Not content with releasing potentially their last ever game in Lego Star Wars III, LucasArts thought it would be a good idea to stop people buying other games too.
Basically THQ had the Star Wars licence to produce Star Wars games for iPhone and iPad, including the cool Falcon Gunner which turns the iPhone's camera into the cockpit of the Millennium Falcon. By tomorrow, Friday 1st April, the licence would expire and LucasArts would stop this and three other Star Wars games from being sold on Apple's store. This would mean that LucasArts would release one game and take away four, equalling minus three games being released. That's impressive even for LucasArts.
Fortunately however, sanity has prevailed and the games are safe on the App Store. However, this quote from Kotaku needs to be restated:
That's phoned, not emailed. I think it's safe to say that no one works at LucasArts anymore.
Calls yesterday and today to LucasArts, the Star Wars company's video game division have not been returned.
Get Tannen, last month's Back to the Future episode, finally sees release on the North American PlayStation Network today with a European release following soon. "Soon" is also the release date for the iPad port. It'll be the first time Telltale doesn't screw over iPad owners by releasing only the first episode of a series.
Been thinking of streaming videos through that new-fangled Netflix thing? Telltale is now offering the latest season of Sam & Max for free to any new Netflix subscribers. Just follow this link.
Last, Strong Bad's Cool Game for Attractive People was added to the March 23 update of the European PSN, following last year's December release on the North American PSN.
As picked up on by talesofmi.net, the German retail release of Tales of Monkey Island (which, as you'll recall, is optionally offered in a big ol' deluxe version of comparable size to the old school boxes) has apparently sold very well in the country where copies of Zak McKracken are worshiped like monoliths and Ron Gilbert comes to you.
Lace Mamba, which we've already reported will be doing TMI's retail release in the UK on April 8th (as they did around the same time last year for Ghost Pirates of Vooju Island), believes that the performance in Germany bodes well for their own launch:
“We think this is a very good indicator for success in the UK,” Lace Mamba Global’s head of marketing Claas Wolter told MCV.
“There is huge demand for a boxed release of Tales of Monkey Island, as proven by the amount of pre-orders and positive feedback. Monkey Island is one of the top adventure game brands in the world.”
You'll recall that the UK version's packaging will boast unique covert art. While the German release bears the Steve Purcell painting that Telltale pre-order customers got in the form of an insert for their Collector's DVD, the UK box uses an unused Purcell design fully painted by Telltale concept artist Ryan Jones. It's rather cool-looking, though the reaction to this multitude of cool covers must surely be bittersweet for the Monkey Island completest with a mortgage to pay off.
Giant Bomb's latest Bombcast (imaginative name, eh?) contains a short segment where they visit Double Fine to look at the company's upcoming game Trenched, including details of the gameplay and the setting.
Telltale Games have now opened their insider forums for anyone who pre-orders Jurassic Park: The Game which has a tentative release date of...sometimes next month. The blog post also gives us the first glimpse of the DVD cover.
Still unsure whether or not you should buy Telltale Games' Nelson Tethers: Puzzle Agent or CSI: Fatal Conspiracy? Why not check out SurplusGamer's review of Puzzle Agent or Jason's review of Fatal Conspiracy. Fresh from Mojo's archives!
The always engrossing Dave Grossman recently chatted with Adventure Gamers, mostly about the King's Quest reboot as well as Hector: Badge of Carnage. Producer of the latter, Dave Felton, also lent a few words to the interview:
Straandlooper were looking for ways to continue their series and get it onto some other platforms, while we were interested in exploring some aspects of working on projects with external studios. Our goals fit together nicely, and we liked each other, so we’re making it happen.
Telltale, of course, has had a bang-up success releasing episode one games for iOS devices. Episode 2+... Not so much, so I suppose we'll see.
The guys behind the music of Monkey Island 2: Special Edition, Jesse Harlin and Wilbert Roget, II, discuss composing, arranging, the perils of iMUSE, and being suave in this exclusive interview over here.
Symbols of all that is original and unique in the world of video games, Double Fine, have decided that symbolism is probably rubbish; and, with that in mind, are making Trenched, an XBLA-exclusive that is all about the brave, brave soldiers who everyday fight aliens from outer space. I think I saw that in a game somewhere.
In the spirit of this development (get it?), I'll borrow this next part from Eurogamer:
This is a game about really quite horrid aliens killing humans. But those humans have muscles of their own - metal muscles; they stomp around in giant customisable mechanised robot suits, blasting the blue-tinted baddies with cannons the size of cars.
The link also contains screenshots and some sort of trailer. Anyways, I am probably/hopefully being too harsh on the usually-creative Double Fine. We shall see.
In what is to my knowledge the most Mojo-relevant session to take place at this year's GDC thus far, folks from Bioware discuss The Old Republic's localization process which, like everything else relating to this game, is enormous, expensive, and also costs a lot. Don't take my word for it, though - reading Gamasutra's write-up reveals that the effort being mounted is so considerable, it could very well take more than an Excel spreadsheet to accomplish:
It's a sad state of affairs when the best thing we can do to keep LEC on the front page is make asshole-ish remarks about articles covering the most mundane aspects of game that the company doesn't even appear to have anything to do with anymore. I don't know what we'd do without all those exciting games LEC itself has in the pipel- oh, wait.
"Excel sheets don't work for us very well because they're so big, so we have to build very robust processes," Mitchell said. "The more specific you are about your process, the better the tools you're going to get out of it. You're going to build a better GUI and better cinematics design tools if you're specific about what you need for localization up front."
Better news: Tim Schafer is currently exploiting a well-deserved invite to host the GDC for the second year in a row. There's probably already some good footage on the net somewhere, and maybe we can be bothered to find it for you once the show's finished.
*Figure may have been confused with the population of Chicago