My favourite's Locke trying to open the hatch and commenting 'that doesn't seem to open'. After that point I don't get any of them.
Source: Telltale blog
If we were to truly get back into the "adventure" business then I would say we need to take some of what we've learned from the "action" side of the business a little bit, look at today's audience sensibilities and reinvent the genre just as we did with Maniac Mansion 23 years ago.
Source: Culture Zest
So far, what has been your favourite project that you worked on?
Thatâ€™s a really tough one to answer. I feel Iâ€™ve been really fortunate to work on a lot of great projects over the years so itâ€™s hard to single one out. A couple that are up there are the Coraline feature and the unreleased Sam & Max: Freelance Police game. Both experiences were amazing in terms of the teams I worked with and the knowledge gained artistically.
Source: Cultural Zest
Source: Monkey Island Facebook page
Source: Now Gamer
I think we are going to do an iPad game. Can't tell you which IP yet, but as soon as the details are worked I will let you know.
"To make episodic or not to" is the question.
Source: Bill Tiller's twitter feed
Source: Telltale's blog
Source: Heat Vision blog
Spending time perfecting the storyâ€™s important moments is easy to justify. Itâ€™s devoting too much time to smaller bits and throwaway gags that can get us into trouble. For example, when Guybrush dives down to the ocean floor in the third episode, we had a perfect opportunity to reference a similar scene in Monkey Island 2: LeChuckâ€™s Revenge. Doing so wasnâ€™t necessary for the story, but it made the game a richer experience for Monkey Island fans who would understand the reference.
Of course weâ€™re going to keep creating the best games we can, but we need to get better about prioritizing and ensuring that any last-minute additions are really important 'need to have' changes as opposed to tweaks that would be nice to have.
In the 11 years since [X-Wing Alliance], there has been nothing more from LucasArts in that vein, and the genre itself has faded to little more than a memory. Wing Commander's final gasp was the long-delayed and ultimately disappointing Freelancer, released in 2003 after more than four years of development. The last bastion of the space combat sim is the venerable X series, which reached its fifth release in 2008 with X3: Terran Conflict, a flawed game that failed to set the world on fire, let alone the whole galaxy.
Source: Brisbane Times
Source: Telltale Forums
Source: Monkey Island Facebook
What voice actors from the original game have been drafted in to work on the remake and how much new voice over work has been created for the game, assuming that part of the development is complete?
The original voice cast from The Secret of Monkey Island: SE has been brought back for Monkey Island 2: SE. We have Dominic Armato as Guybrush Threepwood, Earl Boen as LeChuck, Alexandra Boyd as Governor Elaine Marley and Lelani Jones as The Voodoo Lady all returning, plus we got Neil Ross to return for the voice of Wally B. Feed, a role he played in the original Curse of Monkey Island back in 1997!
The second episode, The Tomb of Sammun-Mak, will release in just a few short weeks, and the Freelance Police face even more bizarre and dangerous new characters (and some familiar faces). The game's designer calls this episode Sam & Max's "trippiest trip yet", as it features new psychic powers, peculiar foes, a journey on the Disorient Express and an ancient mysterious riddle from across the ages.
Connors: Right now, I would say there's four products in development at Telltale. This is one (Puzzle Agent), with another three, all at different stages.
"One thing we might do...there's a lot of talk around here about lawyering types of games".
Source: Mamba Games
The moves, announced earlier today at a Lucasarts staff meeting, do not impact the company's development teams, or other aspects of its publishing business outside of the top brass.
Source: Yahoo Movies
Source: Telltale Games
Source: Telltale Forums