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Sure, he's lied to you before, but I figured you'd want to know all the same.

Source: Twitter

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Screw the ReMI trailer, Marius once again delivers the goods. An epic retelling of Monkey Island 2 in the style of his old “I Wonder What Will Happen…” flash films, this is… I mean, just watch the thing! (I don’t actually know what it is, as, as I said, it’s live… literally right now!)


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”Sometimes dead is better.” There are far less accurate ways of summing up the general community reaction to the cancellation of Full Throttle: Hell on Eyes Wheels back in 2003. It was quite the contrast with the martyrdom Sam & Max: Freelance Police enjoyed when it met its fate six months later.

Still, the axed sequel remains the subject of some fascination, however morbid, and now the tide has washed up further material to masticate on. Forumgoer “Radogol” points us to the YouTube channel of one Evan Hanley, who uploaded two unfinished cutscenes from the game, never before seen:

For all you old LucasArts and Full Throttle fans, I thought this would catch your eye. I found about this game over a year ago and found two never before seen cutscenes, one of them being this. I'm still doing research as we speak into it.


This is the other cutscene I found for the cancelled Full Throttle sequel.


Any judgment of these clips should take into account that we’re looking at a far from finished glimpse at a PS2-era game. (Accounting for all of that, though: Good grief.) It’s a rare discovery, and hopefully not the last -- this isn't something Evan was likely to have just stumbled on while cleaning out the sock drawer.

If you’re finding yourself a junkie for more Full Throttle 2 information in the meantime, a decent recap of the game’s development can be found at Lucasdelirium, while Mojo’s own account is recorded around this chapter and verse of our titillating, clothbound memoir.

Source: Mojo Forums

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From JWFAN.com:

John Williams will start recording music for the yet untitled fifth Indiana Jones film next Tuesday, June 28 at 10AM, the composer revealed during the Kennedy Center pre-concert talk on Thursday.

Williams, who started writing the score last fall, recently announced that Indy 5 would probably be his last composition for film.

Not much I can really add to this. It’s just nice to know, isn’t it?

Source: JWFAN.com

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As of late last month, it was noticed that A Vampyre Story had been abruptly de-listed from seemingly all of the digital storefronts it was hosted on, including GOG and Steam. Eventually, the mystery was solved:

So what is the effective consequence of this? Seemingly, not much. While I’m unfamiliar with ZOOM (even though it’s apparently been around since 2014), it seems to sell its games as DRM-free downloads, so the exclusivity to that platform thankfully doesn’t do much to limit the accessibility of A Vampyre Story. Plus, the purchase comes with a bunch of cool extras, although I honestly don’t remember if that was also the case with GOG/Steam.

But is there anything to be read into the fact that ZOOM wanted to be the game’s sole vendor in the first place, which might have cost as much as fifteen dollars? Does its love for Mona extend to coming up with the end money for the sequel? I’d better slow down; there’s probably nothing to see here.

But Mojo’s on it anyway.

Source: Zoom Platform

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It seems that in conjunction with the Switch release of Knights of the Old Republic II: The Sith Lords, the powers that be have made the laudable decision to release its soundtrack as well. As of June 8th, you can find it on a bunch of the usual storefronts and subscription services such as Amazon, Apple Music, and Spotify. But no Bandcamp, for some stupid reason.

News image

The game’s soundtrack was the fantastic work of Mark Griskey, a prolific veteran who was an internal LEC composer in the early-to-mid 2000s. Though most of his credits during this time were Star Wars related, he also scored Gladius and Sam & Max: Freelance Police. Not that you’ve heard the latter.

It’s more noteworthy than it ought to be that a LucasArts soundtrack should see official release. When Disney acquired Lucasfilm in 2012, all of the music the studio owned (encompassing the scores to movies and games alike) ultimately wound up under Walt Disney Records. What this means if you’re, say, Limited Run Games, is that licensing a LucasArts game and a LucasArts game soundtrack are two totally distinct (read: unfeasible) processes of red tape machete'ing, which is why your no-brainer idea that albums should have been included among the extras in some of those over-the-top collectors editions never actually happened.

So anyway, this is cool, and needs to be highlighted. Plus, I figured I’d do Lucasfilm a solid by drawing attention away from the fact that the game is apparently broken as hell on Switch. I mean, sounds like KOTOR II to me?

Source: Disney Music Licensing

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When community mainstay and poster restoration maven Laserschwert isn't scouring the globe for ever-better sources to feed his scanner, he's trying to sell you on the potential of AI upscaling technology.

You might have caught his case for training such tools on the barely-in-need-of-remastering CMI, a taste of the future which was enough to challenge an orthodoxy or two. Further beliefs may be shaken in the wake of his latest proof of concept, which tackles Sam & Max Hit the Road:

More examples can be found in the forum thread (at the above link) he made elaborating on this experiment.

While I personally am frightened, triggered and dehumanized by the very concept of imitation brush strokes and machine-learned artwork (not to mention the horseless carriages that the kids are into these days), I have to admit I'd have preferred these results over what the Day of the Tentacle remaster achieved (and which in turn I found way more desirable than the no doubt well-meaning efforts of the Monkey Island special editions), and it's not a bad punt on an approach to such a project if the reason Disney is holding back is on the basis that it shouldn't exceed the cost of a 12oz. soda.

So betray your values, knuckle under in the presence of The Algorithm and behold what dispassionate 1s and 0s can accomplish when put to work on the true issues of the day.

Source: The Forums

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Marius Winter - Flash animation extraordinaire, celebrated intern of Telltale and Double Fine, co-conspirator of livestreams with Jake, reaction video artisan, reluctant imbiber of root beer, and unanimously elected* mascot for all of Monkey Island fandom - was not about to allow basic human needs like eating and sleeping apply any kinda deacceleration on his ever-escalating contributions to your happiness.

In fact, after coming down with an aggravated case of being awesome, he's putting the final touches on his greatest achievement yet: a Flash film version of Monkey Island 2: LeChuck's Revenge. Stare directly into the burning bush by checking out this sneak peek ahead of Monday's premiere:

*Not that it was gonna stop Germany were it otherwise.

Source: MajusArts

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Skunkape’s exulted remaster of Sam & Max Save the World has long been available from all your favorite digital storefronts, and there were the Limited Run Games collectors editions for those who demanded it expensive and in their hands. You might have thought that accommodated every possible consumer, but that would have overlooked the people who required to see it on Best Buy shelves:

I’ll admit, it hurts that they’d go with a pull-quote from Nintendo Life when Mojo’s contemporary rave, “Is it okay to say that I prefer Bone?” was there for the taking, but everyone sees a different statue in the marble, I guess. Literally go out and buy!

Source: Best Buy

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Although I haven't yet been able to put the almost two hours needed aside, Arcade Attack has spent some time with Tami Borowick discussing her career and projects in a video interview.

If it's anything like her previous interview that we shared last year, it's sure to be full of interesting anecdotes and insights into the development of the games she was involved with like The Secret of Monkey Island and Freddi Fish.


Source: Arcade Attack

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You’ll sometimes see people bellyache about how the post-Ron Monkey Island games got the personalities of certain characters wrong. Elaine was never that lovey-dovey, they’ll say. “There was never any precedent in LeChuck’s psychological profile to suggest that he would favor slaw so much, by Jove!” We’ve all heard that at some point. “Wasn’t Wally a lot hornier in his original depiction, what with the love bomb and all?” Ten times a day, I think I get that one.

Of course, it’s all the raving delusions of the hoodwinked, because the fact is that ruining characters isn’t the province of subsequent teams – the practice goes all the way back to Monkey Island 2, at the hands of the original writers. The victim: Stan. Don’t know what I’m talking about? Prepare your innocence for departure and read our new indictment, which like all formal charges are brought with the aid of EGA screenshots. Be warned: we don’t pull punches.

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One of the advantages of being Noah Falstein is that he gets to be a beta tester for Return to Monkey Island, and you do not. To further parade this privilege, the battle-tested veteran participated in a new interview with Twitch streamer Cressup (the selfsame host who brought you that rather terrific conversation with Mike Stemmle for EMI's 30th anniversary).

So okay, Noah's depicted motives might partially be projection on my part, but you would be right to presume that the talk touches on the subject of ReMI, and he drops some intriguing hints about the thematic depths Ron set out to plumb with the game.

You should check out the full interview, which is wide-ranging, but forumite "neocolor8", who knows how you operate, has got the time-stamped URL for the ReMI part.

Source: Twitch

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If you read our interview with Aaron Giles back in March, you’ll remember that we touched a bit on the dilemma of faithfulness with running the old SCUMM games on modern systems, leading Aaron to drop this juicy nugget:

In fact, I’ve been giving a lot of thought to these specific issues recently and have created a new SCUMM-specific DOS emulator called DREAMM, whose goal is to combine the fidelity of an emulator with a more approachable and simpler interface tailored to how the SCUMM games work. I hope to be able to share it more broadly in the coming months.

So what exactly is DREAMM, and what purpose does it serve in a world where both ScummVM and DOSBox exist? Well, you get to find out for yourself seeing as the software is now in public beta, but this snippet from Aaron’s FAQ sums it up pretty nicely:

How Is DREAMM Different From ScummVM?

ScummVM is a modern reinterpretation of the original SPUTM game engine. It has a nice modern interface, but may not achieve 100% fidelity to the original code, due to the fact that it is not actually running the original code. For most people, this probably isn’t noticeable/doesn’t matter. But if you’d like to experience the games closer to their original form, complete with original bugs and user interface, DREAMM might be closer to what you want.

How Is DREAMM Different From DOSBox?

DOSBox is a generic DOS emulator, and has a lot of similarities to DREAMM in how it is constructed. The advantage of DREAMM is that it was specifically written for the SCUMM games, so it knows about how the games use the system. This allows for automatic configuration for each game, better mouse integration with other programs, and a simpler, more approachable user interface.

The “limitation” of DREAMM is that it is Windows-only and relies on you having the original .exes (which, inexcusably, are often missing from the official releases on Steam/GOG, since ScummVM acts as a replacement), so you’re going to have to dig out your old floppies and CDs. But for any DOS-based version of the SCUMM games (plus, in a heroic exception to complete the catalog, the natively Windows The Curse of Monkey Island), there is no better or more convenient way to play them with faithful exactness, making DREAMM a wonderful new tool to add to the True Fan™’s arsenal.

Source: Aaron Giles

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Ron seems to be having fun zapping out teases for that little adventure game he's knocking together. And why not? For example:

While the true sickos inferred this back in April and so won't be surprised by the confirmation, Hammon's casting is a noteworthy departure from Return to Monkey Island's trend of reprising the voice actors from The Curse of Monkey Island and the Special Editions. Stan's been performed by three voice actors to date: Patrick Pinney was tapped for CMI and later the SEs, while Pat Fraley played Stan in EMI. Gavin Hammon voiced the character in TMI.

While I personally think all of Stan's voice actors have been good, I always found Pinney's delivery a bit lethargic for a character so pushy and animated, while Fraley may have been a slight overcorrection by going full-on Jim Carrey. Hammon felt like a nice balance to me at the time, so I'm happy to see him continue the part.

But that's just like, my opinion, man. So let's stick to facts. Statistics. Hard data. Like:

If Ron's on the level with that figure, it's pretty astounding. For reference, genuine epics like CMI, Grim Fandango and Psychonauts capped out in the upper thousands, while EMI was portrayed as being fairly bananas for hitting 10,000 voiced lines. This isn't a contest or anything, but ReMI is winning. Maybe Ron is juking the numbers by having these guys actually sing 1000 Bottles of Beer on the Wall?

Boy, those pirates must have been happy to get that phone call from their agents. Naturally, all this stuff is being discussed to a fare-thee-well in our world famous ReMI forum thread. And if you really need more reason than that to participate, it may interest you to know that the thread has been graced by the presence of none other than the voice of Guybrush and man of the people Dominic Armato. Or "Dmnkly," as he's known on the street. Enjoy his company before he comes to his senses.

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Amazon is continuing its monthly run-up to Return to Monkey Island by offering yet another Monkey Island title for free: Escape from Monkey Island. And look, I don't know how these newfangled Prime Gaming services work, but presumably, you log into your account and claim the game. Presumably. It's not like one can have too much Escape from Monkey Island -- editor Thrik recently claimed it to be "the most beautiful game in the series," after all. (Might have been paraphrased.)

Source: Latest Game Stories

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Seeing as we’re already hanging out in 2004, we might as well get comfortable there.

During this week’s "Star Wars Celebration" in Anaheim (the same event that brought you Willow and Indiana Jones 5 glimpses), it was announced that Knights of the Old Republic II: The Sith Lords will be arriving on Switch June 8th. The port is being developed by Aspyr, the studio responsible for the recent Switch versions of the original KOTOR, Star Wars: Episode I - Racer, Star Wars: Jedi Knight: Jedi Outcast, Star Wars: Jedi Knight II - Jedi Outcast, Star Wars: Republic Commando, Star Wars: The Force Unleashed, and probably fifty others. Check out a trailer below:


Obsidian’s KOTOR II was of course the sequel to BioWare’s 2003 blockbuster. After the game got a spectacular reaction at E3 2004, LucasArts rewarded the team by pushing up its release date to December of that year. Though the final game was received positively enough, it was lost on no one that it was rushed – some have said incomplete. I’d assume, then, that this promise of “Restored Content DLC” at the end of the trailer is the biggest selling point, but I’ll leave it to people who have actually played this game to talk knowledgeably about that.

Source: StarWars.com

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The appendix of the Freelance Police folio threatened that it would be a “living document” to be updated if new material ever came to light. Though successful in nabbing most of the key team members for interviews that would inform the article, I was unable at the time to make contact with Steven Chen – a regrettable omission, as he was Lead Designer on the game.

You may be familiar with Chen from his work on Indiana Jones and Infernal Machine; his Indy bona fides were later leveraged on Staff of Kings (the cancelled, good version). In the middle there, he also had a dalliance with Double Fine where, as one of the original employees, he worked on Psychonauts for the first two of its sixty years in production.

Well, now you’re about to be more familiar: Mojo bumped into Chen by chance at a monster truck rally the other day, and, after being plied with enough candy and cheese popcorn, he agreed to dredge up his memories of working on two of the most promising games LucasArts put on the docket in its post-2000 era. Both of which were of course killed, because, you know, LucasArts. Consequently, there’s a new inclusion in the Freelance Police interview compendium here, while the article itself has been quietly nourished with the designer’s insights.

Now then, who’s left?

Special thanks to retired Mojo staffer telarium for helping us get in touch with Chen. And of course, extra special thanks to Steven himself for taking time out for us.

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GamesBeat — which, let there be no doubt, is VentureBeat’s gaming site — has sat down with ReMI art director Rex Crowle, for a short, yet content-heavy interview. A sample:

The Monkey Island games mean so many different things to different people it’s daunting having that range of hopes and desires pressing down on you. Some fans picture the earlier pixel art, some remember painterly clouds, some may have happy memories of giant mechanical monkey battles.

Monkey battles… The man isn’t afraid of controversies.

And while you wait for more art from the game — and for the record: I love everything we’ve seen so far — you can tide yourself over by reading VentureBeat’s other fascinating content, like “How a semiconductor metaverse could accelerate chip innovation!”

Update: Oh, you want a link to the interview, too? Fine, fine: Go read.

Source: GamezBeat

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Also from today's Lucasfilm showcase thingy:

Looks like Indy found the Marley heirlooms! Admittedly it's not much, but the movie is still thirteen months away. At least we know Harrison Ford can still cut that silhouette.

Source: Twitter

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Ron Gilbert has gone on record to say:

Ron Gilbert

Making games in 2022 is a lot harder than making games in 1990.

The quote comes in the context of this being the year 2022 when Ron Gilbert is making a game called Return to Monkey Island, and comparing it to 1990, when Ron Gilbert was also making a game called The Secret of Monkey Island.

But how does Ron Gilbert feel about us reporting on this? To understand this, we must move to an earlier section of his remarks, which originate on Twitter. Revealingly, he says:

Ron Gilbert

You can quote me on this

Not only can we quote Ron Gilbert on this, but we did quote Ron Gilbert on this. Only history will be able to judge whether we should have quoted Ron Gilbert on this, but what history certainly cannot do is claim that we did not have permission to quote Ron Gilbert on this. It's right there in the text, which to be perfectly clear, reads as follows:

Ron Gilbert

You can quote me on this: "Making games in 2022 is a lot harder than making games in 1990."

Now, admittedly it's a little bit ambiguous whether he was only allowing us to quote him on the part about making games being harder in 2022 than in 1990 (i.e. "Making games in 2022 is a lot harder than making games in 1990.") and not the bit about being able to quote him on this, but we've quoted him on both now and it's too late to do anything about it.

Source: Twitter

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