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Jake

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Jake last won the day on September 28

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  1. Ah yeah, probably not. This remastering process has been very straightforward and drama free, and was done by a very small team (4-8 people at the max), all working remotely, so a doc would be pretty boring. We might do a stream at some point and show some things, but I don’t think there’s an audience for a GDC talk unfortunately.
  2. What sort of juicy stuff are you looking for? I’m happy to dish out any dirt as a Mojo Forums exclusive.
  3. That’s a great shirt.
  4. I think you can have both good graphics and responsive and “clean” gameplay, just not by taking the path “cinematic” adventure games took. Changing the subject back to Broussard’s original post, I think Broken Age is an example of an adventure game made by one of the classic LucasArts designers that tried to be very forward looking in its content, and (in Part 1 at least) in its design ethos. That game doesn’t feel beholden to the past other than it being a graphic adventure game by Tim Schafer.
  5. This sounds goofy but I think that the decision to try and make adventure games seem more cinematic (eg: characters turn beautifully, they reach out with a full animation to open the door, they raise their hand then reach into their pocket and rummage around before pulling up an inventory item) had the effect of making them actually feel significantly less cinematic to play. Monkey Island or Fate of Atlantis moved as quickly and responsively as any other game at that time. It’s true they didn’t have a bunch of detailed embellishments as you clicked around, but the story advanced as quickly as it possibly could at the micro-level in response to your actions.
  6. Im of many minds on this, in that I think I agree with you and with George. The part that I fully agree with is that developers should stop saying “I’m making my own spin on Monkey Island,” which is a sentiment that somehow keeps coming up directly from developers mouths. 1) no you aren’t, and 2) if you’re trying that, you probably shouldn’t be. (are you asking yourself what the actual developers of monkey island thought they were doing that led to the creation of that game? what media they were engaging with? they definitely did not set out to make “a monkey island game” when none existed before.) I think making a genre work that fits in a well-worn groove is a fine and good thing to do. But the reason the LucasArts games hit as hard as they did when they were new was the surprise and variety of them - you never knew what you were going to get next, even with the ones that were sequels. (With the exception of Last Crusade to FoA, but I think they’re the exception that proves the rule.) So is “LucasArts” a genre on any front? I’m not sure. It’s a mostly common user interface, it’s a design philosophy (as written out explicitly in many of their manuals), but I don’t think those are the things devs mean when they say they’re making a LucasArts game. I think they usually mean “has 9 verbs and has jokes in,” and probably has a guy say “look behind you a four headed monkey” in it. I obviously have muddled thoughts on this but I mostly think, taking from a game or developer or genre you like is fine, but I’d hope you are trying to actually examine their work and figure out what in it was successful and unique and spoke to you, and try to figure out how to make your own version of that. Just quoting the references or lifting the art style or name dropping the games won’t get you much, beyond something to pander to lowest hanging fans with.
  7. Well Eep ook ack! I failed at #Mojole #848. 💛🖤💛🖤🖤💛💛 💛💛💛🖤💛🖤💚 💛🖤🖤🖤💛💛💛 🖤💛💛💚🖤💛💛 🖤🖤🖤🖤💛💛💚 💛💛💛💚🖤💚💛 https://funzone.mixnmojo.com/Mojole/
  8. I long to update that soundtrack waiting thread. Maybe it’s why I got involved in the remasters to begin with. Who can say.
  9. It was both reasons! The highly detailed textures in the original were very heavily based on photographs, basically textures lifted from the CSI games. It added a really satisfying level of busyness to each screen, but when we tried to actually up the resolution and light it, as you guessed, it didn’t work that well. It ended up looking “old” instead of “a cooler version of what you remembered.” So we opted to simplify textures but add more detail to the scenes themselves, and also looked at how hit the road and Steve’s paintings handled “stylized” dirtiness. We also did want the game to be more of a piece with the other two seasons, while still having its own feel. So the overall density of environments and amount of caked on dirt, graffiti, and gunk is still way higher than in the other games. It also has film grain on by default, heavier vignettes in the corners of shots, and is color graded more aggressively into gunky “old film that’s been left out in the sun” tints, especially in the dark areas of shots. And for what it’s worth, the first two seasons were also not direct uplifts of their original styles. With season one we really looked at hit the road and the covers to the comics for inspiration, and wanted that season to feel closer to those than it previously had. So it’s pretty bright, has lots of high contrast spotlights, and is a little more flat. For season two we wanted things to feel a little more like a monster movie, so there is more underlighting coming up from below. We also decided season two would have a lot of two-tone lighting so many scenes are lit above with one color and below with another. For season 3 the goal was basically, try and make it feel like season 3 but more polished, while keeping it stylistically in line with the other two seasons, so the trilogy as a whole feels cohesive even if each individual season has its own mood and details. It’s definitely a more noticeable change with season 3 since it had more of an overt style to begin with than the previous two. (Or maybe more accurately, all 3 seasons had a style but season 3’s managed to actually punch through and be noticed to a greater degree than the other two.)
  10. Telltales head of marketing changed mid way through season 3 development and he canceled all merch projects I had just started working on the soundtrack packaging when it happened.
  11. Season one remastered is available on vinyl right now and it won’t be reissued with new tracks (?). There’s just not an audience. Hoping to do physical releases of 2 and 3 as well. Maybe I will print on demand a CD release for you, one of the two people who has ever asked for it 😛
  12. It’s because I did the mix for the menu track, not Jared. Not that he didn’t give it the thumbs up (he said “yeah that’s basically the way I would have edited it, ship it”) but it’s not something that was on either of our minds when considering what the soundtrack should have. And he hasn’t got the source files for it since I bashed out the menu mix in Premiere, so he’d likely have to re-create my edit.
  13. Not on Steam or Bandcamp, because they are done directly through a simple admin interface… but the ones that propagate to iTunes, Amazon, Spotify, YouTube Music etc yes they are a horrible pain to update because unless you are a huge record label with direct access to all those different backends, they go through a variety of middleware services, none of which are comprehensive in their tools or feature set. Many of them also have intrinsic hooks to their storefronts which are still hardcoded to assume pricing based on CD-length albums, which is part of why many soundtracks have just given up and release in “volumes,” even though for all intents and purposes it should be one album in the digital era. We tried to avoid that for the Skunkape soundtrack rereleases but eventually just decided to split the albums up on those services. (On Steam and Bandcamp they are single albums without volume distinctions.)
  14. Well that I can do https://www.dropbox.com/scl/fi/upubfd4dvl30eaog0z2o7/env_office_cs_opening_e1_1.wav?rlkey=uane64i9w2y3kqz18xly59eju&st=q8pq9zry&dl=0 This lyric-free arrangement of World of Max was stuck in my brain for so long that I made it the main menu music of the Save The World remaster. Then we didn't include it in the soundtrack oops.
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