Some news requires no comment, other than: w00t.
Here's Tim humbly suggesting that you pre-order from GOG:
One last cool thing: apparently Tim had the original demo of the game (a PC Magazine exclusive) remastered as well because it featured unique dialog not heard in the shipped game, and Tim wanted all of Roy Conrad's lines preserved in high quality. Pretty rad.
As with Day of the Tentacle Remastered and Grim Fandango Remastered, Double Fine had to go through the LucasArts archives to resurrect Full Throttle, and Tim talked about that effort with GamesIndustry.biz:
Schafer called it a sort of "digital archaeology." For Full Throttle, the art was completely repainted, often with input from original artists like Larry Ahern and Peter Chen. 3D elements like the game's motorcycles had to be remodeled from scratch because the originals weren't archived. Roy Conrad, the original voice actor for the game's protagonist Ben, died over a decade ago, so they had to track down the uncompressed DAT tapes of his original voiceover sessions in order to remaster them in stereo.
"We're in a unique position where we remember where the bodies are buried," he said. "'I think that sound guy took home a box of tapes once, and I know so-and-so has that thing in their attic.' And at Skywalker Ranch there's an archive that has a lot of cool stuff there, and we got access to those. We got to dig through these flat files, finding these great pieces of art and putting them in the concept art browser for the first time to let you see all this stuff when you play the game. It's more like a fun treasure hunt."
One might expect that the hassles of remastering projects like these would cause Double Fine to re-think the way it preserves its current titles for the future.
"I feel like we had all this trouble finding all these archives," Schafer said, "and it was like, 'Why didn't we archive this stuff better?' And then I was like, 'Are we archiving our new stuff better?' We had to really look at it, and well, you know... In some ways it's easy to make those same mistakes again, to just not really think about what's going to happen 20 years from now. 'Yeah, that stuff's all on that one artist's hard drive, but we don't have time to do all that...' So you really have to push yourself to create good archives, and to put away a machine that can do the actual build of the game. And that's something I hope all developers do, or they'll be kicking themselves later."
It's a comfort to know that Roy Conrad's line readings will liberated from that Turkish prison that is MONSTER.SOU.
You may recall that time a year ago when we reported that an indomitable band of Germans were seeking to get official approval for their HD remake of Indiana Jones and the Fate of Atlantis.
Those of you who hate surprises, I should warn you: this isn't going to be one.
We have been asked politely by a new promoted Lucasfilm Head of business development person to stop developing and distributing Indiana Jones and the Fate of Atlantis Special Edition demo.
We will remove the downloading buttons from our website this Sunday (5th March 2017)
We have been told that Lucasfilm don't want to share the Indy license with anyone right one, so we came up with other solution and we will see if that is going to work for them.
We will keep in touch with Lucasfilm people and continuously trying to obtain a deal for a full project development!
Lucasfilm has seen what we have done, we proved our skills, show them a great effort and strong responsibility, they have received all required documents and now it's up to them if they will change their minds and start supporting Independent developers.
Whatever the response will be, We are extremely proud of what we have done, it has been a great fun, we will love this project forever and we thank you all who participated or support us during this "long-term, free-time" development.
Fans community is strong, full of talented people and nobody is going to stop us from doing what we love, because we are doing it right! This is not the end of this project and this is not the end of any fans projects...big companies need to understand that: "All things come to him who waits." #lucasfilm #lucasarts #adventuregames #disney
Hey, we’re back! You might have thought we had been back for a while, but as our admin feature wasn’t working… Well, that’s neither here nor there.
So what’s happening? First, Xbox Gold members will be able to download Monkey Island 2 for free from February 1-15. You do, of course, already own the game, but it’s worth nabbing anyway—it plays well on the platform. And from February 16-28 you can get Star Wars: The Force Unleashed, lovingly known as STFU around these parts.
More importantly: Our very own elTee spawned last week, and is the proud father of a baby boy, Johnny D Tones (I think was the name). Congratulations to him from all of us!
There's a lot of goodness coming out this year, from just about every company that this site covers. So go to the poll on the right and let us know which one has you excited the most.
The file is around half a gig, so if you have the time and hard drive space, give it go. There are PC and Mac versions available, plus a demo of the circular stones, if that floats your boat.
To give feedback, or simply follow the project's development, check out the game's Facebook page.
Here's the download link again in case you can't be bothered looking back through the first paragraph for it. Keeping Mojo traditions alive into 2017 and beyond...
Sure, the Indiana Jones and the Last Crusade graphic adventure has been available from Steam since forever, but I know you kids love things that are DRM-free, so consider yourselves accommodated. And just like the Steam version, you get the unabridged Grail Diary in all its .pdf glory.
There was a time when GOG was releasing LEC games more regularly, then that all stopped, and if you think that wasn't the consequence of a sinister, labyrinthine conspiracy, get a clue. But does the unceremonious appearance of Last Crusade signal that the seal has been broken again? We still need Monkey Island 3 and 4 up there, bare minimum.
Festivus is over lads, so back to work. Earlier this week, Gamecrate asked Bill Tiller a few questions about his career. Among other things the interview gives us an idea of when Duke Grabowski Episode 2 will drop.
So, when is the second episode of Duke Grabowski: Mighty Swashbuckler due out?
We're planning on five episodes. The plan is to have the second episode come out in the Spring. I've already written it, and we're doing pre-production on it now, and have some sketches done, as well as some of the puzzles.
Check out the full interview here.
If I know you, you're going to want to give this a watch.
The screenshots compare classic mode to the remastered version. Head on over to IGN to see them.
Let's get right to it.
Gonna be a treat to hear Roy Conrad's gravelly voice uncompressed after all these years.
You probably remember watching Brian Moriarty's superb Loom post-mortem which debuted at GDC 2015. If you haven't seen it, you're encouraged to do so. At the end, Moriarty threw out the names of a few studios (including Double Fine and Telltale) he considered ideal collaborators for a Loom sequel, essentially extending an invitation to them to get him on the horn.
Moriarty has given his talk a few more times since, including at an expo in Argentina this past March. At the end of that talk, he mentioned that some discussions took place with some of those studios. When pressed for details, he offered this. Watch it before proceeding.
I'm dubious of the claim that Double Fine had specifically optioned Loom along with the Tim Schafer relevant IPs, and more so of the idea that Double Fine ever actually committed resources toward a Loom project before learning that this supposed option had expired. And if Brian's got the facts right, and Disney's claiming someone else has an exclusive on Loom, who the hell could it possibly be? Of the precious few studios likely to be interested in the property, I can't think of one that would wish to shut Moriarty out. Sounds to me like someone's getting the runaround here, or maybe there's just some miscommunication.
Moriarty also gets probed a little bit about The Dig, but the Q&A - the online version, anyway - gets suspiciously interrupted just before he can detail how his version would have ended. Can't wait to hear ATM's take on this and how it might fit in with your post-war commie conspiracy.
Update: Mild correction. It seems the Argentina talk actually happened in late 2015, rather than this year.
Why can't you people make content like this?
ATMachine has reappeared in order to publish his career best - a deeply researched, legacy-defining thesis that Guybrush Threepwood is in fact a woman in men's clothes.
It was almost a year ago that Full Throttle Remastered was announced, and since then we've known we could look forward to a developer commentary just as Day of the Tentacle had.
Well apparently that commentary was recorded this past week. Check out the photo Double Fine posted on Facebook:
Hopefully media from the game is soon to follow.
Right before a major release they do a public testing phase for new and improved games, which helps them iron out any remaining bugs. This testing cycle includes two new games: Myst (and Myst: Masterpiece Edition) and U.F.O.s (also known as Gnap). There also have been a lot of improvements in the SCI engine as of late, so they are also testing Conquests of the Longbow, Freddy Pharkas: Frontier Pharmacist, King's Quest V, King's Quest VI, Quest for Glory 1 VGA, Quest for Glory 3, Space Quest 1 VGA, and Space Quest 4. Other games that have seen recent improvements and are undergoing testing include Beneath a Steel Sky, the Commodore-64 version of Maniac Mansion, Sherlock Holmes: The Case of the Rose Tattoo, and Sherlock Holmes: The Case of the Serrated Scalpel.So, if you have any of those games, play them through in a daily build of ScummVM on your platform of choice, and report any bugs you find at the new and improved ScummVM bug tracker. Then tell the team about your experience, and any bugs you filed (or if you didn't spot any bugs at all) in this thread on the ScummVM forum.
The first couple of minutes are filmed sideways, so lock in your device-rotate or lay across your desk.
Here's the link.
The good stuff starts around the 20 minute mark.
Be sure to check it out, if you're a fan of Day of the Tentacle (who here isn't?), as it's quite an informative and interesting read.
Playing catch-up in the aftermath of the Iron Phoenix madness...Aric Wilmunder made a few other uploads a few days ago. The new design docs are:- Rebel Assault
- Defenders of Dynatron City (under its original name "Defenders of Dynamo City")
- The Telecommuter (Not a game!)
It looks like he also meant to make Shadows of the Empire available, but that one doesn't appear to be selectable yet. Anyway, find the above and all the rest on Aric's site, as always.
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.
Here at Mojo, we’ve always been particularly interested in the near-misses, the might-have-beens, the ones that didn’t make it. After all, we cheekily referred to all the released LucasArts adventure games as “Secret History,” so you can imagine how piqued the cancelled games must get us. And the loss of Indiana Jones and the Iron Phoenix, the would-be follow-up to the seminal Fate of Atlantis, probably registers second only to Sam & Max 2 on the Gnashing-Of-Teeth-O-Meter.
The game isn’t completely unknown, thanks to a comic adaptation, a few stray details and a much-circulated Anson Jew animation of Hitler’s face blowing up. But what this doomed title always lacked in my eyes was a definitive chronicle. And if Mojo wasn't going to do it, who the heck would?
Thus I reached out to all members of the team who were willing to share their memories (oh, and design documents) of the game, from its conception to its collapse. I do believe you’ll find the big honking article I pieced together from the results of minor interest.
Huge thanks go to Aric Wilmunder, who unearthed the materials that made this article possible and offered to time their release with our publication. Remi, as always, bailed me out with the header image. Enjoy!
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