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Udvarnoky

Mojo Updater
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Everything posted by Udvarnoky

  1. With an animated Bone adaptation going tits-up for what I think was the forty-sixth time, Skunkape needs to text "u up?" to Jeff Smith and get this show back on the road. I'll even make @s-island dig out @Gabez's would-be hosted site Th' Tavern from the archives.
  2. Presumably NuTelltale (aka LCG Entertainment) owns the assets to Tales, while Lucasfilm owns the IP, and thus it can only be distributed under a license with them. That means you have two parties you have to come to terms with. I can think of a lot of prosaic ways that would fail to get traction when one of those parties is Disney.
  3. Though it got the front page treatment, I would say this thread merits a bump in the wake of the epilogue episode that was released for the PyschOdyssey documentary a few weeks ago. @Spaff wants YOU:
  4. The visuals for Strong Bad were a much better fit for the constraints of its target platform. The game needs to be made available again, but I don't know that it cries out for a new coat of paint. It doesn't feel compromised. Tales suffers much more obviously from being coerced into being made with a WiiWare SKU in mind. I'd love to see what redemption Skunkape could offer it now that it can present the most perfect qualifications imaginable. While we're pipe-dreaming: I wonder what it would take for NuTelltale to get Puzzle Agent running on Switch?
  5. Talked it over with Remi, and it's in fact a bannable offense now if you can't produce a proof of purchase on command. Hey, we never claimed civil rights were a thing here.
  6. Wow. Also glad Aric talked to you about his TEMPLE OF DOOM prequel idea that covers how Indy found the remains of Nurhachi. I had the privilege of getting to do a similar rap session (unrecorded) with him as part of the research for Mojo's Iron Phoenix article six years ago, and I remember that coming up. As you've learned, Aric freely goes on tangents and they're all worth it. I'm glad these stories are out there.
  7. We try to give the project its due real estate on the front page, but Ron offers glimpses so frequently on his Mastodon that this might be the best place to discuss every screenshot he shares. For example we've got snow... https://mastodon.gamedev.place/@grumpygamer/112583263975535203 ...and the flickering lights of "GothTown": https://mastodon.gamedev.place/@grumpygamer/112621244604164950
  8. I wanna be these guys when I grow up.
  9. A little more concept art from the unproduced version, these from Gaëlle Seguillon's ArtStation portfolio.
  10. What did you guys do?
  11. It's a hidden gem, basically Zombies Ate My Neighbors meets Greek mythology. We ought to publish a review some day.
  12. Two quasi-obscure jokes in CMI, especially for non-Americans: This is aboard the Sea Cucumber, which you may recall is the ship captained by an ape. The joke here is a reference to an old series of commercials by American Tourister, a luggage company. The durability of their product was advertised by depicting a suitcase thrown into a cage with an angry gorilla, which attempts to destroy it to no avail. It was an oft-parodied pop culture image -- this MST3K host segment being an example (look in the background). This line is triggered when you "Talk" to the pepper found by the Blood Island windmill. It's a catch-phrase from the NBC series Police Woman (1974-1978). Its titular heroine was Sgt. "Pepper" Anderson, who routinely went undercover on the orders of her superior, Bill Crowley. Dom's delivery is an impression of him. I think CMI in general is a little undersung when it comes to how stuffed full of tiny details it is. The first two games were made under circumstances that made it plausible to alter content up until the last minute, and the improvisatory possibilities were taken advantage of. CMI’s production required certain things to be locked down upfront, in particular the list of rooms, the puzzle chain, and the cutscene script. However, when it came to wiring the rooms, and thus writing all the interactive dialog (only like 90% of the game’s script), it seems that the programmers were given a similar kind of free reign and generous timeline for embedding jokes as they went, and it’s a huge part of the sense of density and polish that CMI boasts. Chuck Jordan and Chris Purvis deserve more credit than they probably usually get for serving a role similar to the one Tim and Dave did in 1990.
  13. Yeah, Jimmy's a good writer and brings the receipts, and he's also capable of a hot take that prevents him from being boring, like his dissenting view of LeChuck's Revenge. He and Frank Cifaldi had a nice conversation about The Dig once, and as I recall Frank slipped in his dislike of Fate of Atlantis. The point being, there's a little bit of this thread inside every human heart.
  14. The first LucasArts-dedicated article in a few years has turned up, this one about Jedi Knight.
  15. And you guys thought the question was settled.
  16. A sealed copy of the DOTT triangle box in the wild. Currently hovering over three grand. https://www.ebay.co.uk/itm/156077533875
  17. Mojo opines on the scandal with typical nuance and level-headedness.
  18. Yeah, I think @s-island has been made aware of the issue. Not that it means he's doing anything about it, mind you.
  19. The Mojo Archive Team is never in the business of turning down donations. I'd like to get some certainty on the USB stick in fact lacking the EGA build. Anybody here got their hands on one so we don't have to rely on second hand claims?
  20. I hadn’t seen Orson Welles’ Macbeth in a while, and what jumped out to me on a recent revisit was how the voices of the witches (depicted in this version as sort of Druidic priestesses), with their Scottish burr and odd inflections, sound remarkably similar to the Mayan mechanics in Year 4 of Grim Fandango. I don’t believe for a second it was an intentional similarity, but I thought it was an interesting detail nevertheless.
  21. This version wraps the trailer with a first-look type marketing piece.
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