Until recently, PS3-owning graphic adventure fans didn’t have much to get excited about, however, the arrival of Sam & Max: The Devil’s Playground, Secret of Monkey Island Special Edition and Tales of Monkey Island to the PlayStation Store would have made their hearts leap with joy. They must now be on the verge of a full cardiac arrest with the release of Monkey Island 2 Special Edition: LeChuck’s Revenge.
It’s arguably the greatest adventure game ever made so we’re delighted to have it. The only question is whether the special edition actually adds to the original game.
In an era where pixels ruled the screen and creativity sparked the imagination, a few names stand out as trailblazers in the gaming industry – David Fox is undoubtedly among them. As a co-founder of LucasArts, Fox played a pivotal role in shaping the landscape of gaming, leaving an indelible mark with iconic titles that continue to resonate with players worldwide. Join Sector as he shares captivating stories about the birth of LucasArts and the enthralling narratives behind some of the industry's most beloved classics.
eh…Gilbert, Purcell Schaffer were the trail blazers in that crew. David, while he did do some stuff once, like a real long ass time ago is more like b-list personality that specializes in reminiscing and signing ops at a convention.
Andersson will act as design director on the title and work in parallel with creative director Axel Torvenius – who was previously art director for the Wolfenstein games and with executive producer Jerk Gustafsson at the helm.
You know what games I want way more than Indiana Jones? The darkness and Riddick.
The Darkness was an underrated gem. Fantastic lore and Mike patton from Faith No More voicing the darkness is up there with the great video game voice overs imo.
You may have head of The 7 Deadly Sins in Christianity, but what about The 7 Deadly Sins of Game Design? Jason Capp is here to break it down.
For me, it's collect-a-thons. They weren't fun in Donkey Kong or Banjo and Kazooie and they still aren't fun now. Why create these wonderfully oversized, detailed worlds if you are going to just supplement gameplay with ambiguous item fetch-quests.
There are exceptions, of course, But by and large, it just shows laziness on the part of the developer.
Good article, by the way!
how about not allowing cutscene skipping
that's flat out inexcusable in any game in the last 10 years
this comments are demanding a "The 4 Horsemen of The Apocalypse of Game Design Flaws" sequel