26 Sep, 2016, 18:22 | Posted by: Jennifer
It appears that the Day of the Devs lounge that was at the GDC in March isn't the only Day of the Devs event that's being held this year. Double Fine's fourth annual Day of the Devs event is going to be available to the general public soon.
It is a day that is full of gaming fun, from Double Fine and other developers. Plus this year, they are accepting game submissions from the public. The game selection will be locked down in the next few weeks, so if you want to take part, head over to the website now and fill out the form linked at the bottom of the page.
The event takes place this November 5th at The Midway in San Francisco, and, as always, admission is free.
It's a terrific listen courtesy of the Dev Game Club podcast. Day of the Tentacle is the primary subject, but a broader discussion about adventure games emerges.
What makes the interview particularly worthwhile is that the hosts are Brett Douville and Tim Longo, who worked at LucasArts around the turn of the century, when a developer's assignment was pretty much guaranteed to be a Star Wars title. It's interesting to hear the different perspectives from the four alumni who were involved in different eras and concentrations of the studio. More crucially, Jake gets namechecked.
Reboot Develop being a game developer conference in Europe. Tim seems to have done an interview on stage for about forty-five minutes, and we noticed the resultant Youtube video a record six days after it was published. Best not to get used to such breathless velocity from us.
Anyway, here's Tim, recorded in rather dubious audio quality. But who the hell am I to judge?
Double Fine has been showing off their PS4-exclusive, virtual reality Psychonauts "bridge game" at E3, so a number of previews have been springing up. Let's look at the one on Gamespot, which includes screenshots and a video clip of what appears to be the first five minutes of gameplay. Accompanying the media is an interview with Tim and project leader Chad Dawson.
I think it's really interesting you guys are developing Psychonauts 2 and Rhombus of Ruin simultaneously. I was curious about the extent to which those two have influenced each other, and how you're working on making them fit together, given that Rhombus of Ruin bridges the gap between the first and second full games.
Schafer: The main thing is that I've had a storyline for the whole experience in my head for ten years. Before Psychonauts had finished, I had this whole idea for what would happen in Psychonauts as Raz is delving into his past, his family, and the curse, and all these things. So in my head, it's one long, continuous story, and I'm working on both projects so I am able to make sure they all flow well together. But within that story structure, the Rhombus team can do things that make sense for VR and have it be really different in that way but still plug in the story beats.
Dawson: From a tech and visual development point of view, it's also been very useful for us. Rhombus of Ruin is coming out before Psychonauts 2, so obviously it accelerates our development to try to get that out. Seeing what the characters look like brought up to a modern engine with modern rendering, physically-based lighting, and subsurface scattering on their faces. Psychonauts 1 came out in, what was it? 2005? So obviously tech has improved a lot since then. We're using Unreal 4 Engine now as a studio, for both projects. With this game, we're pushing our character look development. That's been a great push for both projects, with our animation team and character team. Tech-wise getting us up and running. This is our first Unreal 4 project.
Read the rest of the interview here. And may I just say, the game looks great. I love how it opens up right where Psychonauts left off. Shame I don't have a console. But some of you look to be in for a treat.
10 Jun, 2016, 20:19 | Posted by: Remi
The worst version of Psychonauts gets emulated on the PS4 and one can't help but wonder about what could have been… Anyway. Review. It is what it is.
You'll recall that the Fig campaign for Psychonauts 2 was an immense success, raising $3.8 million to produce the long-awaited sequel, currently due out in 2018. However, according to Polygon, Double Fine is unable to actually collect about $1.8 of that dough, for the moment.
You might be aware that the main thing distinguishing Fig from Kickstarter - and indeed its primary mission statement - is that it offers the option for backers to invest invest in the project (which means potential, eventual profit participation) along with the usual donation choice, which often gets you fun rewards.
However, allowing investments from unaccredited investors (like you or me) requires a review process with the SEC, a process Fig obviously intended to get through by now. The Psychonauts 2 campaign was the first of its kind in offering an investment opportunity from pretty much anybody, and I suppose when you're the vanguard you get to be the first to learn certain painful lessons like these delays.
Per the article, Fig is hopeful to have the matter resolved soon, though technically there's no guarantee that every backer who's been waiting these months for their money to get collected will hold to their commitment until the gates finally open. It'll likely all end the way everyone wants, but it will still have been another interesting challenge faced by Double Fine, a studio continuing to tighten its commitment to the constantly expanding landscape of game crowdsourcing, a landscape they played a pretty direct part in paving.
Before work began on the Day of the Tentacle remaster, Tim and Dave sat down and played through the original game in its entirety, equipped only with their memory. The result is fascinating, humorous, and three hours in length:
We have awful news to share today as audio veteran Jory Prum has passed away. Since 1999, Jory has been credited on innumerable titles published by LucasArts, Telltale, and Double Fine in a broad scope of sound design, recording, and engineering capacities.
Those of you who follow Jory's colleagues on Twitter may know that he was involved in a bad motorcycle accident last month from which he sadly did not recover. You can read the statement from his parents as well as heartfelt remembrances from some of his colleagues - including Julian Kwasneski - here. It appears to be one of many articles published in tribute of Jory today.
While we may not have known him personally, any reader of this site will be familiar with games to which Jory Prum made a vital contribution. It's hard to imagine titles where sound design could be less trivial than the sort he worked on while wearing any number of hats. The reason we celebrate the best of these games as timeless is because good stories endure, and Jory's work - far from merely a technical supplement - serviced those stories. Our condolences to his friends and family.
They'll also be selling merchandise at the show, including the Raz and Two Headed Baby Pinny Arcade pins, and a new special edition game bundle box. The bundle contains 10 games, with 10 game cards drawn Jon Magram and Melissa King. The game cards can be seen below (click to see them in a larger size).
I'll also be volunteering at the Double Fine booth at PAX East this weekend, so if you're at the show, come by and say hello. :)
Well, tie me down and call me Betty—our Day of the Tentacle Remastered review was published in a timely manner, much thanks to Zaarin who buckled down and took one for the team. Yes, we’ve reached the point where playing a game ”on the clock” is considered something of a chore, which means we’re old and grumpy.
Not surprisingly Zaarin gives the game some love, and… Just read the damn thing. We bled to get this thing out on time.
Toward the end Tim gets asked a question many of us had, which is whether Double Fine has plans to pursue additional remasters after Full Throttle. His take is that the other LEC adventures should only get restored by their respective project leaders. But since Double Fine has established the all-important relationship with Disney, I'm thinking any Moriarty or Fox or Clark or Stemmle or Ackley or Ahern who might be interested may want to start by reaching out to the two-headed baby. Won't you, guys? For Mojo?
08 Mar, 2016, 09:09 | Posted by: Jennifer
You can now pre-order Day of the Tentacle Remastered for Windows from GOG.com at the pre-order price of 10% off its regular rate of $15. It's also going to be released for Mac and Linux, but this isn't yet reflected in the GOG game info.
It's scheduled to be released on March 22, 2016. It will be released for PlayStation 4 and Vita as well.
08 Mar, 2016, 02:30 | Posted by: Jason | Source: USgamer
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USgamer has published a big heaving cover story on Day of the Tentacle ahead of the game's special edition, due for release sometime this month. The article is essentially a giant interview with Tim Schafer and Dave Grossman about the production of the original game as well as the effort of restoring the old assets:
At the time, [LucasArts] had an archive room. They had two full-time archivists, even in the floppy days. And there was a room full of drawers with floppy discs where the game wrapped, and even milestones in between, before the end, you would take it down to Wendy and—they're credited as being the "burning goddesses" in the credits—because they burned all the CDs. It was the burning room. They sat there burning CDs all day long. But, in the old days, there was a whole room, and two full-time positions of archiving stuff.
I feel like there was the feeling at LucasArts, because Lucas himself had that archive, the barn, and that's where all the LucasArts stuff is now, is in the barn at the ranch. So, there was that feeling of, take care of the artifacts of the thing that you're making, because you'll want them someday.
Sensing correctly that we can never have enough DOTT retrospectives, USgamer supplemented that article with another sizable one about the game's artwork with Peter Chan and Larry Ahern, and a third about the music with Peter McConnell. I bow to everyone involved.