Bacon Games

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  1. Day Of The Tentacle Special Edition

    This is the first time I'm hearing of either the Monkey Island: SE's being anything less than fantastic. I'm sure that's partly to do with me avoiding people being internet cranks about the Special Editions first time around. As someone who came to the Special Editions to finally play those classics, I loved everything about them. The opportunity to have that with Day of the Tentacle is wonderful. The only weird thing that I feel about all this is if the first Maniac Mansion will also be getting this treatment down the line and what that means for my somewhat obsessive desire to play stuff in order. Either way, I couldn't be happier that the effort to bring back Lucasarts adventure games is continuing and was elated to see Tim express what I secretly hoped he would, that he would love to revisit all his old games eventually. So whatever, I for one am all the way excited for this and what this means in the future.
  2. I, like others, have invested a lot in caring about the good people at DoubleFine and the work they do. So it's that much more personal and dispiriting to see Double Fine have to make literally one of the last decisions they'd ever want to make. Tim being adamant about keeping their good people on means that any amount lost is big but 12 people is devastating. That's a whole team's worth of people that could have kept on making a great game and that's just...I don't even know. Plain and simple Double Fine is a family and one of the most inspiring and wonderful in the industry. It breaks my heart that some of the great people I've met from DF and some I haven't yet are some of the ones that have had to move on. Of the two we know so far, John Bernhelm hits me more because I met the man at PAX East this year and he was unbelievably nice and loved the opportunity to talk Massive Chalice and Steed with the man. This is the story with every person who had to move on (for now at least) that it couldn't be happening to nice and better people. On the other hand, it was a privilege to meet the DF people I did who might happen to be in this 12 person group. Someone pointed this out and it's telling that layoffs didn't happen after they had to pull out from Spacebase DF-9 to stay afloat (and get treated to a lot of unnecessary flak concerning that although circumstances make criticism totally fair as well), but a publisher pulling out. If the culprit is indeed Majesco downsizing and Midnight City suffering along with it, which seems rather likely, then it's extra frustrating to see DF get any amount of shit over this because the root isn't even necessarily Midnight City but Majesco. I've met Casey Lynch a few times now and that man is a fantastic human being and I don't doubt for a second that he wanted more than anything to keep this project going. That Casey's been let go by Majesco of all people tells me that this has nothing to do with quality of the project and the people involved and everything to do with Majesco having little money for any of it.
  3. Who was your traitor?

    I chose to take out Karl but upon both arresting and executing him, the game sort of left me with nothing else to do. I would assume that for dong something that crazy my intercom would light up like fireworks but instead nothing. I didn't quite know how to advance beyond that and opted to quit instead. So in the end I can't really tell but my surveillance pointed toward Karl of Mr. Secret Police. I did quite like the frequency with which I could surveil people. That is a super fun part of the game.
  4. Hey good people of Double Fine! I read through both rules/FAQ's for posting bugs and hopefully I have followed those to the letter. Either way it's an interesting glitch/bug that I hope I've done my best to describe. First off I want to say that I've done everything to avoid any amount of story content and so have generally avoided reading topics in this forum too deeply and so I've only read the thread titles to see if anyone else shares this issue. So far I've only found a few threads, mostly just this one that is rather similar to my situation: Anyway, the issue that became apparent was when I started a new game the scroll across to Vella's side flickered quite a bit until the camera pan stopped. I started a new game and went with Shay and no immediate flicker and so focused on the Vella's side. I also noticed that the screened flicked even on the title screen during some runs of the game and throughout the intro but it would disappear after a restart and new game. Still, no matter how many times I did this, the screen flicker on Vella's side was reproducible. As with the other player, I played in full screen mode. Curiously, I tried to record the flicker with Steam's screenshot function and when reviewing all of them, they had none! I tried multiple times and screenshots and nothing. I then proceeded to install FRAPS and lo, FRAPS couldn't record the flicker either! I knew then the only resort was the classic and blunt standby of point a camera at the screen. So I have a dropbox link for the video file which demonstrates the flicker: Jan 16, 2 20 32 (Don't worry about the weird link, just copy and past the whole thing into a browser and it should work). NOTE: I had headphones plugged in and the lack of audio from the game is not an issue with the game. In fact, the audio wasn't affected at all when the screen flickered. Also here's another dropbox link for my DxDiag report: I don't envy this process. Good luck and know that at least I appreciate you guys and gals doing this.
  5. My Costume Quest Robot Costume!

    Ever since I even saw and heard of Costume Quest I knew I'd love it and it was nothing less than magical when I played it October 2012. This year I was faced with a few costume ideas and I knew I wanted to try making a Costume Quest costume in honor of the game because I think that would be way rad in kind for the great games Double Fine make and the great people that make them. So, with my using the Robot costume a lot in the game and the ease of materials, I committed to that. A weekend+ worth of work, including help from two lovely parents, later and I'm extremely proud of what I made. I dare say it's the most complete rendition of the robot costume as a costume I've seen, although there have been some great ones over the years. This is my love letter to the game, the developers, and the community of people. Happy Halloween everybody! There are more pictures but I managed to get these small enough just through cropping where the others are best left intact and so might find other ways of posting those. Either way, let me know what you think and I would love to see more CQ costumes from this year.
  6. There were loads of others... Save from the developer of course. At least I got the impression that his was the final word on that game which left me a little disappointed.
  7. This was all really fascinating. That is all.
  8. I'm glad they brought up Machinarium but I didn't like how the only other commentary was Wolpaw which he is far from representative of any human being let alone the average gamer. That's what allows him to make the amazing things he does but I would take everything he says about gaming with a block of salt. With that said I think by going with puzzles you inevitable invite the one or two bad ones that sneak through blocking the flow of the game regardless of how that flow is set up. As a result no matter what adventure game I've played from Lucas to Telltale to Amanita Design I've run into at least one puzzle that was more "well I never would have gotten that" or "fuck that wasn't really a good puzzle just esoteric". While it's part of the tradition and worth to keep if it means having puzzles at all but I wouldn't mind a creative solution to this classic problem. I do want to speak more about the puzzles themselves. In general there has to be some circumstantial reason to keep the player in a mystery or away from where the conclusion to the story would take place. In games with combat the limit is the execution of the battle and the successful defeat of the enemy. In an RPG it's about leveling up your character and reaching a level of experience that allows you to traverse into deeper and more dangerous situations. With adventure games that inherent limiter is the puzzle or at least the obstacle. But even with games like The Walking Dead those obstacles are circumstances and other scenarios that emulate real life "puzzles" that would naturally prevent you from going forward. I believe that the era of "chicken with the pulley in the middle" solutions is behind us if for any other reason than cliche. I think the adventure in adventure game is unfolding all the layers that the developer has carefully layered in the right order whether to challenge the player to figure it out or tell a story. Both of those I think it goes without saying and Tim said this as much is atmosphere. A world more than anything is required in an adventure game because you're often a character sitting there in a place. Since mechanics and action are not the focus, a world makes the act of being a character interesting and why idling around with your pal in say Sam & Max is a worthwhile experience. This extends to almost any Lucasarts game as well. That's at least why I've falled in love with adventure games despite being born around the time games like Monkey Island were released. TellTale were the torchbearers and starting with them I've explored adventure games old and new (although I refuse to play any Monkey Island unless its been special edition-ified).
  9. I was really mulling over which ones to choose. I loved all 3 seasons of Sam & Max, Puzzle Agent, Machinarium, Tales of Monkey Island, Ben There, Dan That and Time, Gentleman, Please!. My knee-jerk reaction was Machinarium which had beautiful art, a lot of character, great music, and some pretty devious puzzles. I will say that all of the games including any classics I also love (special editions of Monkey Island included) have those too esoteric for its own good click scan puzzles. As a result the thing that stuck out to me out of all the games was the writing in Sam & Max Season 2. Although the Devil's Playhouse had the best story and aesthetic of the series, to me nothing beats the timing and writing of that second season, including the writing in Monkey Island.