Campo Santo proves that it's good for more than making absurdly promising games; it's also positioning itself as Mojo's replacement by recently siphoning Full Throttle reflections out of Tim Schafer. Those memories combined with perspectives from folks you might recognize make for an insightful retrospective on the game and its impact on Schafer's career thereafter.
Acknowledgement is also made of Tim's good fortune to see both of the game's unsanctioned sequels die on the vine, quelled threats that nonetheless motivated his departure:
One day, deep into production on Grim Fandango, Schafer noticed that the project leads on the third Monkey Island game were at work on a new project, and asked somebody what they were up to. “Someone said, ‘Oh, I think they’re working on a Full Throttle sequel. And I was like, ‘They’re wh-wh-what? Nobody told me about that!” I went and asked them, and they were like, ‘Yeah, yeah, yeah, man!’ ‘And no one even asked me?” ‘Um, I don’t know… yeah…’
“I was upset about that. I was horrified. I felt so personally attached to that game; those are my characters. The idea that someone else could make a sequel to it… I was so horrified that I didn’t own it.” It was one of the reasons Schafer would leave LucasArts after making Grim Fandango. “It was fair,” he acknowledges, “I mean, they did pay me for the time. I’m not saying they stole it from me.
An employee of Aspyr, the company responsible for the ports of the game, stated on the Steam forums that they are working with GOG and Disney to try to get these changes on GOG.com as well, and that they should know more after Gamescom.
Double Fine's Broken Age Kickstarter received plenty of attention during and after its lifespan due to being what was at the time the most successful project on the crowdfunding site, video game or otherwise.
Some of that attention proved to be negative, with scrutiny becoming particularly fashionable when the scope of the game, and therefore its schedule and cost, began to inflate. I always saw it as a weird sense of entitlement that required the willful misunderstanding of what a donor is (versus an investor), but at any rate there was, at one point, in some circles, what you might call a controversy.
But it doesn't seem to be a controversy the studio has profited from. Reports Schafer:
"My expectation with Broken Age in the end was just to break even," Schafer said. "With Kickstarter, the risk is gone of losing money on it, so you know you've broken even if you just make the game to that amount of money. But we made it [for], like, twice as much almost as we got in. Or more. So we will just about make that back."
Tim clarifies that the purpose of crowdfunding from his perspective is to remove the categorical dependence on publishers, and by that criteria, the Broken Age experience was very successful.
It tells a story during a time when Michonne is at her lowest, and she is "bereft". She also will be wielding a machete rather than her trademark sword, as she doesn't have it at this point. Since Michonne is an action character, the game will require more action, and Skybound tweeted that "you will be pleasantly surprised". It will be released as a three episode DLC for Season Two late this fall.They also released two pieces of concept art for The Walking Dead: Michonne during the panel.
Sad news today as we learn that character actor Irwin Keyes has passed away at the age of 63. Check IMDB for a list of the actor's many credits, the most famous probably being his roles as bodyguard Hugo Mojelewski on "The Jeffersons" as well as the inhaler-dependent assassin Wheezy Joe in the Coen Brothers’ Intolerable Cruelty.
Here at Mojo though, he will always be remembered as the voice of Bruno the Bigfoot, whose rescue is the primary concern of the 1993 classic adventure game Sam & Max Hit the Road.
Can anybody explain to me what Disney Infinity is? I did my due diligence and skimmed the Wikipedia page, but I can't make heads or tails of it. I'm just too old.
But the reason I'd like to know is that there's this Polygon interview with some vaguely-titled muckety–mucks of Lucasfilm and Disney Interactive where they say, well, this:
I asked Ada Duan, vice president of business and franchise management at Lucasfilm, what other properties the studio might be considering for Disney Infinity.
"Are you thinking about Howard the Duck?" she said to laughter from Disney Interactive studio vice president and general manager John Blackburn and Disney Interactive vice president of production John Vignocchi. "In terms of Star Wars content, there's definitely more Star Wars coming out. What these guys have been saying is that Disney Infinity is a platform for all the IP across the company, Star Wars being part of that. You'll see more. As more movies and TV shows come out and there's evaluation of what we can support, I think Infinity is going to support all the IP across the company. As Lucas comes out with more IP and more Star Wars."
Blackburn added that Disney Infinity's studios are always pitching ideas to Duan, who job is to look after the interactive division of Lucasfilm and work with gaming partners on all Star Wars and Lucasfilm properties.
It was Duan, Blackburn pointed out, that helped get Tim Schafer and his team at Double Fine Productions the ability to work on Day of the Tentacle.
And even those old adventure games aren't off the table, Vignocchi said.
"I'll be like, please, can we do Secret of Monkey Island?" he said. "And she'll say, ‘Can we talk about how relevant this is? There are so many other things we could do.'"
Duan acknowledged that, for now, the company is "looking forward."
Christian Adam has found a solution to allow the people who have graphics hardware below the requirements of Grim Fandango Remastered to play the game in classic mode.Massive Chalice went out of early access and received it's full release, and Iron Brigade has had Game for Windows Live replaced with Steamworks, fixing matchmaking. The latter was possible thanks to the fact that Double Fine has regained the rights to Iron Brigade from Microsoft.
At E3, it was revealed that ex-Mojoer and former Telltale developer extraordinaire, Jake Rodkin's company Campo Santo will have the console debut of their first game Firewatch on PS4. It is also going to be released on PC, Mac, and Linux. No release date has been set, but Campo Santo is aiming for release by the end of 2015.Telltale is making a three episode miniseries that will be DLC for The Walking Dead: Season Two called The Walking Dead: Michonne, set during the period of the comics when Michonne is absent from the group. They also finally showed a little bit of what their Minecraft: Story Mode will look like.
Lucasfilm is working on a fully interactive 3D virtual Star Wars world, via their ILM experience lab.Humongous Entertainment games are starting to make their way to GOG.com. The Pajama Sam series made its way to the service earlier this month.
The co-creator of Maniac Mansion and Thimbleweed Park, Gary Winnick, had his best selling comic, Bad Dreams, released in trade paperback format on the 17th of June.While we're on the subject of Thimbleweed Park, be sure to check out the Thimbleweed Park development blog, as lots of good inside information about the development process of that game is being posted regularly.
We have returned! Hooray!
Mojo is now living on its own server, thanks to our generous Patreon patrons! Hopefully this one will prove to be more stable than Mojo's old home. Hosted sites aren't up and running yet, but they should return soon as well.
As promised, Jason has made a video reading out the names of some of our backers!
In his capacity as the illustrious guest on the latest episode of the Playstation Blogcast, Tim discusses all kinds of topical Double Fine things, including Broken Age, Grim Fandango, and his favorite text adventure game.
And there's a shoutout for Spaff as well!
From the gameplay footage that looks like pre-rendered cut scenes, Star Wars fans will FINALLY get what they've been asking for since 1983 - the chance to play The Battle of Hoth!
The embedded youtube clip below only works for three people, so for the other four of you, here's a direct link to the trailer.
Nice. After releasing LucasArts games in batches up until now, GOG has abruptly put out a single game today, but it's a good 'un: Afterlife, Mike Stemmle's satirical, overly-complicated but very much underrated take on SimCity that assigns you the task of managing Heaven and Hell for the denizens of a planet called The Planet.
Missed out on the game back in 1996 like some sort of uncultured hick? You need only fork over $5.99 to join the prestigious group of folks who have played Afterlife. Don't forget to type "SAMNMAX" (caps necessary) three times for the lagomorph's obligatory cameo.
But still, it's nice to see Spaff is still working.
Tim sort of recently announced that our very own forefather James "Spaff" Spafford has joined Double Fine to be Community Manager, meaning he'll be banning people for bad behavior the same way Remi bans people here for failing to pay him not to. Dude's clearly been busy, so it's no wonder he hasn't been able to help us regain access to the Mojo domain.
But no, Spaff, seriously. We need access to our domain. :~
Our very own curator of all things cut and changed from LucasArts and Sierra games, ATMachine, has captured three of the images from the video and corrected the aspect ratio (as the images in the presentation were cropped, meaning the original rooms must have been even wider). He has presented them to you in the most authentic manner possible.
These images are from lost rooms in Crystalgard. They include an alternate shot of the outside of Crystalgard, the hall of mirrors with the Chromax Conundrum, and the infamous lost room with the three sandglasses.
With the help of ScummVM developers, two fans by the names of SirAlastor and Alpheon, went through the game and found all the music cues, and Alpheon posted instructions tto change the music from the included soundtrack to tracks that ScummVM would read, so the music could be played within the game itself. He also posted a video showing the enhanced music in action, compared to the music from the original game, which you can view embedded below or here if the embedding doesn't work for you. The difference is quite striking.
The release date of Broken Age Act 2 has been announced. It will release on April 28, 2015 in North America and April 29 in Europe. It will be released for Windows, Linux, Mac, and will be available for cross-buy on PlayStation 4 and PlayStation Vita. It's unknown if the separate release dates for regions relate to the computer versions as well, since the IGN article makes it seem this way. This is unlikely though since Steam and GOG.com don't have any region blocking for ordering (unless, presumably, required by law), as far as I know. However, even if that ends up to be the case, at least it's only a day.
While you're at IGN, if you don't mind spoilers for Act I and the first part of Act II, they have a video up where they play through the same 12 minutes of the game that was previously revealed, but this time they play through it with Tim Schafer. They discuss what has transpired in the three years since the Kickstarter was announced, the decision to split the game in half and what to expect from the rest of Act 2.