Still, like me, eagerly awaiting the English version of Ghost Pirates? Why not kill some time by heading over to the AME Blog and read Bill Tiller weighing in on his company's second release:
I was looking at my new iPhone today, a birthday present from my family, and I saw an email about Ghost Pirates of Vooju Island coming out in Germany today. I am so happy it finally made the shelves. If someone over in Germany could take a picture of it on the shelves I would appreciate it. I want to congratulate my awesome team for all the hard work they put into it.Kinda lame that he is as in the dark as we are about the game's release and availability details. Hopefully hard news on the English version comes soon, and hopefully we start hearing about A Vampyre Story 2: A Bat's Tale again now that Ghost Pirates is (partially) out the door.
I also heard there was a new trailer, but that some people didn't like the FMV animation. To meet our deadline I decided that we should focus on the programming and in game animation, and if we had to make cuts we would do it in the FMVs (full motion videos). The FMVs only make up 15 minutes of a ten hour game. I was talking with Ron Gilbert one day and he said “cut scenes are the least important part of an adventure game," and that I should "keep them to a minimum and focus on the game. Players are just going to skip them anyway.” Coming from a background in traditional character animation I was a bit bummed to hear that, but I reluctantly agreed that what he said made sense, so that is what we did. Not to say all the in game animations are perfect but we definitely put more time and effort on those.
Also we learned a lot from making our first game, A Vampyre Story. We improved the in game dialog, voice acting, the puzzles, the programming and scripting. Although not perfect, Ghost Pirates of Vooju Island is, in my opinion, a much more ambitious and improved product over our first one. I hope you agree.
And I like cutscenes in adventure games, I think they're very important. They can convey dramatic story moments better than you can with a dialogue tree.
Dialogue tree's aren't dramatic? It depends on how you do them. Mass Effect for example had some very dramatic moments with them... as did Monkey Island 2.
Or is it a slightly old news?
Grim Fandango, Full Throttle, Gabriel Knight 2, Under a Killing Moon, Broken Sword... they all had amazing cutscenes which without would break down the games' awesomeness.