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In other news, the Telltale Forum now includes a section specifically made for their upcoming game, Nelson Tethers: Puzzle Agent. The game, which will arrive in June, is being designed by Mark Darin ("Dangeresque 3", "Rise of the Pirate God") and written by Sean Vanaman ("Muzzled!", "Lair of the Leviathan"). Discuss it here. Or here.
But you can embed the game in your facebook profile or any HTML websites. See here for more.
Telltale also revealed that Puzzle Agent will be the first game in what they are calling their Pilot Program, which seems designed to get quirky games like this out the door at a faster rate. If these 'pilots' are successful, then a full series could be commissioned. Puzzle Agent itself features obviously the work of Graham Annable and is a puzzle/adventure game in the style of the excellent Professor Layton & The Curious Village (if you're an adventure game fan, own a DS and don't have this game, shame on you).
Puzzle Agent follows Nelson Tether, the lone agent of the FBI's Puzzle Investigation division. Nelson is sent out to Scoggins, Minnesota, to investigate why the town's eraser factory has been closed down. Nelson soon discovers that the town is hiding some kind of secret and it's up to you to find out what's going on.
EDIT: IGN has their own post up too, and they claim the game is also coming to WiiWare too.
Update: Guybrush and Wally over a pit of acid - pre, post.
Yup, after collecting interview questions in a Telltale forum thread a month or so ago, Sam & Max.co.uk webmaster "Pinchpenny" zipped the least creepy ones over to the creator of the Freelance Police, and the worthwile results can be found right here to satisfy your daily reading quota.
And it's interesting, because Monkey Island was very ambitious, and very, very good, and I love what they've done with the art. But clearly that was a group of people who were probably scared to make brave decisions. They were happy to commission vast amounts of art so you could see what went before and what went now, but sometimes you just need somebody who's gonna sit there and say, "well, actually, it doesn't work very well, so let's throw it out and start again."
And I think if you look at companies like LucasArts, who I admire enormously, their attitude towards fans who wanted to do tributes to Monkey Island is very, very different to the way that we handle it. But again, it's because ultimately we are a very small group, and we make a decision, and I think probably time will prove that we were right to be very relaxed in the way that we allowed people to create products as long as they didn't commercially exploit them -- and that's a line that I've been very clear that cannot be crossed.
But beyond that, we see it as very flattering. Broken Sword 2.5 -- I mean, great! I really admire the guys that did that. We provided them some sprites and stuff, but the rest of it they did absolutely by themselves.
Read the full story here.
I was on Facebook today and one of the ads caught my eye. It was using a Phoenix Wright graphic and claimed that if you filled out a quick survey for a video game that I could win some cash prize. Thinking it could be worth a laugh I entered and after putting in some basic information (date of birth, what types of games I like, etc.). I was treated to an outline of a new game that was coming out. Here's the outline that was given:
Nelson Tethers, the only agent at the U.S. Bureau of Puzzle Investigation, hasnâ€™t had a case in more than a decade â€“ until today. An unexplained event in the bizarre town of Scoggins, Minnesota has left the entire burg obsessed with puzzle-solving, completely shutting down all productivity. The mystery can only be solved through Agent Tethersâ€™ expert puzzle-solving skills. His path ultimately leads him to find that an unseen force has placed the entire town under mind control. Utilizing his crack puzzle solving abilities Tethers will unravel the mystery -- if the townspeople donâ€™t stop him first. Who or what is this mysterious force and why is it making the good people of Scoggins solve puzzles 24/7?
It was then followed with the following about pricing and release
If this game were available now for $9.99 as a digital download for your preferred gaming platform, how likely would you be to purchase this game?
The next page consisted of screenshots from the game and showing various locations, characters, and parts of puzzles that you'll end up solving.
â€œStar Wars is very important to us, and we understand what makes a good Star Wars game,â€ he says. But now we are also looking for original IP â€“ internally and externally â€“ and weâ€™re really open to those opportunities as they come along.
The big change is that we listen to our fans. We listened to them in bringing back the old games, and reimagining them while providing the classic ones. We have a rabid fanbase â€“ and we want to keep them happy.â€
You can read the whole thing right here.
IGN got a package in the mail yesterday. It originated from 'Scoggins, MN', and contained a lot of Pencil Erasers and an iPod Touch. The Touch seemed to be from the 'FBI Department of Puzzle Research' and contained the note:
"Mr. Hatfield (the name of the writer who received the package),
Something is wrong in Scoggins, MN.
Check your calendar."
So, an iPad/iPod Touch/iPhone puzzle game perhaps? Or maybe Telltale are just trying to throw us and they really are getting out of adventure games into the Eraser business due to marketplace realities or somesuch.
UPDATE: Kotaku have received their package. They've added a few new details the others left out, such as a video called 'The Hidden People' and that the iPod Touch contains digital versions of prints by Graham Annable. It seems that little red gnome that pops out when you click on the glowing window on the site is actually one of these 'Hidden People'. Interesting. Don't know what it means, but those prints are available to buy here.
Known for penning some humorous blog posts in the company's earliest days, Ferguson's contributions at Telltale over the last six years seem to have been primarily Sam & Max related, with him serving as the co-designer of Save the World with the legendary Dave Grossman, and again on Beyond Time and Space with Chuck Jordan. His work on The Devil's Playhouse will be predominately found in upcoming episodes.
Comment on the commentary screenshot in our comments section (hohoho!).
jp update: LucasArts' Craig Derrick comments on facebook: "Couple things about the commentary: It's a toggle, so you can press a button whenever the commentary symbol pops up and hear the guys speak. You can do this over and over if you'd like. Also, the game screen will shrink within a frame when commentary is on so that no gameplay is obstructed (unlike this screenshot). And, lastly, the commentary will work during classic mode. END OF LINE"
Original Post: LEAKED VIDEO FROM MI2 SE STOP EVERYTHING AMAZING STOP COMEDY NARRATOR STILL THERE ALAS STOP BUT BEST MENU EVER STOP
A full High Definition version of that video is available here. There is also a version without the opening cut-scene skipped (but without the scenes in Woodtick) available here. In both videos the sound drops out of sync with the action, but that is a fault of the video itself, rather than the game.
Both videos have been captured from the Xbox 360 version of the game, which, together with PS3 and PC versions, will be released in internet stores this summer.
Screen captures from the video, and all the up to the minute news and discussion, can be found on our forums (specifically, here and there.)
Update: Thanks to forumer Threepwood4life, we now have a new video listing the achivements unlockable in the game:
Bad Asp's videos are the first of their kind to use clips from the classic LucasArts adventure Sam & Max: Hit the Road and the TV series cartoon based on the original comics. They can be viewed on his Youtube channel. Only four exist so far, but the Asp has plans to remix the remaining twenty four episodes as well. Find out more on our forums.
In other community news, an Adventure Gaming community has been established, premiering with this most amazing trailer (thanks Christopher Arthur).
LucasArts' MISE producer Craig Derrick has revealed on his Twitter feed that Dom is indeed on board for MI2:SE, and that his Luke Skywalker impression is top-notch.
(Yes, the tweet is from April 2. Shut up. Mojo is as timely as ever.)
Also of note is the background to Derrick's Twitter page. It would seem to be a MI2:SE character there!
Possibly the image is related to a comment Derrick made in the recent Gamespot interview with him, Ron Gilbert, Tim Schafer and Dave Grossman:
"CD: Be nice guys [i.e., Gilbert, Schafer, and Grossman]. Remember, we did fix Guybrush's hair and put a very flattering caricature of each of you in the game."
And if you get the reference in the title of this post, you are far, far too much of a Star Wars nerd for your own good.
It's mostly the same as the finished painting, although in the early concept Elaine was also present. Purcell notes that he was unsatisfied with how she looked, and thus dropped her. (A similar thing seems to have happened with his drawing of Elaine on the pencil sketch for the Secret of Monkey Island cover art: he pasted a new cut-out drawing of her on top of the original paper sheet.)
This concept painting was previously showcased in the book Rogue Leaders, but now it's available to see for any of you penurious fellows who haven't shelled out the money for that tome.
Accompanying the video is a two-page interview of the trio, who also let current LucasArts SE producer Craig Derrick get in on the question-answering fun. Finally, we get to find out where Ron Gilbert's LEGO pirate ship went!
- The Secret of Monkey Island: Special Edition is now available on the PSN store for $9.99.
- Sean Vanaman ("Lair of the Leviathan", "Muzzled!") has launched a website.
- Here's a behind-the-looks video at the combat in the upcoming MMO Star Wars: The Old Republic. See it in naughts-style Standard Definition, or in hip High Definition. If you are blind, you can hear the video if you can find the link. To make things a little more Monkey Island 2 level difficult for you, I've now moved the link here. Let's see if you can catch a moving target.
- If you're interested in reading about The Force Unleashed II, buy the June edition of GamePro magazine or wait for illegal scans later if you're too lazy. You should already have the issue if you're a subscriber, should be able to pick it up on May 4th otherwise, or find it on the internet later.
- You have not been called idiots for preferring Lost to Futurama in this entire post (nor should you be). But anyone who says they don't watch television because they prefer reading books about watching television is just asking for it.
If you want to discuss these latest glimpses, please do so below. If you want to rip them to shreds, visit the respective threads on Telltale's forum and our own.
Evil'Dave, meanwhile, brings us news that Bill Tiller's last game, Ghost Pirates of Vooju Island, is now out in Australia for $49.95, though (and here's a good tip) it is in Ebgames for $25. The game came out in the UK in February, and in Germany in November last year.
Lastly, Igor Hardy has pointed us to an interview that comments in a more possitive way on Bad Brain's involvement with Tiller's first game, A Vampyre Story. There are some worthwhile quotations for those interested.
Off you go then.
May I just be the first to say: no. If you voted for Lost over, say, Futurama, you're an idiot. If ever proof were needed that game makers shouldn't listen to their fans, I think this would be Exhibit A.
On the other hand, redeeming my faith in Telltale fans, the second choice was Douglas Adams' The Hitchhiker's Guide to The Galaxy, which would be an absolutely perfect choice and desperately needs (another) good adventure game adaptation. Or even Dirk Gently.
Well, what with the launch of MojoX as well as any number of lame excuses I'd be happy to make up, we neglected to post the results of the contest. That omission ends today. The lucky winner was Krasimir Savov, who came up with this cover for his entry. Congratulations, Krasimir, and we hope you enjoy the book! (Given the international shipping I opted for, please allow 6-18 months for delivery.)
Honorable mentions include (in no order): this cover by Fealiks, this cover by JezzaTheLagomorph, this cover by Valkian, these "system requirements" by Euan Mumford, and this marketing write-up by Icebox.
Thanks to everyone who entered! We were amused.
There's also a Mysterious Teaser about "Scoggins Erasers" worth checking out.
Speaking of LeChuck's Revenge, our post covering the ongoing Special Edition screenshot releases is getting unwieldy, so let me just say that Adventure Gamers has everything that's been posted so far in a convenient gallery.
News thanks to tenochtitlan via this impressive German Death Spank fan-site.
Thanks to Christopher Arthur for the tip.
Tomorrow we begin our daily postings about the game. Up first - environments. Scabb, to be specific. Can't wait to see your reactions!
Which is what I just said. Duh. If you like your hype up-to-the-minute, I suggest you head here. All aboard the Monkey Island 2: Special Edition excitement train, woo woo!
Edit:And the first one just arrived. Marvellous.
04/09 Update: We may currently lack galleries, but Adventure Gamers is up-to-speed with all of LEC's Facebook deposits. See them all! Then mock and/or partake in the absolutely ridiculous nitpicking. The LucasArts Workshop informs that next week will bring us glimpses of Phatt Island.
04/13 Update: Outside Dread's cruising ship. Next up? Inside.
Update by Kroms: It's here and lovely. As an added bonus, LucasArts is hinting that actor Phil LaMarr is set to play Captain Dread. You may know LaMarr from a wide range of work, including Pulp Fiction, the Metal Gear Solid games or Futurama, where he voiced Hermes Conrad. For my money's worth, it's an excellent bit of casting.
04/15 Update: Phatt Island wanted poster. Also, Governor Phatt enjoys sustenance.
Then correctly assume that it, at the very least, looks Graham Annable-licious.
Then start questioning what it could all mean.
What are you waiting for? Enter the Zone! You know you want to.
- The Adrenaline Vault - 4/5
- Mac|Life - 3.5/5
- Macworld - 4/5
- Pocket Gamer - 6/10
- IGN - 7.2/10
- 4 color rebellion - 5/5
- Gaming with Children
- Mixnmojo (us)
- Gamers Daily News - 8/10
- VG Reloaded - 8/10
- Brutal Gamer - 8/10
- Games, Gold, and Glory
-Negative Gamer - -1/-10
Feel free to let us know in the comments as you come across a new review yourself, and we'll add it here.
How did you feel about episodic gaming initially?
I always thought it would be a good fit. Even back at LEC, Ron Gilbert talked about wanting to do mini-adventures that you would pick up at the counter of the game store as you were checking out. Ron, Dave Grossman and I brainstormed some ideas for a Sam & Max episodic series. I think smaller adventures are easier to get your head around both in making them and playing them.
For more, the most constructive course of action would be to read the rest of the interview.
Secondly, g0blin (who also has an excellent hosted site) created a Facebook game with a few friends. In the game, called "Stairs," you take it in turns with other people to push a dummy down the stairs, the aim being to inflict as much damage as possible. Play it here, and look out for the purple tentacle which emerges if you can push your dummy into the lift.
They've got an interview with Lee Petty, the game's Art Director, plenty of insight into the game's creation, and a load of pretty art that any metal album cover would be proud to display.
Lee also had this to say about the future of Double Fine:
"Just keep an eye on Double Fine. Weâ€™ve got some really cool top secret stuff going on right now that I canâ€™t wait for people to see."
Unconscionably, they failed to ask him the code phrase, though.
In a clear case of dÃ©jÃ vu, LucasArts have put the Star Wars project "on ice". Although that has indeed happened to every version of Battlefront 3 so far, that's not even the hang-on-hasn't-this-happened-before part. As the reason behind this is that they wanted the game out this year and the team couldn't deliver. Now where have we heard that before?
Interestingly though, the reason LucasArts couldn't release it in 2011 is that their Star Wars schedule is "stacked" that year. Methinks there's more than just Lego Star Wars III and TFU2 incoming from the House of George.
It mostly chronicles LucasArts of the turbulent 2003-2004 period, with some nice new insight to the making of Sam & Max: Freelance Police and Full Throttle: Hell On Wheels, although saying the latter received "an enthusiastic response" from fans is a bit of an exaggeration.
Sam & Max in particular has some nice info clarifying just how close the cancelled game got to what Telltale would later do. However, I'm not sure whether this was published early 2009 in the mag itself as mentions Fate of Atlantis being included with Indiana Jones & The Staff of Kings but makes no mention of Tales of Monkey Island.
Anyway, have a read for yourself.
We may as well mention our Youtube Channel as well. It's only a small, dear thing, but it has a few nuggets not found anywhere else (including this jem by Huz), and it will have to do until our media section is launched. Some of the videos there are courtesy of JBRAA from Mojo Art.
But I wish it had stuck its neck out and made it, literally, heaven and hell that you were controlling. It may as well have. The game's name, premise and fantastic advisor characters do their best to portray a Christian afterlife, so you know when you get the game, and know when you're playing, that despite the absence of the actual name (you play as a "Demiurge"), you're playing God. Literally. Heck, even the game's seven sins are, you guessed it, based on the church's Seven Deadly Sins, literally being sloth, envy, avarice, gluttony, pride, wrath and lust.
I wanted to let all the Premium Gold Level Grumpy Gamer subscribers know that I left Hothead. When I started working there two years ago, my goal was to make DeathSpank the most awesome game ever made and have it win a Nobel Prize and the early word out of Stockholm is that DeathSpank is neck-in-neck with some string theory dweeb (eleven dimensions my ass).
As DeathSpank ends the creative and production phases and start down that long and winding road of certification and testing of the XBox and PS3 and [REDACTED] versions, it's looking quite amazing and is damn funny. So, to quote my childhood hero George W. Bush: Mission Accomplished.
I will be working closely with EA and Hothead on the PR for DeathSpank as the release date of [REDACTED] draws closer.
I have also vowed to blog more and try and remember my twitter password.
Roll on DeathSpank, and best of luck to Ron in his future endeavors, which hopefully includes making video games at a slightly less relaxed pace.
As an introduction to the season, The Penal Zone does a good job of setting the stage for more zaniness to come. Unfortunately, the story elements here are a bit thin but at least the episode focuses on one truly interesting new character in the cast. The send ups of the classic paranormal shows and movies are starting to ramp up and promise to deliver even more as the season progresses.
We'll keep you apprised on all the latest reviews of Sam & Max: The Devil's Playhouse as they materialize, along with our own take in the hopefully near future. And of course, you've only to wait until April 15th before you can judge the game for yourself.
It is assumed that Dark Forces will be available for digital download, as it already is for PC users on Steam. The estimated price is one piece of eight, or two pieces of four. Either way, it'll be cheap.
(Thanks to clone 2727 for the tip).
The main news story that occurred during our downtime was the surprise announcement that the first episode of Sam & Max: The Devil's Playhouse, The Penal Zone, is now available for the Apple iPad! No lie! Apparently, Telltale suddenly found themselves with the opportunity to be among the device's initial apps and couldn't pass it up. Good on 'em for expanding to yet another platform, a platform which by all accounts is a good fit for what Telltale does. The episode is available for $9.99 from the Apple store, in case you haven't figured that out. The PC/Mac and PS3 premiere remains April 15th.
In related Telltale news, a new interview with Dan Connors about his studio's unexpected iPad launch has stirred up a bit of forum chatter, mainly on the basis of the following quote:
Frankly, and from a risk-taking standpoint, we would like to get people used to the idea that we might release a pilot of something and then if it takes, we'll green-light a season. I think that model would allow for us to take more chances and innovate more. We're still trying to figure out exactly how that could play out.
Sounds like a good way for Telltale to try out some crazier game ideas; at least if they fail, players will have known about the possibility upfront rather than getting another Bone scenario. Your thoughts?
Update: Dan Connors vs. Randy Breen!
Excellent. As you can see, weâ€™re back! Mojo 9 fell apart, and died a rather spectacular death... but the spirit of the site continued on, and reformed itself into something new. Itâ€™s a little more basic for now, but we hope youâ€™ll agree that we have the potential to be bigger and better than ever before.
The re-forging of the site is thanks to many people who offered assistance in our forums and our IRC channel, but it is mainly due to two people: Queztone and Zaarin.
Queztone gave us the design. We had a few simple requirements for this task: it should be modern yet retro, sexy yet celibate, light but dark, and big, like a planet, but at the same time as small as an atom. And maybe it should be a bit purple as well.
Initially we embarked on a long and treacherous journey into the past to round up the best designers and artists in history. We got Pablo Picasso to create a new logo and Christopher Wren to do the layout. Unfortunately, the design was rubbish, and couldnâ€™t be used.
Luckily, once we returned to the present, we met Queztone, and tricked him into helping us out. The result lies before you. We hope you like it as much as we do, and we thank Queztone very much for all his hard work.
Zaarin has supplied us with the code. For this we also had a simple requirement: it should be so strongly built that it could withstand a nuclear attack. Not only has Zaarin done this, giving us a new, hugely stable coded site, but he has also added many clever extra features, and opened up new possibilities for the future. He has, furthermore, worked tirelessly on the project, even when other people had given up on it.
I should also say at this point that the code of the previous site was also excellently constructed (by the legendary DJG, and others), and Mojo X would not exist without everything that had come before it.
We will, of course, add the features and games database back as soon as we can â€“ and a new section, media. There will be a period of regrowth whilst these sections are formed again, but in the mean time there is news, and the forums, and the excellent community that is what makes this site what it is.
Speaking of which, if you signed up on our previous site, you are signed up with this site as well: you will be able to just log in. If you have not had an account before, register now, and receive a free gift in the form of an avatar.
You can read more about the development of this version of the site on our forums.
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