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Veliremus

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    34
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About Veliremus

  • Rank
    Jr. Action Poster
  • Birthday 03/04/1989

Converted

  • Location
    The Netherlands
  • Occupation
    Narrative Designer / Creative Copywriter
  1. I'll throw my tiny two cents into this collections of... two cents... two cents's? I loved the ending! Jumped around a bit, finished Vella first, Shay shortly after that (making it about 4 hours total, including revisiting favourite scenes). The twist dawned on me at the perfect moment, and I actually thought "Why didn't I see it before?!", which is the ideal reaction to have, I suppose. I can't wait for Act 2, in which I hope to see the puzzles toughen up just a little. But this story, man. Mmm, so good! This type of world, this type of Tim Schafer magic, is what made me want to step into the game industry in the first place. I'm having a lot of trouble with that, but this game really reminds me what I'm fighting for. I already had my money's worth with the documentary alone, but now I'm even more pleased. I think seeing the different team members throughout the documentary really adds a personal touch to the game -- you feel, more than usual, the amount of heart and soul that went into it. Congratulations to the entire team for produced this little jewel!
  2. Discussions about the obviousness and order of information aside: this is great news! Peter McConnell is definitely one of my favourite composers out there. I especially listen to the Grim Fandango soundtrack a lot (great music to work to).
  3. I don't have an Xbox, but I played the classic version on PC. It's a lot of fun, and crazy-addictive (careful, "just five more minutes" is not something that exists in the world of Spelunky). It looks pretty awesome now.
  4. I'd consider myself a game developer, even though I'm not working at a game company right now (alas!). Worked on several game projects in school, but most of the other game/interactive concepts I've worked on since then are locked behind a non-disclosure agreement. By "interactive concepts" I mean everything ranging from interactive/virtual theatre projects to interactive advertising (worked on several NBC Universal projects, including a creative concept for HBO's The Wire). I did some writing for a few casual games (on Zigiz.com), but since it was for the Dutch versions of the game, it wouldn't be of much use to anyone here. I'm working on a little indie experiment too, which I might post later on.
  5. You know it! ! Oh, and hey, I just remembered that you were in the Apples to Apples Quick Look too. Cool, that must've been a lot of fun (it was to me watching it). I love those GiantBomb guys! I'm not too proud to admit that, in my more daydreamy moments, I fantasize about one day doing a Quick Look over there with my own game. Speaking of GiantBomb and Brad Muir: http://www.giantbomb.com/quick-look-magic-the-gathering-duels-of-the-planeswalkers-2013/17-6260/ (It just wasn't your day, Brad. The cards were stacked against you.)
  6. Thanks, I've always wanted to play some of those games. Purchased!
  7. You know it! ! Oh, and hey, I just remembered that you were in the Apples to Apples Quick Look too. Cool, that must've been a lot of fun (it was to me watching it). I love those GiantBomb guys! I'm not too proud to admit that, in my more daydreamy moments, I fantasize about one day doing a Quick Look over there with my own game.
  8. There's probably another reason for that: ToMI 1 had a lot of fake choices. Like, you'd get four options, but Guybrush would always say the same thing, no matter which you picked. It was painfully obvious that this was the case, and that's really, really bad. They adjusted it for later episodes. For me, the actual choices aren't as important as the idea of choices, though. If I have the feeling I'm truly influencing the story, I don't mind whether or not I'm actually influencing it. Side note: this feeling might change in additional play-throughs.
  9. Is the exclusiveness (or lack thereof) really enough for you to abandon the entire project, though? Think about the cool stuff you'll be missing out on! In the end, isn't this project about helping Double Fine to get a really awesome game out there? Just trying to change your mind here -- I understand your reasoning, but I'm surprised by how much importance you seem to assign to it.
  10. Probably useless by now, with all the great existing ideas out there, but here's mine: A city that resides in a drop of rain that is falling from the sky. Each drop in this rain storm has such a city inside it. I thought it'd be interesting to toy with the idea of whether or not the citizens of these cities know that their rain drop will eventually hit the ground below and be destroyed. Are they just accepting their fate or are they doing something about it? Are the raindrop cities in contact, or is that something to be achieved? How long does it take for such a rain drop to fall?
  11. Awesome find, thanks! Really interesting, especially the part about Friendster and his last few lines in the file. Archived it!
  12. I love it, it's looks great! The snappy camera zooms, the close-up during dialogue and colourful lighting especially. Thanks, as well, for the extensive information provided along with it. Great job!
  13. Sign me up for dialogue, of course! I would very much appreciate a fun new way of doing dialogue-based puzzles. You know, something small to spice things up every now and then. In Sam & Max season 3, for instance, you got to interrogate people in an almost L.A. Noire-style gameplay mechanic ("You're lying!"). It wasn't shockingly different or anything, but it was a fun change.
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