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Salvador_Limones

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  1. Hey Ben, neato games by the way! Not sure about direct sequels, it just got me thinking though in parts fueled by that article above, in parts also what I personally wished would happen on that entire Kickstarter thing kickstarted by DF and Tim himself: That this wouldn't necessarily result in one-offs, but a more long-term thing. That doesn't necessarily mean making an endless wave of Adventure Games, capital A, capital G, as the hardcore sees them, though there's nothing inherently wrong with that at all. But in any case whether more traditionally or out of the box, games in the spirit of those. I think as a designer I'd feel like being forced a straight-jacket upon me too -- lots of the new guys are hugely fans themselves, naturally, with many of them viewing games such as Dott, every single mechanic and puzzle template, as the Gold Standard, a set of rules set in stone in 1993, that shouldn't possibly be diverted from in any kind of way. This was never meant that way, read every single Ken/Roberta Williams interview like ever, how Roberta had an idea and let the engine guys provide her the tools based on this, rather than shoe-horning ideas into templates, resulting in something such as The Colonel's Bequest's pseudo real-time sleuthing which whilst clunky and not entirelly successful looks almost sci-fi compared to your average modern point&click; to this day, or Tim's tongue-in-cheek comments throughout the years how you should be "loyal to the concept of quality and imagination, not a scheme for mouse control." And so on. Those games were amazing because they did something new and broke from the mould every time, not because they aped what had been done all along. That's why we're here now, talking about a crazy remaster of a 1993 game, scoring high-scores with the press and players a quarter of a century after its initial reasase! Madness. You had the Tex Murphy guys grouping together and doing a final Tex game, Jane Jensen doing another upon taking another time-out returning to books, you had Tim doing another game more similar to his first projects when he entered the industry, however it all seems fairly one-off to me. Compare it to RPGs for instance, where Brian Fargo is now starting to build an entire set of projects harkening back to yesteryore without necessarily going fully retro, bringing Torment back next including all the mature themes and non-focus on combat that was entirelly unique to the original already and is still unheard of to this day -- and then up next it's the Bard's Tale with completely modern 3d tech, and so on. What's happened at the folks at Obsidian is also something I've wished for all along, that they actually got some publisher/investor interest, which is just was has happened. They've barely just released their last expansion to Pillars Of Eternity, and have already announced their next similarily scaled project in Tyranny, teamed up with Paradox Interactive for that and as they had the tools in place already, could announce to release this by the end of 2016! All of which came about by that crazy day in spring 2012.
  2. Not as obvious if you're not familiar, just as a bit of fun trivia: I've always been dead-pan convinced that the original laugh was taken from the speech synthesis included with every boxed Amiga 500's workbench OS. Sounds 100% exactly like it, all you'd needed to do was to type in "hah, hah, hah" and pitch it accordingly. [Though Dott was amongst the first LA adventure games that eventually didn't see an Amiga port, which came as a bit of a shock to users back then, as unlike in much of the States, Commodore machines were quite popular for gaming in Europe, including the Amiga]. Was even used in some games back then, though it's a bit of madness. ;-) Pretty impressive tech for having its origins deeply rooted in the 1980s still though, when for your average IBM compatible it was all CGA/EGA and internal beeper sounds.
  3. I had bought Grim Fandango twice before the Remaster came out already. It's a marvelous game that will remain amongst my favorites all my life, naturally helped by writing and scoring and voice working that goes leagues beyond what you get to see and hear in video games in general to this day. I also think it's an incredibly great thing that these grumpy games are updated for the current generation and hardware. Yet I'm wondering: Is there any chance that in buying this I'm voting with my wallet for future new crazy adventures of the Double Fine kind rather than updates made to Tim's admittedly Very Greatest Hits Collection indeed? Recently read an article, and it's hardly anything new. But it's true regardless. https://www.rockpapershotgun.com/2015/07/06/rpg-adventure-kickstarter/ (edit: Realized the linked to article included a jab at Broken Age itself. Though that was not the point.) I really enjoy the many "retro" stuff that is out there -- games that outside of updated resolutions are partying like it's 1992 all over, you know, the often European made "boilerplate" point&clickers; games that mimic pretty straight what had been achieved back then. Some of those even elevate beyond that and despite never doing anything out of the ordinary or unpredictable neither in puzzle templates nor in narrative structure or anything, they create a charm of their own, such as The Book Of Unwritten Tales which from the trailer seems straight-forward parody on pretty much anything fantasy and RPG. But then raises beyond that by creating a pretty colourful fantasy world of its own and a main cast that develops over the series and which you actually kind of start rooting for some. Similar you can say about the games published and made by Wadjet Eye Games, many of which look pixel-budget-retro, but actually sport better design and writing than much of the other stuff typically made in Germany, such as the Secret Files games fiercely locally-favored over here by the German press, despite them not comparing all that favourably with Broken Sword, their most obvious inspiration. Not because they fail to mimic games mechanics of 1996. But because the writing and characters just aren't there. What's left is this thinly veiled puzzle skeleton, and when left in and on itself things don't hold up that well. Some of those puzzles are insipid, at times violating every single one of Ron Gilbert's design laws ca. 1991. Wave of the future, dude, 100% electronics. http://grumpygamer.com/why_adventure_games_suck However even the most creative adventure folk of yesteryore, they're either out of business for good, or such as Ron Gilbert, they go completely retro too, including recreating the entirelly look and feel of 1988 with his upcoming Thimbleweed Park, which I'm curious about totally nonetheless. Either the author of the RPS piece (and me) view this slightly through rose-tinted glasses, but it's totally true that any of the truly greats of yesteryore had rewritten rules rather than following supposedly boilerplate template, which had become most obvious perhaps by the point Full Throttle came about, which due to pacing reasons got rid of "use key on door" puzzling almost entirelly, and rather had you aptly kicking that bloody door down. Similarily whilst most of them have aged horribly, take a look at the Sierra library. Whilst it's clunky as hell by modern standards, Laura Bow is a murder mystery where the actually murder mystery is the puzzle to be solved, rather than the player collecting junk, combining it and in doing so unlocking cut scenes that would reveal it had been the gardener all along. Like the original Maniac Mansion or The Last Express it's also happening in sort of real-time, creating the illusion of a living world where characters would actually follow agendas of their own. The same you could say about Police Quest which freed of Sierra's terribly limited tech and habits of randomly punishing you dearly would likely look more like LA Noire today, except with more focus being placed on character and every day police work, and the first King's Quest is arguably the world's very first "3d" open world game. And so on. Been a while since an adventure game has truly entirelly taken me by surprise like the truly ground breaking ones of yesteryore, rather than boiling down to formula: "Use point&click; interface on inventory madness on zany characters". Remember a former Telltaler then being a games journalist talking to Tim, revealing how many of the jokes, puzzle ideas etc. were inherently rooted within that technology of that time, rather than meant a template for all time to be adhered to. The most apparent example of this would be the joke in Monkey 1 in the Governor's mansion for instance, where you briefly lose control of Guybrush and the game takes over, prompting all kind of funny actions to appear into the "parser remains", actions that happen off-screen no less, such as: "Pull dangerous looking yak". Yak, yak. It's as indicative of Dott's enduring qualities as it is for adventure games in general that there's not quite few reviews already out there who flag Dott Remastered as the best slapstick nonsense comedy adventure game that's been done past and present. This isn't simply nostalgia either. Anyway, bit of carried away from the original question, but: Any chances of Broken Age/Tim's Greatest Hits Remastered not being a last and an end of a fine line? Does this have a future for Double Fine beyond? Is there a day after saving the world off the freshly grown clutches of Purple Tentacle for yet another time? If yes, count me in!
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