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  • Play Tim Schafer's New Point-and-Click Adventure Game for Free

     
    Tim Schafer, the legendary (and hilarious) developer behind awesome titles like Day of the Tentacle, Full Throttle, Grim Fandango, and the upcoming Brutal Legend, has a new old-school point-and-click adventure game available to play for free at Double Fine's website. Titled Host Master and the Conquest of Humor, this throwback to those LucasArts adventure games of yore puts you in the shoes of Schafer himself as he desperately scrambles to come up with good jokes before the GDC Awards Ceremony.

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  • Worth Reading: The International House of Mojo's Retrospectives



    About a year ago, I had the crazy idea that I'd write a series of articles about the LucasArts PC adventure gaming catalog (chronologically, of course) for GameSpite, one of the many sites I freelance for. Unfortunately (for me), it was around this same time that The International House of Mojo started their LucasArts' Secret History series, which was basically the same idea I had, albeit with a staff of writers and access to resources and people unavailable to me. At first, I didn't let the competition get me down, but after seeing the tremendous amount of work TIHM put into their retrospectives, I threw in the towel by the time I got to Monkey Island 2: LeChuck's Revenge. I realize that more than one person can write about a game--hell, on 61FPS I think we blog about Earthbound a dozen times a week--but there's something about TIHM's LucasArts' Secret History series that makes it seem... definitive.

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  • Star Wars: Battlefront III Refuses to Die, Heads Home



    Come on, everyone. No complaining. We’re going down the rumor road. I don’t like it, you don’t like it, but by gum, it’s going to happen. Reading up on rumors, hearsay, and general tittering about the net is like going to the dentist. You have to do it regularly, whether you like it or not, and you will most likely end up bleeding out the mouth afterward.

    So what’s the latest hubbub, bubs? Star Wars: Battlefront III, the last project running at Free Radical before the studio collapsed and had to start sleeping on Crytek’s couch, has found itself a new home.

    Read More...


  • The Abandoning of a LucasArts Legacy


    So there's going to be a new Indiana Jones game--whoop de friggin' doo. You'll have to pardon my general surliness; the chip I have on my shoulder for George Lucas' gaming company is big, bold, and immovable. Now, I'm open to the possibility that Indiana Jones and the Staff of the Kings will be an excellent game--and I'll even admit that some of LucasArts' major franchise titles in the not-too-distant past have been worth playing. My problem lies in the fact that--despite demand--LucasArts continues to churn out the big-name games without absolutely any recognition of their previous gaming legacy. Currently, the company has about ten years' worth of games that they're currently holding hostage; and so far, we gamers haven't gotten so much as a big toe in the mail.

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  • The Commodore 64 MMO that Never Was

     

    GameSetWatch has posted an excerpt from a new book about the history of Lucasarts, the interactive entertainment branch of George Lucas's film production company, Lucasfilm. The excerpt details the story of Habitat, a massively-multiplayer virtual universe made up of 20,000 screens. Players could access this world through modems connected to their Commodore 64s, while paying an hourly fee. Pretty progressive for 1985. Developers had to deal with complex issues that seem commonplace in today's MMO space:

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  • Indiana Jones, We Hardly Know Ye



    It is very, very strange that there are so few excellent Indiana Jones games. The characters and fantasy-20th-century that make up Henry Jones Jr’s world are uniquely suited to the tropes and traditions of game design. This isn’t to say that Indy hasn’t had some success in the medium. The arcade game of Temple of Doom is a memorably colorful quarter-muncher (though, the less said of its home ports, the better,) JVC’s Indiana Jones’ Greatest Adventures on Super Nintendo is the best platformer that studio produced, and Lucasarts’ point-and-click adventures, an adaptation of The Last Crusade and an original story called Fate of Atlantis, are rightfully beloved for both their branching stories and their taxing logic puzzles. The rest of Indy’s gaming oeuvre, however, ranges from tolerably mediocre, like Traveler’s Tales’ Lego Indiana Jones, to plain bad, like Windows/N64’s Infernal Machine. (Infernal Machine is especially notable because it’s the only game in the franchise that falls into the genre most-suited to Indiana Jones, the Tomb Raider-styled 3D platformer. Tomb Raider has always been modeled on Indiana Jones’ particular brand of archaeological adventuring. Raider’s spiritual successor, Uncharted, is even more explicitly inspired by Jones, right down to the sarcastic male lead of dubious morality with a heart of gold.) It’s true that officially licensed videogames have something of a history when it comes to sucking, but given Indiana Jones’ Lucasfilms/Lucasarts pedigree, you’d expect the franchise to have at least as good a track record as Star Wars. (By my calculations, you get one good Star Wars game for every three terrible ones. Luckily, that equates to a lot of good Star Wars games.)

    Today, the pertinent question is not why are there not more good Indiana Jones games, but why aren’t there more Indiana Jones games period?

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  • The Sky is Falling: Gaming Industry Job Cuts Roundup

     

    Jiminy Christmas, people. It's tough out there in the so-called "recession proof" gaming industry. And all right before Christmas. My heart goes out to these guys. The industry experienced explosive growth over the last few years, it only makes sense that downturn would come. Hopefully these people will be rehired when things turn around. They will turn around, right?

    Scary statistics, after the jump: 

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  • Trailer Review: Star Wars: The Old Republic

    It's a double shot of Trailer Review from me today, this time with the first in a series of video documentaries from the folks at Bioware and Lucasarts. Star Wars: The Old Republic is an upcoming MMORPG based in the universe that we know and love from the Star Wars films. All the action takes place 300 years after the events of Knights of the Old Republic and roughly 3,500 before Darth Vader and Luke Skywalker went toe to toe. 

    Check out the video, after the jump:

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  • A Peek Into Tim Schafer's Brain

    Grim Fandango, the swan song of the LucasArts PC adventure genre, was released a little over a decade ago. Yes, I know Escape From Monkey Island came out afterwards; and all I have to say about that game is that when a bug stopped me about halfway through, I was grateful.  That being said, we really don't get many games like Fandango anymore.  Sure, creativity in the industry still exists, but there's just something so damned idiosyncratic about a mix of film noir and the Mexican Day of the Dead (the holiday, not the Spanish-dubbed Romero movie) that outshines even Fandango creator Tim Schafer's later projects.

    When talking about old LucasArts games, it's pretty easy to get down in the dumps upon realizing what a Star Wars factory the company's become. But Tim Schafer has the cure for what ails you; in honor of the 10th anniversary of Grim Fandango, he's made the official 72-page design document for the game available to the public.  Since I found out about this through The International House of Mojo, I'll let them explain a little more through the wonders of quoting:

    Written in 1996, this mostly-complete document details the cut-scenes and puzzles in the game. What makes this particularly fascinating is that it's packed with concept art and descriptions of scenes/puzzles that were cut from the game, giving us an insight into a slightly different Grim Fandango.

    Apparently, Tim doesn't exactly own this document, so there is some question as to how long it'll stay online. So grab it now before you end up living a life of inconsolable regret.

    Read More...


  • Yahtzee Kicks Star Wars in the Balls

    The best thing about being born in the early 80s--aside from all the street cred--is that I completely missed out on the Star Wars phenomenon, which has kep both my childhood and my nostalgia glands safe from a franchise that's been circling the drain for over 20 years. If I had been born a decade earlier, I'd probably go nuts over anything George Lucas farted out of his diseased mind; but, growing up in the decade that I did, I was aware of Spaceballs before I was aware of Star Wars--and to this day, Mel Brooks' parody remains the superior product. Let's not talk about the cartoon.

    It appears that The Escapist's Yahtzee may be of the same persuasion, what with this week's Zero Punctuation being a total evisceration of Star Wars: The Force Unleashed.  While I'm not quite sure how he feels about Spaceballs, there's one thing we definitely agree on: the new trilogy was crap, and should be regarded as such.  TFU may do a fine job of connecting the old trilogy to the new one, but is this what we really want?  Shouldn't Episodes 1-3 be forgotten by the world until they become nostalgia for the Star Wars fans who were youngins during the late 90s/early 00s?

    Don't laugh; in 10 years, countless 30 year-old men will be paying big bucks for double-sided lightsabers on eBay.

    Read More...


  • Star Wars, Lucasarts, Bioware: You’re Doing It Wrong.



    Come October 21st, the inevitable will finally happen. After years of hemming, hawing, clamoring, and speculating, Bioware and Lucasarts are going to announce an MMO based on Star Wars: Knights of the Old Republic. This is not a guess. Bioware’s leash-holder, EA, already spoiled the surprise in July when chief executive John Riccitello flat-out admitted it existed. I couldn’t be more disappointed.

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  • Whatcha Playing: Weight of the Stone



    Videogames are rich with memorable moments. Born of both play and story, there are those images, those brief passages of achievement, that are emblazoned in your memory: the first time you clear 100,000 points in Tetris, the dogs bursting through the window in Resident Evil, the booming march that begins to play after the baby metroid’s sacrifice during Super Metroid’s climactic battle with Mother Brain. We are tied to these events thanks not only to those games’ mechanical and artistic design but because of our agency in them. We facilitate these conclusions and, since the game is well-made, we feel them. Another classic: Solid Snake’s first fight with the cyborg ninja, Grey Fox. Like so much of the Metal Gear Solid series, this sequence is ludicrous: simplistic to play, overdramatic, over-everything. But when Grey Fox begins screaming, “Make me feel!” and your controller begins to shake in time with his uncontrollable gesticulations, the scene becomes something else. In 1998, rumble technology was still relatively new in home gaming, so having this drama reflected in the physical world made that much more of an impression. Every time Snake was kicked in the gut or when you landed a hit amidst this half-man’s yowling was tangible.

    I feel a lot like Grey Fox when I play videogames these days, particularly action fare. I want an action game to make me feel. Not necessarily a profound emotional reaction – though that’s always a plus – so much as a physical one.

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  • Duckman's Lost Adventure Game

    In case you didn't know, this week marks the release of the first few seasons of Duckman on DVD; and if you wish to plead further ignorance, Duckman was a brilliantly cynical cartoon that had a surprisingly long run (70 episodes) on the USA network in the mid-90s. So what does this have to do with video games? Aside from giving me a chance to promote one of my favorite TV shows, this week's monumental media event is also the perfect time to talk about the series' PC adventure game, Duckman: The Legend of the Fall.

    Along with Beavis and Butt-Head in Virtual Stupidity, Legend of the Fall was one of the few non-LucasArts adventure games to nearly capture that same LucasArts magic.  Unfortunately, Duckman was not nearly as popular of a franchise; also, Legend of the Fall's 1997 release date missed the genre's height of popularity by nearly 3-4 years, and came at the tail-end of the show's run.  Hence the game's "lost" status; for being as uniquely American in its own "hell in a handbasket" take on the modern world, Duckman: Legend of the Fall was released everywhere but America.

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  • Will Games Ever Be Funny?

    Two short years ago, when I learned that there were going to be not one, but six new Sam and Max games, I was ecstatic. In the brief period of time I could have actually been considered a PC gamer, I subsisted primarily on the Lucasarts brand of PC adventure games, and Sam and Max Hit the Road was one of my favorites. But today, the final episode of Sam and Max Season 2 sits on my desktop, where it has been unclicked for months and will probably remain so until I force myself to play through it on some day where I'm not burdened with responsibility. That's right: "force." What the hell happened to me?

    I've been in love with Sam and Max even before I played their original game; Steve Purcell's art style, along with a great mix of film noir send-up and absurdist humor made the duo immediately appealing to me.  So, in the 90s, I bought their game, somehow managed to get my hands on the original printing of the trade paperback (no one was murdered, I swear), and watched the mostly-okay cartoon on Fox Kids for the whole year the network decided to air it.  Thus, my Sam and Max fanhood should not be called into question.  But these days, I can't find myself caring too much about these beloved figures from my adolescence.

    Have I merely grown up, or is something foul afoot?

    Read More...


  • GOG is Great

    There's no lack of love for retro in the modern gaming world; but certain old games run the risk of being forgotten thanks to their incompatibility with current hardware. PC games especially suffer from this problem; I have an entire binder full of PC CD-ROM games from around 1996-2002 sitting next to my computer desk, and my Vista OS will run about 10% of them.  Services like GameTap have done a great job with prolonging the life of older PC games, but the newest kid on the block, GOG (Good Old Games), is focusing entirely on this platform.  And I am very happy that they're doing this.

    GOG works a lot like Steam, except they play a little looser with the rules and have a much smaller catalog at the moment.  All their games--chosen mostly from Interplay's catalog from the past 15 years--are under 9.99, compatible with XP and Vista, and are shockingly DRM free.  And if that wasn't enough, each download comes with various bonuses like PDF manuals, soundtracks, wallpapers, and avatars.  If the wave of the future is buying things you've already bought, then sign me up.

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  • Whatcha Playing: The Thirst For Adventure, Pointing At Things, and Not Knowing What to Say

    Amidst the cavalcade of blockbusters, handheld eccentricities, and Rock Band I’ve been indulging in over the summer, a grand season now a mere two weeks from being officially dead, I’ve been getting a crash course in one of gaming’s most respected and forbidding forms: the adventure game. Though I started playing games during the genre’s heyday, I’ve always been somewhat less than literate when it comes to the many point-and-click and text-commanded classics crafted by Sierra and Lucasarts. My only real experiences came from visiting my aunt Donna. At the ripe age of seven years-old, she introduced me to the wonders of Kings Quest and, er, Leisure Suit Larry. Yeah. It’s not that I didn’t have fun with these eye-openers – they certainly expanded my vocabulary – I was just more interested in walking from left to right, jumping, and shooting when it came to videogames. I always knew that I was missing out on something, listening to friends chortle over playing Space Quest and even later, as a teenager, looking at lush screens of Grim Fandango. I’ve only gotten around to them recently thanks to three conditions working in concert. One is that there are new, easy to access (read: on Wii) point-and-clickers being released with regularity by folks like Telltale Games. Two and three regard vintage software: Hooksexup is equipped with numerous PCs capable of running things machines in my home twenty years ago could not, but also (and most importantly) I have a guide.

    It’s easy to approach Telltale’s Strong Bad games because they move at a brisk pace and they work on a very simplified version of classic point-and-click language: see something, point at it to interact with it. Got an item? Point at it, click, then point the item at what you want to use it on. Repeat playings of King’s Quest V left me acclimated to both the process and the occasionally obtuse logic at work in these sorts of games, so it’s been a painless process and a reminder of the genre’s charms. Playing through the first two episodes of Strong Bad’s Cool Game For Attractive People (more on Episode 2 when I’m allowed to talk about it) has, however, made it abundantly clear that adventure games are not inherently relaxing in comparison to more action oriented fare.

    Read More...


  • Why Wasn’t The Clone Wars A Video Game?

    George Lucas’ latest good taste litmus test, Star Wars: The Clone Wars is somehow making money at the box office, even though it’s tied into the worst chapters of his “saga” and looks like cutscenes from a PS2 game. My faith in humanity would be further shaken if the man wasn’t such a pop culture rapist/media-savvy vulture. Or is he? Could George Lucas just be spinning his wheels in the medium of film when there’s much more money to be had and much less dignity to be lost?

    Read More...


  • Where Is the New Indiana Jones?



    Euphoria, a physics engine created by developer NaturalMotion, has been popping up all over the place lately. To clarify, a physics engine is a piece of software that simulates real-world physics in a game. Euphoria specifically creates realistic animation for game characters on the fly, as opposed to the hand crafted animations traditionally used for computer generated characters. Euphoria is used in Grand Theft Auto 4 - when you see Niko’s body getting thrown about in a sickeningly convincing way, it’s Euphoria at work. The engine is also featured prominently in the much publicized, poorly-titled upcoming Star Wars game, The Force Unleashed. It’s a little distressing, however, that Euphoria’s intended debut has gone AWOL. I’m referring of course to LucasArts’ untitled Indiana Jones project.

    Read More...


  • LucasArts Classics On Nintendo DS?

    As many have remarked, the DS seems perfect for a revival of classic adventures — it's got more than enough processing power to handle early-'90s PC software, and the stylus is a fine match for the traditional point-and-click interface. (Diehards, myself included, who prefer the still-more-traditional parser interface, will have to wait for the inevitable PowerGlove II to simulate an old-fashioned keyboard.) Beloved games like Monkey Island and Sam & Max Hit the Road would be natural archive releases for legendary adventure producers LucasArts. But today...

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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