CecilRousso
Member
I think it would be very strange for a fan of the genre to hold a puzzle from GK3 against this kickstarter. Point&click fans really can´t afford to be THAT picky.
I think we should post ideas on how to improve her Kickstarter page. Jane is reading. I know because i talked to her.
Is she on twitter? If not, she should get on that and try to get her friends in the industry to tweet about it. So far, every kickstarter and/or adventure game maker I follow seem to have ignored it.
First update: more info about the firts two concepts (the third one will be online tomorrow). Nice!
Moebius > GM2
There's a good postmortem article about GK3 on Gamasutra: http://www.gamasutra.com/view/featur...a_studios_.php
It seems the game was really in a development hell due to bad tools. That's why Mosely ended up with so short arms. :lol
I'm amazed that even though there were so many problems with the engine, I can still consider the game's interfaces as one of the best among 3D point & click adventure games. Being able to freely move around the location, with no constraints at all, was great.
I'm amazed that even though there were so many problems with the engine, I can still consider the game's interfaces as one of the best among 3D point & click adventure games. Being able to freely move around the location, with no constraints at all, was great.
When speaking about GK3 lack of polish, they usually bring up issues with tight pre-launch schedules. Perhaps this part of the puzzle was overlooked during testing and made the cut. Not that I trust this explanation. I think they should have kept just the part where Gabriel has to steal Mosley's ID and call it a day.
There's a good postmortem article about GK3 on Gamasutra: http://www.gamasutra.com/view/feature/131536/postmortem_sierra_studios_.php
It seems the game was really in a development hell due to bad tools. That's why Mosely ended up with so short arms. :lol
I'm amazed that even though there were so many problems with the engine, I can still consider the game's interfaces as one of the best among 3D point & click adventure games. Being able to freely move around the location, with no constraints at all, was great.
I think it would be very strange for a fan of the genre to hold a puzzle from GK3 against this kickstarter. Point&click fans really can´t afford to be THAT picky.
Jane is known for games with complex, dark plotlines. She created the Gabriel Knight adventure game series at Sierra On-Line and the recent Gray Matter.
I'll be pledging soon, but I don't know how much. I'd be more willing to go over my budget if Jane promised both Gray Matter 2 and Moebius would be made in 2013-14. Please, don't make me choose between the two.
Moebius sounds really cool, i just hope it's not like an improved casual adventure like a... motion comic or something like that, I want high production values. But first of all i want a new Gray Matter, i like the characters and the mood, i would love to see more of David and Sam.
Adventure game about Weezer, I'm sure.
And her step daughter's songs for GM were amazing. And she seems to be a pretty decent actress in her own right and would likely be a good fit for a main character voice over.
Funny you should mention Raleigh Holmes doing some voicework, she's voicing main character Erica Reed, in new a previous kickstarted point n click, Cognition.
Also isn't it Activision the current license holder for Gabriel Knight?
On GOG it says that GK is from Activision / Blizzard. And they can rot for not giving up the IP. Maybe Jane shoulda got a dollar figure to get the IP back and kickstarted for that too.
Hey, all -- we've gotten some good feedback on the kickstarter page and I'll be doing an update today with more info on the games. If you have any other suggestions, please message me. We appreciate the help fans are giving us in tuning the message!
What kinds of adventure games will they be? Hard? Casual?
Our plan is to have a "casual" and a "true adventure" option at the start of the game. This will allow us to provide an easier path through for those who are not hard-core players -- while allowing our 'true adventure' path to be uncompromised (and by uncompromised we mean classic Sierra-style puzzles). We're looking forward to beta-testing with our CSG members and tuning the game.
Another cool update:
This thread could really use a better title
I always feel more satisfied when I solve a puzzle myself. I guess a casual mode would be designed to discourage casual players from spoiling themselves silly via GameFaqs.Interesting, indeed, even though it may be a bit superflous in a time where walkthrough are easily accessible. But if that's a way to cater to a more casual audience and it doesn't hamper the quality of the 'true adventure path', why not?
What i kind of interface you want to see on the new Jane Jensen Adventure?
GK2's interface was the best for me. It was very simple yet enable cool but not nonsensical puzzles. I think SCUMM like interfaces have to go away. They made sense at some point, but they were never all that great.
edit: my god was GK3 ugly. The transition to 3d was not kind at all for older games.
GK2's interface was the best for me. It was very simple yet enable cool but not nonsensical puzzles. I think SCUMM like interfaces have to go away. They made sense at some point, but they were never all that great.
edit: my god was GK3 ugly. The transition to 3d was not kind at all for older games.
If i remember well, GK2 had different actions with the mouse too.
Yeah, but Gray Matter is how all adventure games are these days. You just click on everything and have an inventory. If you're doing full voice it saves a ton of lines for different variations of look/talk/use for every object. Loses a bit of charm, but it's not a big deal and it saves a lot of production costs.
I don't mind 'simpler' SCUMM system ala Full Throttle. Just meant that the super long list of verbs was a waste of space / time.
Looking more at that GK3 pic, it's a miracle gaming survived that transition In this case, though, even the little 2d icons are ugly. That vampire icon, lol - what the fuck were the artists doing there?
GK2's interface was the best for me. It was very simple yet enable cool but not nonsensical puzzles. I think SCUMM like interfaces have to go away. They made sense at some point, but they were never all that great.
edit: my god was GK3 ugly. The transition to 3d was not kind at all for older games.
It was a huge let down for me personally, and I think it had a lot to do with the downfall of adventure. Most 3D games from before 2000 (and a lot from later than that actually) were mind boggling ugly. When one year you would have things like Broken Sword, which was amazingly beautiful, and still holds up today, and then 3 years later we saw GK 3 which, even when it came out, was not considered pretty, but today is practically unplayable.
That and the sudden focus on action sequences (again something GK3 messed up).
Actually, I think Tim was right. Grim Fandango more or less killed Adventures indirectly. After it bombed, everybody struggled to redefine the genre, each attempt failing more spectacularly then the last.
Ah well, I will probably back this for the good times I had with her games.
I am not saying that GK3 was out of the ordinary ugly (though it was both ugly and had fairly poor graphical design), but instead that all games of that era were indeed mind boggingly ugly.In 1999 the others game looked like this:
But for me GK3 was the best of three, and i think it was the best 3d interface for an adventure game ever made. The fact that you could fly with the camera and later with Gabe or Grace, for me added some incredible immersion to the game.
GK3 > GK2 > GK1
I think this will hit it's 300k goal, it's just going to be a slow burn getting there. Already at 62k in just 2 days.
I agree. GK3 had a very well realized 3D UI which actually, for the most parts, did a really good job utilizing 3D in new ways. In fact, it's quite remarkable how different the UIs in all three GK games is.
It still does not negate my point that the game is ugly, even compared to the first which was 90% VGA (with some sprites being SVGA which was a bit odd).