A glass-is-half-full personality is going to zero in on the positive elements of this new interview with Bill Tiller courtesy of the rakish charmers at Arcade Attack. After all, it offers delightful career anecdotes from one of the industry's best artists, including his time back at LucasArts (and the attendant travails under Randy Breen).
Unfortunately, it also offers this:
Do you think you will ever work on a new Vampyre Story game?
No, I have given up. I can’t raise enough money to do it and I don’t own the computer game rights, though I own all other rights. But I will do A Vampyre Story graphic novel next year. I am bummed we never got to do the sequel, so I’ll tell the whole story of Mona and Froderick through that medium instead.
What projects and games are you currently working on?
I was just working on a side scrolling game based on an idea I came up with called Miskantoic Mary, but I couldn’t devote enough time to it, so we cancelled it. I’ll make that into a kids book I think. Now I am looking for a full-time job and freelance work. I think I am done making my own games. They just didn’t make enough money and were very stressful to make. I’m off to do kids books, comic books and to work full time at a reliable game company.
Despite the headline, I don't honestly blame this turn of events entirely on Zaarin's failure to relaunch the Mojo forums by now after a clear mandate to do so, but let's face it: his dereliction of those duties probably did nothing to help.
One silver lining in all this grief is that we intend to celebrate A Vampyre Story's tenth anniversary in some way before the year is through, so look forward to that.
29 Jun, 2018, 21:15 | Posted by: jp-30 | Source: Facebook - x-wingvm
Mojo regular Laserschwert has used the original LucasArts X-Wing PC game midi files to create an upgraded score for the work-in-progress X-Wing Virtual Machine project which we first reported on back in late 2016.
This year, the students are working on the following games:
Pink Panther: Passport to Peril and Pink Panther: Hokus Pokus Pink. Student: Andrii Prykhodko
The Immortal. Student: Joseph-Eugene Winzer
Star Trek: 25th Anniversary and Star Trek: Judgment Rites. Student: Matthew Stewart
The Longest Journey (currently completable with missing features). Student: Liu Zhaosong
While we're on the subject of ScummVM and ResidualVM, both projects have had updates lately:
ResidualVM 0.31 has been released. This is a bugfix release that fixes a few bugs in Myst III, in preparation for Cyan's upcoming digital release of Myst III that will use ResidualVM to play the game.
ScummVM's addition of Xeen, the first RPG engine added after ScummVM changed their guidelines to allow RPG games alongside the adventure games, is now completable in the daily builds. There are five RPGs that are currently completable: Might and Magic IV, Might and Magic V, World of Xeen, World of Xeen 2 (CD Talkie), and Swords of Xeen. If you want to play these games in the daily builds, make sure that you place xeen.css in the same folder as your game files.
21 May, 2018, 00:34 | Posted by: ThunderPeel2001 | Source: YouTube
Stuart Brown's YouTube channel, "Ahoy", has just released its latest episode, a 75 minute documentary(ish) on everyone's* favorite adventure game, The Secret of Monkey Island.
I've only watched the first 30 mins, but I like what I've seen so far.
Thanks to Threepwood4life to alerting us to this video's existence.
Of course you do. And you're in luck, because that's just what was recorded at something called "EGX Rezzed 2018." I assume that's the name of an expo, though it may also be the model of dirt bike my nephew got for Christmas. For those of us who happened to be washing our hair during Tim's panel, here's a handy Youtube embed of the whole interview:
I haven't watched it myself yet, but reportedly Tim mentions the possibility of further LucasArts remasters, iterating once again that he'd insist on the original creators being involved. Hasn't Brian Moriarty been pretty upfront about wanting revisit Loom? Anyway, Tim evidently talks a bunch about Psychonauts as well, so it's sure to be a worthy listen all the way around.
Ken Macklin, the artist behind Maniac Mansion's iconic box art (and who was supposed to do the Thimbleweed Park box), was interviewed last year about the development of said art. It's brief but you'll be glad you read it. A year later.
Now all that's left is for somebody to leak all of Macklin's background art for Noah Falstein's version of The Dig. Anybody got that lying around?
It happened without warning, and goodness knows it happened decades later than it should have, but the the original Maniac Mansion is now available on Steam. Sure, you already have it as a free bonus feature within Day of the Tentacle, but don't you want the pleasure of buying it individually, especially since the last time you could do so was like forty years ago?
And anyway, it's less than five bucks. So do it. Do it now.
Rock Paper Shotgun published an interesting article yesterday about the artistic merit of remastered video games. Ron, Tim, and Brian Moriarty are all on hand to weigh in on the technical and even ethical pitfalls of "upgrading" a classic:
“We had limitations back then” recalls Gilbert in an email interview, “and the artist worked magic to make the game work within those limitations. They often turned working within those limitations into an art all its own. When classic games get ‘hi-resed’, you lose all of that.”
“It’s true that you can often switch back to the original graphics,” he says, “but that is also true of colorizing black and white movies.
“You can always watch the original, but that doesn’t make colorizing it any less of an artistic sin. Saying you can switch back to the original art feels like a cop-out.”
Harsh! But Ron has a point. And as we've seen, the "original version" you can switch back to often isn't the perfect recreation it purports to be. After all, the only "classic" version of Monkey Island 2 that anyone can buy has vertical scrolling effects removed and some dialog altered. My grandkids will grow up without the "white slavers" line, so I hope you're proud of yourself, Craig Derrick!
In case you missed it at the bottom of Remi's news post three weeks back, here's an hour long (almost) interview with composers Michael Land and Clint Bajakian about their days at LucasArts. It also gives us a chance to test out our new embed code for Vimeo. Mojo: Truly on the cutting edge of technology.
Tim is the subject of a new article on Medium in which he speaks about the oft-documented strain - and, perhaps, the needlessness - of crunch mode, a period at the end (or sometimes throughout) of a game development cycle when teams work around the clock to meet looming deadlines.
Speaking about his experiences at both LucasArts and Double Fine, Tim's thoughts on the subject are sobering and even personal, such as when he relates how the passionate and relentless climate at LucasArts during his early days at the studio brought consequences at home:
Schafer saw the crunch periods become more demanding as time went on, and it wasn’t long before he experienced the heavy price of that kind of working culture. His first marriage, he said, collapsed after just a year.
“You don’t realize until it has happened that you’re doing all this damage to your personal life by staying at work all the time,” he said. “You can mentally put the rest of the world on hold, but the rest of the world can’t necessarily be put on hold by you. I was so gung-ho about it. If you think someone will wait for you and tolerate you not being around… people move on.”
Even then, with a relationship falling apart around him, the work came first. The rewards were just big enough, and the aura of George Lucas radiant enough, that it felt impossible to leave. Schafer only met Lucas three times in the 10 years he worked for him, but says his presence was felt in the craftsmanship and artistry of the house and its grounds. The attention to detail exuded an air of quality that reminded everyone that things needed to be done right.
Consider: While the Indiana Jones of film punches out Nazis, his mute Lego doppelgänger spends far more time attacking trees and flowers. Indy can scarcely walk five steps without finding a cluster of greenery that he’s compelled to destroy in order to collect the tiny Lego studs that constitute the in-game currency. Even when outrunning the giant boulder—that most iconic moment from Raiders—he’s evidently supposed to risk his life brutalizing the vegetation for a few extra studs. So you’ll understand, Adam, if I’m at a bit of a loss as to what makes this game “pretty fun.”
PC Gamer published an interview with Tim about Full Throttle in their June issue, but you don't buy magazines anymore, so you didn't read it. At least not until its ink exclusivity ended and it wound up online, which is now.
At the time a LucasArts adventure was expected to sell around 100,000 copies, but Full Throttle sold over a million. And now, 22 years later, the game has been re-released with remastered graphics and audio. I ask the game’s writer/director Tim Schafer what it’s like going back to something he made when he was in his early 20s.
“It’s been interesting looking at how I wrote dialogue back then based on my life experiences at the time, and how I interpret it differently now that I’m older,” he says. “And now that I’ve actually been a biker on the run for a crime I didn’t commit, that adds a lot of depth to it too. I had no idea what that was like back then.”
You know what I did in my early 20s? Not make Full Throttle. Learn more about how Tim outclassed me by reading the full article.
29 years after it was shut down, Habitat is set to go live again. The (at the time) groundbreaking online game is considered a bridge between the MUDs (multi user dungeons) of the time to today's MMOG (massively multiplayer online game), and it will relaunch at midnight under the name Neohabitat.
Yeah, I don't even know, but check out more info on the official site, if you so wish.
28 Apr, 2017, 14:18 | Posted by: ThunderPeel2001 | Source: Double Fine
Double Fine's luscious Full Throttle Remastered has revealed an easter egg in the game that has managed to stay hidden for over 20 years! According to the Remastered commentary one the game's main programmers, Mark Crowley, got a little punchy one night and hid a little surprise for anyone who entered his date of birth into Malcolm Corley's safe.
So well hidden was this little easter egg, that not even Tim Schafer was aware of its presence.
Since the reveal, fans have been trying to find Crowley's date of birth, but it was proving very tricky, and even reaching out to him over social media had been fruitless. Enter ScummVM developer Digitall who examined Full Throttle's game code and discovered Crowley's date of birth hidden deep within: 14 December, 1962.
That's right, entering 12-14-62 into Malcolm Corley's safe will reveal a little secret that nobody, not even Tim Schafer, was aware of.
The easter egg itself is very silly, and isn't the secret to Monkey Island or anything, but it is amazing that we're still finding secrets after all these years! Enjoy!