResidualVM news, you might be wondering how ResidualVM's first Summer of Code went. Quite swimmingly, it seems, since Escape from Monkey Island is now completable with glitches in the latest daily builds. Unlike Myst III, this game isn't ready to be added to their supported list, but they are now accepting bug submissions for Escape from Monkey Island at their issue tracker if you want to give it a try.

This year's ScummVM Summer of Code went quite well too, as Sfinx is now completable in the latest daily builds (the English translation isn't yet up for public consumption though, so you'll have to use the Polish original to play). Galador: The Prince and the Coward is also completable, but you'll have to compile it from the sourcecode yourself if you want to try it at this point, since it hasn't yet been added to the main tree (and, likewise, the English translation isn't yet ready for public consumption).
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