Well, of course I played Thimbleweed Park. It’s probably the most anticipated adventure game to come out since Double Fine’s Broken Age. It made a lot of promises, none of which seemed unreasonable, while managing… More
Inspired by the joint playthrough of Simon the Sorceror with SomeGuy (which has since been deleted, sadly), I decided I wanted to try something similar. I decided on Star Trek: The Next Generation – A Final Unity as the first game to try out joint commentary on, because my good pal Joe recently did a podcast episode on it, preceded by a video. Since it’s a game with a lot of minor branching paths, however, I invited Joe to be co-commentator on my playthrough of the game where I tried to do everything exactly right (that is, get all the pats on the back that Starfleet can give you).
As opposed to a normal Let’s Play, where, aside from a bit of editing, you’re pretty much done with it when you’ve stopped recording, doing these joint commentary videos is a bit more work. The upside of it is that, at least for me, it gives me a good backlog of content that I can schedule to go out, thereby freeing up some time to work on other projects. Joe and I just did our commentary for the first half of the game this weekend — a two-hour session that will be split into four episodes.
If you want to know how to go about it, here’s a handy step-by-step guide on how to do your own joint commentary videos.
I shouldn’t be surprised, but it still comes as a depressing blow: Went2Play’s high-quality remake of Fate of Atlantis has been told to pack it in because “guuhhh license uggghh copyright blaaah.”
It’s hardly surprising, given that the game was not just a remake of an existing game by a well-known developer (LucasArts) that Went2Play didn’t have the rights to, but that said game was also an Indiana Jones game, another license that Went2Play didn’t have the rights to. Looking back on it, I suppose a venture of this nature was doomed to fail.
It’s also incredibly disheartening, because this is another case of seeing dedicated, creative souls wanting to pay tribute to a favorite game of theirs, only to get shut down by the powers that be because it might “hurt sales” or somehow sully the brand.
Are they within their right to shut it down? Of course. No one is debating that.
Is it, as my mate Gareth says, morally right? No. Not if you ask me. These people were not out to spite the original, or claim it as their own.
The bigger question is: Would a fan tribute to a game of this kind really hurt sales of the original?
I don’t have the answer to that. My gut reaction says no. People would look at this and think, “Wow, that looks cool. I should try the original.” Shawn (of Infamous Quests), however, says people would be too cheap to spring for the original because a) the new one would be shinier, and shiny is all a modern audience cares about, and b) the original costs money, and modern audiences don’t like to spend money.
If it was an old game that had been out of circulation for a long time, perhaps even on the brink of obscurity, I would definitely disagree.
But this one is a tricky one because you’re not just dealing with an old game. You’re dealing with an old game that’s still being sold and has the goddamn Indiana Jones name on it.
And maybe Shawn is right that, should someone who’s unfamiliar with the original stumble upon this, they would have no interest in subsequently going out and paying for the original.
The counter-argument to that is, well, Fate of Atlantis sells for peanuts on GOG and Steam; it’s hardly like this is make-or-break territory. But, through the eyes of corporate thinking, lost revenue is lost revenue, even if it’s just peanuts.
As much as it pains me to see it go, maybe it was foolish to think Fate of Atlantis: Special Edition would ever actually be completed. It hurts to see an effort with this much love, affection and talent behind it get squashed — yet again — but this is the world we live in, it seems.
This has been a long time coming, but I was recently reminded of this topic as I have been (glacially) doing the groundwork for Space Quest Historian: The Adventure Game. When you’re making a game, one of the things you have to settle on early is what kind of user interface the game will be using.
And for the SQH game, I wanted to use my favorite type of adventure game U.I. ever. Turns out that’s not easy to do in AGS, but that’s not what this blog is about. Right now, I just want to tell you what that U.I. actually is.
Surprised? Well, don’t be. Whatever you may think of Leisure Suit Larry 7, I will fight anyone who says that isn’t the best adventure game interface ever devised. Let me briefly explain how it works.
I guess this is what they call “coming full circle,” eh? The podcast that inspired me to start my own podcast allowed me to do my own guest episode for that podcast.
Confused yet? Don’t be. It just means that I got the chance to do my very own episode of Upper Memory Block, the podcast usually hosted by Joe Mastroianni. But because he’s off populating the Earth, he asked friends if they wouldn’t mind keeping his show alive while he was tending to the new heir to the throne, and I was fortunate enough to be included in that roster of people.
The game I’m covering is Steel Empire (also known as Cyber Empires in North America); a little-known strategy/arcade hybrid by then-fledgling company Silicon Knights.
I even managed to score an interview with Silicon Knights founder Denis Dyack, who kindly spoke to me for an hour about making the game. There’s about 30 minutes of the interview in the episode itself, but I put the full-length interview on Mixcloud.
Oh, and if you’re interested in seeing how this thing actually plays, my mate David and I sat down and played a campaign at his house, which I, of course, put on YouTube.