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ThunderPeel2001

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Posts posted by ThunderPeel2001

  1. Super enjoyable article.

     

    As a player you forget all about the weird legal antics that were happening back then. What a rollercoaster. I wonder what the terms of the settlement were... did Vivendi actually have a claim to the game after dumping it??

     

    Anyway, I just remember the game now... which was an odd one. My memory is this: I loved the story and the lore and the characters. The world was amazing... so creative and clever, but the RTS stuff was such a massive slap in the face when you were playing it. It really comes out of nowhere. You get no opportunity to get better at it, you're just thrown in the deep end. It's such an odd experience.

    Maybe if the RTS stuff had featured more regularly, from the beginning, and had given the opportunity for players to learn the ropes. And maybe if there had been sub-missions that allowed the player to practice tactics in the RTS game in return for rewards and abilities in the open world, it would have been perfect. It would have felt cohesive.

    But, as I remember it: If you loved the RTS stuff, then there was a big story mode in the way. And if you loved the story mode, there was RTS stuff to content with. And the open world things just felt sort like and disconnected... if they'd managed to merge the two better, so they both justified each other's existence, it could have been brilliant.

  2. I know someone who worked as a graphic designer for a Spielberg produced film, and Spielberg did indeed attend phone conference meetings to discuss direction for the advertising. When I worked at Secret Cinema, Ivan Reitman attended teleconference meetings when we did a Ghostbusters show. Honestly wouldn't surprise me at all if Spielberg and Lucas took a few hours a month to dial into a production updates on the game over Zoom. Often these people really care about what's being done with their creations... even if their input doesn't change things that much

    • Like 1
  3. 3 hours ago, RobMegone said:

    I asked David Fox and he doesn’t remember there being anything other than blue shirts. Someone modified it but somehow it’s almost a little better now. 😂

     

    Ah, I see what you mean. So it was blue originally and then someone tie-dyed it with bleach? That said, I feel it would have damaged the prints... so maybe it IS an original. Being tye-dyed certainly seems more fitting to the game's themes! :)

  4. On 1/24/2024 at 7:25 AM, Laserschwert said:

    Wait, why did I never realize that there are two versions of this painting??

    PGRlsvR.jpeg

     

    full20100708144334.png

     

    And the first one looks final enough to be used. Did they just realize they needed a narrower aspect ratio? Why repaint it, though, instead of cropping it?

     

    The first one was just a colour test. The second one was the finished thing. Purcell explains on his blog: https://spudvisionblog.blogspot.com/2009/06/cartographers-cabin.html

     

     

    On 1/25/2024 at 11:13 AM, Laserschwert said:

    Here's a compilation of most of the logos and typography I've recreated in high-res over the years. It's always fun re-building these things or researching which fonts were used for taglines or subtitles.

    full20240125111114.jpg

     

    A transparent PNG of this would be... *chef's kiss*

  5. On 9/12/2024 at 4:07 PM, RobMegone said:

    unless there were some bleach dyed shirts out there

     

    What do you mean by this? I reckon it tie-dyedness is exactly on point for this game :) Or do you mean something else about it?

  6. On 9/8/2024 at 8:07 AM, Gins said:

    When you play a game a lot is designed to be filled in by your mind:

     

    It does depend on the game, I think. When I play Red Dead Redemption II, it's pretty damn cinematic and immersive and doesn't require much in terms of imagination from me :) But I do agree that gameplay beats graphics. A great story is a great story. A text adventure could be a gripping if it's well written. You don't need AAA money to tell a wonderful story or feel immersed.

     

    Dave Gilbert is still doing wonderful stuff with that old fashioned, pixelated toolbox of his.

     

    Back to the main conversation:

     

    My point about cinematic nature of adventure games was that it helped offset the slowness in return for that "cinematic" experience. The way the character walked and animated was a treat. Most sprites in old games were tiny and inexpressive (think Mario). The cut-scenes, the backgrounds, the music. But also: DIALOGUE. There were actually characters in these games. And a story. Other games of the time didn't have them: They were racing games, side-scrolling shooters, platform games. Graphic adventures stood out

     

    It all helped elevate the slow/stop-start gameplay experience by rewarding you with things you didn't get from other games.

     

    Now the market is flooded with characters and cut-scenes and dialogue and story (even if they're mostly done badly)... It's probably harder to find a game that doesn't have them!

  7. If you ask me, Schafer nailed the big problem with PnC adventures: When you're stuck on a puzzle, everything stops. With other (more popular) game genres, you never "stop". There's always something more to do, or to try again and get better at. 

     

    Also, another selling point has become diminished by triple A titles: Once upon a time SOMI and its ilk were considered "cinematic". Now adventure games are some of the least cinematic games you're going to play.

    • Like 3
  8. 3 hours ago, danielalbu said:

    I'll get to the bottom of "Loom Sucks", I just haven't talked to the right people yet.

    Regarding Elaine being Avril Harrison, I mentioned it in my conversation with Prince of Persia creator, Jordan Mechner.

     

     

    Nice! Amazing you got to ask him. However... the image you show is the EGA version. Iain McCaig drew the VGA portraits, not the EGA ones.

    full20190314233649.png

     

    full20190314233744.png

     

    See the Mojo article :)

     

    https://mixnmojo.com/features/sitefeatures/Revealed-Iain-McCaig-the-man-behind-the-Monkey-Island-VGA-portraits

     

     

    • Like 1
  9. Amazing we're getting all these incredible stories. Thanks for your work Daniel!

     

    There's always more questions. I wonder if you'll ever get more details. (like who wrote "LOOM SUCKS" and it would be amazing to see photos of the original LucasArts alumni that Iain McCaig clearly (albeit loosely) based his MI1 VGA portraits on (Guybrush is clearly a self-portrait, for example and Elaine was Avril Harrison, etc. etc)).

    • Like 1
  10. Oh wow. This is fun. Watching Bret M play Grim is great (although he mentions an earlier playthrough with someone else?). Be nice to be able to watch Parts 1-5.

     

    Part 6: 19:42 As a fan who was promised the "Criterion Edition" of Grim Fandango, it bugs me that the SMUSH animations don't loop smoothly. They did in the original game, and looked so beautiful, but not in the Remastered edition.

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