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LucasArts history by The Digital Antiquarian


Udvarnoky

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I want to bring some attention to Jimmy Maher’s superb and ongoing interactive entertainment chronicle at The Digital Antiquarian. Though the articles devoted to LucasArts represent only a selective fraction of his overall exploration of game history, they amount to a superior work of scholarship about our favorite subject, replete with rare photographs and can’t-be-found-anywhere-else anecdotes.

 

I get the sense Maher’s achievement hasn’t been as trumpeted as it should have been, so as a public service here’s the full list of all the LucasArts-relevant pieces he’s published so far:

 

A New Force in Games, Part 1: Fractal Dreamers July 10, 2015
A New Force in Games, Part 2: A Habitat in Cyberspace July 17, 2015

A New Force in Games, Part 3: SCUMM July 24, 2015

The 14 Deadly Sins of Graphic-Adventure Design (or, Why Ron Gilbert Hated Adventure Games) July 31, 2015

Loom (or, how Brian Moriarty Proved That Less is Sometimes More) February 18, 2017

Monkey Island (or, How Ron Gilbert Made an Adventure Game That Didn’t Suck) March 10, 2017

Indiana Jones and the Fate of Atlantis (or, Of Movies and Games and Whether the Twain Shall Meet) September 28, 2018

Day of the Tentacle June 7, 2019

Sam and Max Hit the Road June 21, 2019
The Second Coming of Star Wars February 5, 2021

Full Throttle July 2, 2021

The Dig July 23, 2021

Jedi Knight (Plus, Notes on an Expanded Universe) April 5, 2024

The Curse of Monkey Island April 19, 2024

Grim Fandango November 8, 2024

 

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  • 2 years later...

And today he covered Curse!

 

I really can't say enough good things about Jimmy Maher. He makes this stuff so compelling, really weaving all these disparate strands into a cohesive narrative about not just how the industry grew and changed in its formative years, but why, and what each development meant. I sometimes disagree with his takes on individual games, but rarely with his reasoning for them.

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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.

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  • 6 months later...
Quote

A shocking number of puzzles could have been converted from infuriating to delightful by nothing more than an extra line or two of dialog from Manny or one of the other characters. As it is, too many of the verbal nudges that do exist are too obscure by half and are given only once in passing, as part of conversations that can never be repeated. Hints for Part Four are to be found only in Part One; I defy even an elephant to remember them when the time comes to apply them.

 

 

I wonder what puzzles he's referring to?! The only puzzles that are really tricky are found in Part Two... (although they're basically impossible in the Remastered thanks to the "golo flakes" stupidity (removing an important clue that the drink contains metal), and the audio bug that stops the race announcer loop when you leave the kitty races). Aside from that, I don't recall there ever being a clue that's only given once in passing (that couldn't be picked up elsewhere at least). Any ideas?

 

Also, there's nothing obscure from Part One that requires an elephantine memory that I can recall? 

 

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I guess he's indicting the puzzle in Year Four where you have to set fire to the flammable packing foam to bring it to the intention of the demons as a fuel source. It calls upon information you learned in Year One.

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Oohhh! I'm really excited about this entry. Grim Fandango is my favorite LucasArts game and I love it to death! I'm cautious though, I've read some reviews and comments that are a bit harsh on it's puzzle design and form over matter.

He was pretty mild when talking about CMI though, so maybe it'll be allright?

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On 11/11/2024 at 11:47 PM, Udvarnoky said:

I guess he's indicting the puzzle in Year Four where you have to set fire to the flammable packing foam to bring it to the intention of the demons as a fuel source. It calls upon information you learned in Year One.

 

Yep, but it's no different than the voodoo doll puzzle from MI2, so I don't know why he makes such a fuss

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I think he’s a bit too harsh on the puzzle design.

It came out when I was 12, I played it around my thirteenth and finished it in one go, and English isn’t even my first language! (I recall having to resort to a guide once, I think it was for the cat puzzle in Rubacava).

Around the same time I couldn’t finish some other point ‘n click games (some of which Jimmy hails in his blog), because I didn’t understand the puzzles.

 

It’s strange, but a lot of his commenters seem to echo his sentiments too. Apparantly some things that seem logical to some people seem illogical to others?

Edited by Lagomorph01
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I think there's some real sketchy puzzle design in Grim, but the broad assertion that all the good parts of the game are non-interactive is major hyperbole and part of a narrative (one that, as you point out, finds a lot of sympathy in the comments) that makes Jimmy's take more familiar than dissenting. That Grim would have benefited from superior puzzles is a far cry from "Why is it a game at all?" but the former is more the position I take on it.

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