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Marek

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Everything posted by Marek

  1. Heh sorry. Missed those threads. The Source engine seems to be the best candidate simply for the enormous amount of support and features given to mod makers.
  2. There's a difference between graphics style and graphics technology. I think most of LEC's 320x220 games looked better, artistically speaking, than Full Throttle 2. IMHO giving a "gameplay over graphics" speech is a little unfair to those who value an atmospheric, styleful representation of the story.
  3. Of course, the features you don't get from HL2 out of the box can be scripted by hand. Since everything in the game can be scripted, I'm virtually certain that a dialogue tree would be easy to make. I'd say the biggest challenge is dismantling the FPS interface and replacing it with something that makes sense for an adventure game.
  4. You know, I've wondered what it would be like when an adventure game developer would license the Half-Life 2 Source engine to create a graphic adventure. That's not a new thought. But lately modders have been talking about doing crazy things with Source, like making an RPG or race game. Wouldn't it be awesome if we could get a team together of amateur adventure game developers, modellers and level (read: set) designers? Making an interactive dialogue tree or an inventory should be relatively easy. Making a good interface would be an enormous challenge, but it's still possible for a mod team to do. Think of how cool it would be!
  5. LucasArts produced only a small number of extremely well-polished games. Sierra churned out tons of games in different franchises. Granted, they were often hit-and-miss, but there was a constant supply of new games. Take your pick.
  6. I sure hope LEC doesn't get trapped in a negative spiral. Putting out bad games doesn't exactly make the place more attractive to talented designers.
  7. Bonus points to whoever guesses which other LucasArts character is actually Ben's brother.
  8. Your logic is reversed. If FT2 had looked really atmospheric and exciting, there would not have been more than the usual amount of "already hate your game" sentiments. Also, I refuse to believe in the myth that action and adventure can't be combined in a more-or-less equal mix that is satisfying to both fans of FPS games and puzzle solvers. If only half the 'adventure gamers' and half the 'action gamers' like it, you've got a winner.
  9. re: Syberia it actually sold very well in fact it's sold so well that microids announced it would focus more on creating adventure games in the near future the project lead of FT2 was Sean Clark, but he was co-writing it with someone else
  10. GOT GAME ENTERTAINMENT TO PUBLISH "CONSPIRACIES"; Detective adventure game scheduled for Q4 2003 release in North America Weston, CT - August 8, 2003 - Got Game Entertainment and Anima Ppd/Interactive today announced a North American publishing agreement for "Conspiracies" a PC DVD Full Motion Video detective adventure game. Featuring non-linear gameplay and a futuristic setting, the player enters the world of Nick Delios, a betrayed, jilted, and down on his luck student specializing in medical software who, after a spree of boozing and gambling, needs cash and needs it quick. When a police investigator and old friend of Nick's offers him money to unofficially help solve the murder case of a small time crook, Nick agrees, not knowing the depth of intrigue and twists lying ahead. This seemingly "simple" case thrusts Nick into a complex case of multiple conspiracies, where nothing is what it seems and which extends beyond the very bounds of our planet. Created by Greek developer Anima Ppd/Interactive, "Conspiracies" features more than 2 hours of video, 30 characters, more than 20 gaming hours, and over 230 puzzles. "Early reviews are already comparing the quality of 'Conspiracies' to classics such as 'Tex Murphy: The Pandora Detective' and other 'A' ranked adventures. We couldn't be more pleased to be the North American publisher," said Got Game Entertainment president, Howard Horowitz. "Conspiracies" is scheduled to ship Q4 2003. For more information, visit http://www.GotGameEntertainment.com/conspiracies
  11. It's so typical that some people on this forum have to blame the action elements for the failure of this project. I don't see how -- creatively speaking -- the genre of a game has anything to do with it. If the developers can't make it work, it has to have something to do with project management, lack of talent, whatever. I don't think anyone at LucasArts ever said "who the hell put action in this game? we've got to cancel it!".
  12. Absolutely no tears here. This cancellation is definately a Good Thing, for the exact reasons given by Simon J. Full Throttle 2 would have dissapointed many gamers. Bring on Sam & Max 2!
  13. I agree that game design still has a long way to go. However, allow me to disagree with some of the other things you said. If I understand you correctly, you're saying that adventure games need to be first-person in order to be more immersive and potentially more artistic. That doesn't make sense to me. It's like saying movies should all employ a restrictive narrative, which would shut out a whole range of possibilities (most notably suspense). I'd say each perspective has different pros and cons that can be exploited by the game designer. In saying that 3rd person perspective has the player "reacting to someone else's emotions instead of forming your own", I think you're forgetting that identifying with a character on the screen leads to the same catharsis (emotional release) as witnessing the events 'first hand'. When I play a 3rd person adventure game, I feel like I'm the protagonist, not a puppet master controlling his/her every move. One can argue endlessly about the definition of art, but a work definitely doesn't have to be socially relevant or "provoke thought within our lives" to be considered artistic. A random example: Van Gogh's sunflower paintings don't let me experience another culture, nor do they reflect upon my life. They're consider art based on aesthetics and the fact that they're a product of experimentation in a time when realism was the norm. There's a handful of current games that I'd actually consider art. Rez, for example, can be described as a repetitive shooter game where you tag opponents upon which they explode. It can also be described as a breathtaking synaesthesia set in an abstract world that changes in shape and color depending on the player's progress in the game. When you look at the subtext of the game you might even say that it explores some existential themes. Part of seeing it as art is recognizing games as an art form. It took movies decades to get such recognition, and it will be interesting to see how progress will be made in the field of game design.
  14. Hackers, domain pirates or faulty ISPs won't stop AG, but if LucasArts announces a sequel to Grim Fandango led by any current LucasArts designer I will immediately close the site in protest and spend the rest of my time, say... attempting to assasinate each and every decisionmaker at the company. Let's hope it will never have to come to that. ¬¬
  15. I'm back in town and may be able to give you that article. Hang on.
  16. First impression: excellent! Nothing to worry about folks, the voice acting will be on par with games like Syberia and The Longest Journey. Brian sounds sort of like a combination of Ernie and Bill Gates. It takes a few minutes getting used to, but it's the right voice for the character.
  17. Whoah he wrote those?! I never realized. I'm sorry but that makes me sad. I share your sentiments.
  18. I don't know the Kool-Aid joke. Which episode is that?
  19. That single line had me laughing for 10 minutes straight. And I don't mean "like it was 10 minutes". No, I actually laughed for 10 minutes. It's the best joke ever. Great episode.
  20. I have the English-version-with-Dutch-subtitles right here on my desk. Then again, it may be an advance copy for the press. But I doubt it, since I've seen the game in stores at some places.
  21. I think they're downplaying it a lot. Bill Roper worked on nearly all the Blizzard titles. It's not just "Diablo-oh-and-this-expansion-pack". This is a huge talent loss for Blizzard and I hope they'll recover. Maybe they won't, as it's not the first departure they've had. Earlier on, a bunch of people left to form Arena.net, and Chris en Ron Millar went to Jaleco Entertainment. BigJKO, you are aware that they just released Vikings to the GBA, right? Edit: check this out http://www.gamespot.com/pc/news/news_6030892.html
  22. Well, yeah. Ray opted to go for the "controversial" route, whereas we had the same message but delivered it with less noise. That means I agree with Ray.
  23. The network needs a Psychonauts fan page. And I'm not talking about that scary church thing. A proper one. (Sorry Kingzjester.) Do you guys all remember that excellent Grim Fandango page around the time it was released? The one Tim mentioned in his developer diary at the time? Well, something like that needs to be done for Psychonauts soon. *looks at Jake*
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