• Content count

  • Joined

  • Last visited

About Vainamoinen

  • Rank
    I Post Because I Am Awesome


  • Location
    Coast of the Forum Goats
  1. Oh look, it has magically been un-closed.
  2. Find me that 80$ thread. Not sure it's even still there.
  3. Things aren't looking good for our old homestead.
  4. That's probably true. What befell the first Walking Dead season after the first episode and likewise the Wolf among Us was an entirely new element of utterly senseless crunch stress. Then again: We've known some good people who could not bear the "bad" as opposed to the "really bad" already. For some, Telltale's growth pains (that, it seems, were just agony in disguise) set in earlier.
  5. From The Verge article: The episodic structure was the problem. Always has been.
  6. That sounded like a good idea until that last word. Unity eats a lot of RAM and is apparently rather difficult to bring to a sensible performance. They could have put money into their own new tool, they surely have the money for that. But alas. The "decline" of course refers to plummeting revenue since 2015. The "downward spiral" indeed began earlier, but not with "The Walking Dead", which was their most successful game. It began with Telltale's treatment of employees as soon as the episodic model started to look like a success. 2008, maybe 2009. Absurd pay, perpetual crunch time, while the company itself raked in more than enough to simply not_do_that. It's exactly the fitting image that Telltale needs to get rid off. And judging from the reports I'm still reading, virtually nothing has changed in that respect since Bruner's demise.
  7. Ah, it's the All American Pastime. Suing the shit out of somebody. This is all very depressing.
  8. Yeah. Let's talk story predictions again, because SERIOUSLY. I have no real idea where TF they're going.
  9. Ahhhh nothing like the fresh smell of dumping on completely unsuspecting audience members in the evening.
  10. It's REALLY REALLY difficult to swallow, but yeah.
  11. I thought it was really impressive going from Telltale to winning their independence as a game developer with the release of just one game. Seeking the coat tails of Valve, you can imagine, doesn't at all seem impressive to me. In fact, it's a huge leap back. And of course, that GOG cooperation is surely nixed. So that's it for In the Valley of the Gods, a Valve game™. I guess I'll just rip up all that unfinished fan art. Damn it, I loved those guys!
  12. Ron didn't reject any license lending contract that Disney threw at him, and from the look of things, a budget is difficult to come by particularly as the Kickstarter era seems to wind down. Sure, to insist on buying your own license back, that's a game stopper, but it's definitely not the only one and possibly not even the biggest in the journey to 3a. E.g. what stopped Broken Age in its tracks – planning too big – doesn't seem to be an issue. Ron knows how to handle a budget and how to not let his vision explode. Worse than games that are never made are games that are announced and go into full scale production but are then cancelled because they were planned "too big" (or the "vision changed" somewhere down the line). That's the real heart breaker for me. It recently happened with my greatest hope for the genre, The Devil's Men, a game I was really looking forward to. Better to have no hope for a Monkey Island 3a at all than to be bombarded with hopes and dreams and visions and sudden budgets and license miracles and awesome alphas and incredible screenshots only to find out two years later that you'll get jack ship of all that.
  13. Ooooops my bad. That's actually the only Telltaler I've ever met in person! And, yes, nicest guy in existence. I don't quite remember our chat any more, the only thing I do remember is that eventually I said something casually yet wildly inappropriate about his hands and henceforth was too embarrassed to speak any further. Oh shoot, now I wish Campo Santo hired him.
  14. God, me too. Me tooooo. The Verge article is giving substance to what a lot of us felt and suspected for many years. Maybe a bit of a cheap move by Farokhmanesh to point at just one responsible person at the end, but at the very least she's putting the whole case file into a background of woes that the entire industry suffers from. Telltale, with its episodic game structure and therewith perpetual crunch time, has always been an extended cautionary tale of sorts. At least now we have that in writing. And, honestly, not just Telltale should take note. I e. g. see this kind of company strategy at work at Double Fine just as well (or at least saw it at work during the time the DFA was produced). This is horrifying. It must stop, and that may be particularly difficult in the US game industry. I must say, I don't really see how something good can come from all of this. Telltale won't change course, won't try something different. I guess for six years now they've been trying to remix the TWD formula into something that clicks with their audience just as well. The company has become increasingly more risk-averse. What kind of 180 can they pull off in this situation? Wishing them all the best, though of course now none of my heroes still remain there. They're all gone, each and every one. By the way, I've checked the Telltale forums and there's of course a thread on the same article. However, the contributions to that thread are surprisingly balanced. Something you'd expect from an adult community. I'm impressed.