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ja2ke's Posts

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Thread Half-Life Alyx |OT| The right woman in the right place
It’s the teams focus now that the game’s out. There will be more info soon but we’re working on it. Sorry I don’t have a date beyond that but I’m sure there will be more communication soon. Most of last week was spent on post-launch patching and tech support.
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Thread Half-Life Alyx |OT| The right woman in the right place
Can you DM me a copy of your broken save game if you can find it? To fix this, try swapping your gun hand to back and forth in settings (swap it from eight to left, go in game, and then swap it back), see if this clears it. If not, your best bet is to start a new game from the last chapter you started.I believe it’s the same newspaper, “The Times.” For the secondary articles in the Alyx version, we looked to how the 1989 San Francisco earthquake was covered for inspiration about what people would be told to do and how newspapers would cover it.
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Thread Half-Life Alyx |OT| The right woman in the right place
Play with teleport! You can use HLA to ease you into continuous movement over time if you want: If you’re playing with teleport but start feeling like you want more movement, turn on barnacles pulling you up and ladder climb. Then turn on shift teleport to introduce movement between teleport jumps. Then move to continuous head or hand movement. Even in continuous, you can always teleport too (by pulling back on the right stick you can send out the teleport movement point at time), so you can choose how much you want to engage.
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Thread Half-Life Alyx |OT| The right woman in the right place
You should not have to change anything in SteamVR. Enable "height adjust" in the accessibility settings. If you're sitting you should be able to just turn on "Stand toggle," which I believe enables a toggle to standing height vs your natural sitting height by clicking on the left stick. There are other options in the height adjust setting as well including having both digital sit and stand, which I think are bound to the left and right stick click respectively. (The binds change depending on your controller but for most it's a stick click. I'm most familiar with Index binds though.)
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Thread Half-Life Alyx |OT| The right woman in the right place
Did you try playing with teleport or continuous movement? If it was continuous and you found it disorienting, try blink teleport. In blink teleport, the game will never move you around independently of where your body actually moves in the room.
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Thread In the Valley of Gods (Campo Santo's next game) is officially on-hold
Hi I’m sorry to come into this thread just to reply to a few random morsels but I can’t resist.Genuine lol from this. Thank you.It was actually a music licensing issue and it was a bummer. Some of the music in the trailer was on a non transferable license.Somewhere, deep in my old Telltale files, I have an Excel spreadsheet with all the Max’s Severed Head gift codes that were provisioned but never given out, because fewer people preordered Sam & Max Season Three than we thought. It was thousands and thousands of rare hats. So for years, on paper, I was probably the richest Hat Baron of them all and nobody knew it, and therefore am not susceptible to TF2 hat bribes.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
The Thimbleweed Park Hint Line is a great combination of old school and modern adventure game thinking mashed into one. Across the game there are telephones in most locations, and if you Use them you just get a number pad and can dial whatever number you want. There are also phone books and phone numbers throughout the game. You can call characters up and get them on the phone. There are tons of working answering machines you can reach (thanks to the Kickstarter campaign). Somewhere in the mess of working phone numbers are parts of some puzzle chains. It feels like the MI2 library card catalog but pervasive across the world. But also if you dial HINT you get a working hint line phone tree built just like the old 900 number LucasFilm hint line, but in this case (since it’s inside the video game) it knows which puzzle chains you’re on and asks which one you want help on, and how much of a hint you need. The game doesn’t penalize you for this or anything, it’s just calmly part of the weird meta-aware world like anything else. Those two things successfully existing literally within the same game system really feels like a summary of what they were going for with Thimbleweed. It has the intricate ominous living world feeling of the really old Lucas adventure games, and it’s so confident about that it they’ll put the solutions to the puzzles right in the middle of it and know that doing that won’t diminish the experience, but add to it.
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Thread Introducing PlayDate - A $150 black-and-white handheld with a dozen surprise games. Also, it has a crank.
There are a few photos of the hardware being used out in the world, on designer Neven Mrgan’s twitter:
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Thread Mis-seen sprites of the 8- and 16-bit ERA
Someone wrote into our podcast about how they spent 20 years thinking of Koopa Troopas as tragic fallen Southern belles like Blanche DuBois from A Streetcar Named Desire, because of a weird confluence of young childhood events - the first of which was a friends mom telling him that Koopa Troopas were women wearing bustles. The whole story gets far more elaborate, and the nuance and tragic pity this guy ends up having for Koopa Troopas due to this weird childhood assumption, even into young adulthood, is pretty incredible. If you want to listen to it you can here (embed should timecode jump straight to the story):
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Thread RttP: Tales from the Borderlands (my favorite Telltale game)
Nick Herman and Dennis Lenart directed a ton of Devil’s Playhouse content. Mike Stemmle and Chuck Jordan both worked on TftB but a lot of their work ended up on the cutting room floor from what I understand. Borderlands was also art directed by Dave Bogan, who was the art director on Wolf Among Us and a bunch of Telltale’s Sam & Max episodes. For how big Telltale was at the end, there was a core group of a couple dozen people who were there for the vast majority of the studio’s existence, who ended up as showrunners or episode leads on a lot of their later series.
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Thread RttP: Tales from the Borderlands (my favorite Telltale game)
There is a workaround for this! This comment from WarpSpeed explains it: Also, Tales of the Borderlands is great. My favorite Telltale other than Sam & Max Season Three (unsurprisingly, many of the same directors, artists, programmers worked on both games, and The Wolf Among Us). This thread gives me life.
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Thread PodcastERA | A spoken word smorgasbord for your ears
Have you listened to Friends At The Table? It’s another well balanced role playing podcast in the way you describe, imo. Different tone than Adventure Zone but similarly well executed.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
I know it’s not a point and click, but there is a very dark comedy puzzle in Tales of the Borderlands involving a guy’s face that feels like a way more extreme followup to Domingo’s map.
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Thread Firewatch |OT| Now play it anytime, anywhere, but you're still just by yourself
We don’t have plans for a physical release fwiw.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
From the sounds of the latest update, he’s already contracted two ex telltale concept artists to do visual development for the game, which isn’t pretty encouraging!
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Thread Untitled Goose Game was the highlight of the recent Nindies Showcase
I love the Panic guys old internet exploits. Panic co-founder Steven Frank created , the original comment-blocking browser plugin (it just hides the comments sections on as many sites as possible, so you don’t have to think about them). In the early days of the iOS App Store they released a beautiful looking podcast app called Pantscast, released under the pseudonym Hosensoft GmbH, a German software company who “for years we have been perfecting our algorithms.” Pantscast looked for silence in the waveform of your podcasts and inserted increasingly unsubtle fart sounds during quiet pauses. Of course it . Anyway, they are a great fit for Untitled Goose Game. (They were a great fit for Firewatch too. I love working with them.)
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Thread Untitled Goose Game was the highlight of the recent Nindies Showcase
Cabel has made much good internet content and I’m going to surface/out some of it now. He wrote and performed “Buggy Saints Row: The Musical” in 2006 and it’s still catchy: He was also the creator of , that site full of people talking awkwardly on their Nokia ngage.
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Thread Olly Moss (Art Director, Firewatch) has been hired by Valve
1) Thumbs stuff will return eventually! I feel insanely overloaded still to be honest. Eg: We’re still working on Firewatch Switch along with everything else. (It’ll be at PAX along with a new Firewatch booth somehow??) But yes we want to keep doing podcasts and eventually we will. 2) Re: wallpapers — When we first built the original Campo Santo office, one of the first things Olly did was quietly place a J Allard behind the Windows logo of my default wallpaper. That would be harder at Valve since, unlike Campo, our office computers have passwords, so we’ll see.
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Thread All games with PS4 Pro enhancements
Cheers! We did the port early in the really days of PS4 Pro dev and downsampling didn't even occur to us tbh. I'm happy we were able to offer a little fidelity boost at 1080 on Pro though! Honestly unlikely at this point BUT if we do I'll update this thread :)
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Thread PodcastERA | A spoken word smorgasbord for your ears
The film history podcast You Must Remember This did a series on the Manson Family a while back that is great. (Also that whole podcast is great but if you’re looking for a we produced, weird true crime story, that season is a good starting point.)
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Thread PodcastERA | A spoken word smorgasbord for your ears
It’s not a fiction podcast, but you may like this comedy-laced history podcast we host called . It’s a series of short (10-15 minute) stories about absurd forgotten footnotes of history. Here’s a quick trailer for it:
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Thread PodcastERA | A spoken word smorgasbord for your ears
Thanks! (I help publish that show, and though I have nothing to do with it’s actual creation, I love it and am proud of it.) Hope you’re still subscribed to the Something True RSS as there’s a holiday special coming soon.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
I love it. I wish its puzzles were more well integrated, and that the mini games were less crusty than they are, but the writing and art and overall mood of that game are, to me, still unprecedented in most ways. No game looks like Full Throttle or sounds like Full Throttle. The melancholy ending was the first like it that I had ever experienced and it’s stuck with me too.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
That’s the magic of 25 more years of being alive, growing up, and playing dozens of adventure games between then and now. Also you probably had a bunch of it memorized? (Adventure game puzzles somehow stick really firmly in the brain in my experience.) I do wonder if those old games were actually way harder and more involved than new ones, or if what’s really in play is that I was 12 when DOTT came out and I’m 37 now.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
The Waypoint story on Police Quest 4 is a good read if folks haven’t checked it out yet. It’s about the internal fallout and public reaction to Ken Williams bringing in the former chief of the LAPD (the one who presided over Rodney King and the LA riots in the early 90s and then refused to resign in what seems like the douchiest way possible) as the new celebrity cop for Police Quest. I didn’t really follow Sierra games growing up and was just young enough to not really grasp the entirety of what was happening with the LAPD when the Rodney King video came out, so I had no idea about any of these connections. It’s a pretty crazy intersection of classic gaming and American culture at large.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
Personally, despite the puzzles, exploration, and narrative-driven motivation to continue, I’m worried every moment that I’m playing Silent Hill that a game-system-driven enemy is going to kill me, so it doesn’t occupy the same space in my brain as adventure games. (But you’re right that I do enjoy Silent Hill and that sort of game for many of the same reasons as adventure games! I’m just in a totally different headspace while doing so.)
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
Yeah the objective notebooks in Thimbleweed are so good. I thought those + the integrated hint line were both great opt-in features to keep the game moving when you need them but also totally passive/invisible if you don’t want them.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
The Black Cauldron. It took a little bit for me to play another after that... then what I played was KQ V. Oops. Another short break. After that was Monkey Island 2, then I never really stopped.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
I definitely did. Monkey Island 2, I pirated my friends Mac copy right when it came out (and eventually later bought multiple times) but didn’t get to play Monkey Island 1 for another couple years — until both it and Loom came bundled with our family’s first PC CD-ROM drive.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
I’m excited for Lamplight City. It got a new trailer yesterday and is looking nice. It really shows off the elaborate and satisfying pixel art character animation: And , the description of how investigation and working through each story works sounds very intriguing. Sounds like there’s a lot of possibility space in each case and you’re supposed to take your own tack when determining how to solve it, as opposed to just completing a traditional single fixed puzzle chain.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
Though I think this recently changed, for about its first decade of existence the Telltale Tool didn’t have any automatic pre-streaming, and loads every asset on the frame the game requests it. So for all but the absolute newest Telltale games, every voice line, texture, animation, etc, load from 0-100% into memory on the frame when they start playing.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
Haha I think the reason I said - the dumb aesthetic similarity I allegedly have to David Cage - is why that became a joke on Idle Thumbs. That gif got me so hyped. The establishing shot is a lost art in point and clicks I think. When I think back to Loom and the first two Monkey Island games (and Full Throttle come to think of it!), some of the most striking moments are when it will cut to an epic painting to establish the next scene. Related to establishing shots are cutaways - another lost art I think. It was so damn cool that Thimbleweed Park just bathed itself in ominous and enigmatic cutaway shots. Neil Cicierega was a long time member of the AGS scene in the late 90s/early 00s and it warmed my heart to see he was going to work on a new game project after so many years away doing music and videos. I hope he finishes this. The mood in what little has been shown is great. Haha cheers, that post is all too nice :) I never really saw this thread’s equivalent back on GAF, really happy to know this one exists here.
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
Yeah that’s the manatee one. I think it wasn’t the best choice to have a manatee in a Monkey Island game - wish it was just a giant sea monster if we had to go there - but the whole team made the most of our own ridiculous early-on decision haha. It’s also the first game I worked on with Sean Vanaman, who wrote that episode. (After that we did episode 5 and Puzzle Agent with Mark Darin, then Walking Dead S1 and Firewatch together.)
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Thread Point & Click Adventure Thread 2017 - Pixels Walk With Me
I don’t know if Telltale’s Wallace & Gromit is even available for sale anymore but I really liked the 2nd and 3rd episodes at the time. (I worked there and did user interface and menu design on them so I’m biased though.) The most terrifying news in my career was hearing we were getting the Monkey Island license. I still have mixed feelings about it but am proud of a lot of the work we did on Tales of MI. That game targeted the WiiWare download store which made sense at the time because the Wii was a huge deal, but it meant some very not-great technical things, like the download size of each episode had to be tiny. Led to some disappointing things like the character model reuse. One of our goals that I’m proud of, was to try and leave the Monkey Island characters in a better place than we found them. For instance in the original games, I neber thoight Guybrush was an actual buffoon all the time, I think he’s actually pretty competent and determined, and just everyone ELSE thinks he’s dumb. By the later games it seems he’d been rewritten to actually just be a blundering clown. Really wanted Tales, by the end, to put him back in the role of a genuinely determined and passionate adventurer who is misunderstood by a world who doesn’t get him. Similarly with LeChuck - by the end we really wanted him to seem dangerous again. At the end of MI2 in the tunnels he’s so scary, but he got slowly de-fanged over the sequels. Elaine we wanted to try and return to a position of being self confident and secretly in control of the situation even if enacting her plans put her on the razors edge of harm. I don’t think we pulled Elaine off as well as Guybrush and LeChuck at the end, but I’m glad in the end (My background: I was a fairly junior designer on Tales of Monkey Island, but I got to direct episode 3, and co-design and direct episode 5. Worked at telltale from 2006-2012 starting as a forum mod and web designer, ended my time there as creative director on Walking Dead season 1. Before that I was a news writer at Adventure Gamers, ran Mixnmojo.com from the late 90s to mid 00s and also used to run samandmax.net RIP that site.)