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Jake

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Everything posted by Jake

  1. Nice! I forgot to update the thread but I failed to find a copy in my collection of Telltale stuff. Glad you got one.
  2. Steve ended up doing a bunch of work on this release in addition to his and Laserschwert's collab on the back of the box map. Here's a look at a few pieces of it, using photos he posted to the Sam & Max Funhouse Facebook page as visual aids: He did the cover to the Conroy Bumpus Live from Bumpusville "EP" (really just a mini CD that could fit in the case file envelope). I wonder how long it's been since Steve last drew Conroy Bumpus?! The CD contains the same redbook audio tracks that were found on the original CD-ROM edition of the game in the 90s, with the track order changed slightly so "King of the Creatures" is first. The box includes a real version of the fake "official Hit The Road totally unrelated board game,", which actually started its life as a double page spread in the On The Road comic (which is also included in this edition as a miniature reprint of the original book!). We thought it would be cool to do the board game as an actual board game, instead of an art print or postcard or something, but that meant it would need pieces! After kicking around a few ideas, Steve proposed doing a collection of fake vintage bottle caps, representative of the heroes of the game. It was perfect for the "crap found between the cracks of the car seat on a long road trip" vibe we wanted for the collectors edition, and Limited Run was into the idea and found someone who could print them up for us. It also meant Steve ended up doing portraits of Trixie and Bruno! The game board is dice based, so we did a die stolen from the Savage Jungle Inn, lettering and palm tree logos on the 1 side, and the "savage jungle" logo from the sign outside printed between the pips on the 2 side. (not pictured) Also in the case file evelope is a piece of the World's Largest Ball of Twine! The idea here was this is a cheesy little chotchkie you could pick up on a spindle rack by the cash register in the spinning restuaurant, or in the museum. It seemed like the sort of cheesy tourist trap souvenir you'd be able to get there. Limited Run agreed to cut a zillion little pieces of twine so we were good to go. Steve did the retro illustration of the Ball and restaurant. There's a bunch of other crazy stuff buried the deeper you dig, like these scribbly storyboards of an early idea for the game's opening: I don't want to spoil all the contents, though, as I know there are people out there who ordered it and still haven't received it.
  3. Does that issue have a Tales cover? I donโ€™t think I have it but Iโ€™ll dig through my stuff.
  4. @Junaid and @BigJKO both have accounts here!
  5. ๐Ÿ‘• I beat #MojoleXtremiest #979 and all I got was this stupid t-shirt. 4/6 ๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š ๐Ÿ–ค๐Ÿ–ค๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š ๐Ÿ’š๐Ÿ–ค๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š https://funzone.mixnmojo.com/Mojole/
  6. Thereโ€™s just a bit in the middle of that track that lands on the Trek melody line for a second, otherwise theyโ€™re unrelated. Sometimes a brain canโ€™t help itself. This sounds great!
  7. Wait youโ€™re not playing the same word over and over until you guess it really fast? Okay this is harder than I thought.
  8. Tried it again and did better. Think Iโ€™m getting the hang of this! ๐Ÿ‘• I beat #MojoleXtremiest #972 and all I got was this stupid t-shirt. 1/6 ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š https://funzone.mixnmojo.com/Mojole/
  9. Iโ€™ve been away too long and this game is insane now and yet ๐Ÿ‘• I beat #MojoleXtremiest #972 and all I got was this stupid t-shirt. 5/6 ๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ–ค๐Ÿ’›๐Ÿ–ค๐Ÿ–ค ๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ’› ๐Ÿ’›๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค ๐Ÿ’›๐Ÿ’›๐Ÿ’›๐Ÿ’š๐Ÿ’›๐Ÿ’›๐Ÿ’› ๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š๐Ÿ’š https://funzone.mixnmojo.com/Mojole/
  10. I saw some well received fan attempt at an animated series treatment for Indy and it put everything so firmly into a kids entertainment space I had trouble buying it as the same franchise. Not to say Indy is for grown ups, but more that part of the appeal is the fact that it takes pulpy all-ages a venture tropes and infuses them with a touch of more complex humanity and โ€œrealism,โ€ and youโ€™re just inevitably going to lose some of that when you stylize everything for animation I think Fate of Atlantis gets away with feeling so much like a real Indy story in part because everything is so low res and tiny. Theres never a close up on a stylized face, the voice acting is scratchy and low res. My brain can take the presented outline of a story and its pacing and globe trotting map and postcard views, and imagine the Spielberg movie running on top of it. There arenโ€™t a bunch of stylistic signifiers on top of it signaling to me โ€œactually, this is something other than what your imagination is telling you it should be.โ€ Great Circle looks like it will have its own vibe - inevitable in a conversion to another medium and of course being first person - but itโ€™s still trading in the language of live action cinema, even though itโ€™s a 3D video game, which excites me for an Indy product.
  11. Thatโ€™s all true Jason, but I still didnโ€™t have a very fun time watching it. looking forward to Great Circle though.
  12. 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 donโ€™t think thereโ€™s an audience for a GDC talk unfortunately.
  13. What sort of juicy stuff are you looking for? Iโ€™m happy to dish out any dirt as a Mojo Forums exclusive.
  14. Thatโ€™s a great shirt.
  15. I think you can have both good graphics and responsive and โ€œcleanโ€ gameplay, just not by taking the path โ€œcinematicโ€ adventure games took. Changing the subject back to Broussardโ€™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 doesnโ€™t feel beholden to the past other than it being a graphic adventure game by Tim Schafer.
  16. 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. Itโ€™s true they didnโ€™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.
  17. 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 โ€œIโ€™m making my own spin on Monkey Island,โ€ which is a sentiment that somehow keeps coming up directly from developers mouths. 1) no you arenโ€™t, and 2) if youโ€™re trying that, you probably shouldnโ€™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 โ€œa monkey island gameโ€ 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 theyโ€™re the exception that proves the rule.) So is โ€œLucasArtsโ€ a genre on any front? Iโ€™m not sure. Itโ€™s a mostly common user interface, itโ€™s a design philosophy (as written out explicitly in many of their manuals), but I donโ€™t think those are the things devs mean when they say theyโ€™re making a LucasArts game. I think they usually mean โ€œhas 9 verbs and has jokes in,โ€ and probably has a guy say โ€œlook behind you a four headed monkeyโ€ 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 Iโ€™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 wonโ€™t get you much, beyond something to pander to lowest hanging fans with.
  18. Well Eep ook ack! I failed at #Mojole #848. ๐Ÿ’›๐Ÿ–ค๐Ÿ’›๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ’› ๐Ÿ’›๐Ÿ’›๐Ÿ’›๐Ÿ–ค๐Ÿ’›๐Ÿ–ค๐Ÿ’š ๐Ÿ’›๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ’›๐Ÿ’› ๐Ÿ–ค๐Ÿ’›๐Ÿ’›๐Ÿ’š๐Ÿ–ค๐Ÿ’›๐Ÿ’› ๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ–ค๐Ÿ’›๐Ÿ’›๐Ÿ’š ๐Ÿ’›๐Ÿ’›๐Ÿ’›๐Ÿ’š๐Ÿ–ค๐Ÿ’š๐Ÿ’› https://funzone.mixnmojo.com/Mojole/
  19. I long to update that soundtrack waiting thread. Maybe itโ€™s why I got involved in the remasters to begin with. Who can say.
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