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Halloween came and went with nary a hint of news on A Vampyre Story: Year One...at least, not for anyone who doesn't follow Bill Tiller on Twitter. Apparently, Bill has joined up with Munky Fun, another one of those ex-LEC startups, to lend his talents to an iOS5 FPS that he describes as "free, cartoony, fun, and silly."


Bill taking this gig means that production on the AVS prequel is "pretty much on hold till December at the soonest," but it may also translate into quid pro quo. Bill speculates that he and Munky Fun (who assisted Autumn Moon with creating their proprietary engine) may end up collaborating on the completion of Year One after this project is done.


In the meantime, enjoy the latest delay of A Vampyre Story: Year One!

Source: Bill Tiller's Twitter

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Jurassic Park: The Game has gone gold, and IGN is celebrating the release next month with this behind-the-scenes video:

Source: Telltale Blog

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The retail release of Back to the Future: The Game for the Wii and Playstation 3 happened quietly yesterday. Both versions are retailing for $19.99 and are apparently hard to come by outside of Gamestop at the moment.


Man, how refreshing is it for us to be one day late on news?

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Telltale just relaunched the official site for Jurassic Park: The Game, which is replete with stuff, things, and whatnots, but mostly just looks cooler.


Oh, and if you're looking to catch up on all the latest press coverage for Jurassic Park, you could always turn to Telltale's convenient roundup.

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An Australian LucasArts graphic adventure fan succumbed to his carnal desires by stripping the backgrounds of some classic titles of their objects and sprites and making these fully exposed beauties available in full resolution on his imgur page. The backgrounds are taken from every SCUMM game from Maniac Mansion to The Dig (the latter not even 18 yet(!)), minus Indiana Jones and the Last Crusade. The enhanced and VGA versions are used as the source for those older games.


NSFW, obviously.

Source: neurotech's albums

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In an interview with Dan Connors, Gamasutra learns that Telltale has found considerable success with the iPad, with Connors revealing that as of last month, a staggering 30% of the studio's monthly revenue came from iOS devices.

As a result, the company continues to increase staff (they're north of 115 now) and will dedicate "considerable resources" to Apple platforms:

This November, when the first episode of Jurassic Park is released, the iPad will be included in that list of platforms. And before the end of the year, the company will release another 13 iPad titles, including Sam & Max Beyond Time & Space and the first cases in Telltale's Law & Order game.

That there is the first acknowledgment in a long while of the Law & Order series. While surely the least exciting of the several licenses Telltale announced this year amongst this particular crowd, there were nonetheless some concerns about the project's status in light of the cancellation of Law & Order: Los Angeles, the particular series in the TV franchise that Telltale's treatment is based on. Obviously, fans of the series should consider their fears allayed.


The article goes on to discuss the potential of the Google and Amazon tablet devices while assuring fans the Telltale's other platforms (meaning PC and consoles) will not be neglected as a side effect of the aggressive love affair with iOS. But I shouldn't give everything away.

Source: Gamasutra

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Dan Connors is interviewed by Gamespot in 2005, a month before the release of Out from Boneville. Jeepers, remember when they called their delivery service "Telltale Now?"


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GDC Online, the conference that "focuses on connected games including casual, MMOs, virtual worlds, and social networking game," begins next week in Austin, Texas. One of the lectures attendees will have the opportunity to enjoy is The Hand of Fate: Authorial Voice in Game Design, given by none other than Dave Grossman. The GDC Online schedule indicates that the lecture will be video recorded, so even regular folk like us will likely be able to see it at some point.


As a sort of preview for the lecture, Gamasutra posted a five question interview with Grossman. It is unknown how much of the plot of next week's talk is spoiled here, so read at your own risk.

Source: Gamasutra

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Over at Good Old Games.com they're giving away Broken Sword 1: Director's Cut away for free until October 1st (it's all legal -- something to do with the site reaching 6 million downloads). If you haven't played this game yet, and you like LucasArts adventure games, then I highly recommend you register with GOG.com (for free) and give the Director's Cut a go. At least download it before the 'free' part of this deal expires in a few days time. You can also download the game's excellent soundtrack as well.

The game can be downloaded here, and more information about the deal can be found here.

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There's a new interview with Dean Burke, jack of all trades at Straandlooper Animation and one of the primary creative forces behind the Hector series, by our friends and sometimes lovers at Adventure Gamers. Discussed in the interview are all things Hector, including the working relationship with Telltale:


Telltale were fans of the Hector game early on when they approached us with the idea of partnering. It was a huge compliment to have one of the most well respected studios in the industry not only tell us they loved our game, but ask us if we’d consider working with them. How could we refuse!

Myself and Kevin got a chance to visit their studio in California and met a lot of the originators of the Point & Click genre. Working with the Telltale guys has been a great experience, having holes poked in our scripts by one of the original writers of Monkey Island was a defining moment for us!


We ran everything by them but Straandlooper still had full control of content, plot, game design, dialogue, art, animation, music and voice. Telltale handles the programming, publishing and porting duties. They adapted their multi-platform game engine to fit the 2D style of our original game and episode 2 and 3 were built directly into it. Plus we had their QA, debug and marketing PR team. Team Straandlooper still remained relatively small but production on Episode 2 & 3 with Telltale took around 6 months back to back.


During production we hooked up remotely, linking up for the occasional Skype call and communicating a lot by email. There was a time difference for us here in Northern Ireland – Telltale would wake up with their morning coffee to start their day's work, right when we’d essentially be finishing our day – not that our days ever actually ended; we’d usually just wake up with a start after being slumped over our keyboard from the night before, ready to keep on clicking away.


The most interesting tidbit for me was the fact that the original game was a bigger seller in the US than it was in the UK. Even disregarding the British flavor of the game's humour, does that ever happen with an adventure game?


The final episode of the Hector trilogy, Hector: Beyond Reasonable Doom, is now available for PC/Mac.

Source: Adventure Gamer

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Issue 94 of UK-based magazine Retro Gamer sports a feature on Maniac Mansion, including thoughts from Ron Gilbert and Gary Winnick. Check out the cover:


News image

The physical issue can be ordered for £ 5.00 here, or you can grab it through iTunes for $4.99.

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Just bought the Monkey Island: Special Edition Collection and find it cumbersome having to listen to the soundtracks through the launcher? bgbennyboy, of Quick & Easy fame, has slapped together the Monkey Island Music Extractor, which will let you rip the music and listen to it however and whenever you want!

Clicky!

Source: Quick & Easy Software

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As part of a strategy to make money without actually doing anything, Lucasfilm has licensed out the Indiana Jones property to Zynga, the developer of Farmville, so that our years of waiting for the archaeologist to join the browser-based social gaming craze can finally draw to a close. According to Zygna, the fun will begin next month:

The company announced Friday that a "very special integration" will be made with its new Adventure World and the character starting in October.

The specialness of this integration cannot be overstated. In the meantime, LucasArts is hiring up a storm for their internal projects, that is until Lucasfilm execs get wind that one of their divisions is producing something.

Source: Gamasutra

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So you probably knew this, but I'll go ahead and point out that today is the release of the Monkey Island Special Edition retail combo for PC, Xbox 360 and PS3. As a reminder, this is a European-only release. North Americans who don't care to wait for LucasArts to decide if Monkey Island is worth releasing in US stores will want to do what I did and import. HMV was my source.


As Zaarin pointed out in the previous post, we've got some reactions to the release stewing over in the forums. Apparently the "full commentary" is an elusive special feature, but there's a bonus track in the soundtrack. Boosh!

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Having recently found I had too much time on my hands, I've been thinking about the various literary and cinematic inspirations which contributed to the story of LucasArts' science-fiction adventure The Dig. Now, the time has come to share my ruminations with loyal Mojo readers.

Of course, covering just the version of the game which we all played wasn't enough, so I've attempted to reconstruct, and then analyze, the influences on all three of The Dig's various designs.

When you read this article, you will...

SHUDDER at the thought of LucasArts taking adventure-game design ideas from Sierra!

LAUGH at the references to cheesy 1950s SF B-movies!

THRILL to the bits of Arthur C. Clarke's writing which were more or less copied straight into the game!

CRY when you read the convoluted allegory from art history which was a central metaphor driving an early version's plot!

Ah, that's enough yammering. Go read the damn thing already.

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In last weeks Deathspank: The Baconing news post we said that release dates for the Xbox 360 and pc were unknown. They've now moved from unknown to imminent, with both versions released today.

Savvy gamers can still get 20% off if they buy it on Steam before the launch. Hurry though, there's only 3 hours left at the time of writing.

Source: Steam

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Hold on to your butts and gettaloadda this minute's worth of dino action from Jurassic Park: The Game courtesy of IGN.



Source: IGN

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Our latest hosted site reports that Lace Mamba's retail release of Sam & Max: The Devil's Playhouse is released and making UK shelves a bit more irreverent. The releases in other European territories "are expected to follow shortly if they’re not already out."

Source: Sam & Max.co.uk

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The Xbox 360 disc for Jurassic Park is no longer an anomaly. Telltale issued two press releases today announcing that they will be publishing retail releases of Back to the Future: The Game for Playstation 3 and Wii in October. This is the first time the series will be available for Wii in any form; it is currently available through the PSN. I also believe that these and Jurassic Park will mark Telltale's first self-published retail console releases. The CSI and Sam & Max discs were published by Ubisoft and JoWood/Atari respectively.


In the announcement, Telltale also boasts the statistic that Back to the Future has generated over one million downloads on PC alone.

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The traditional Telltale disc release is now available for Back to the Future: The Game. Season subscribers can order their DVD for the price of shipping, or you can splurge on the Deluxe Edition that contains some Case File-esque tangible goodies. While they were at it, Telltale added two new pieces of BTTF merchandise to their store.


Check out the Telltale blog post for the full details.

Source: Telltale Blog

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