Ever since Epic Games announced the Unreal Development Kit in November 2009, with UE3’s market penetration, a $99 starting price and comparably modest licensing terms (0% royalty on $5,000 and 25% above $5,000), the big step for aspiring mod teams to take in moving over to the commercial side of video game development has considerably shrunk.
In fact, there are already three promising Unreal Tournament 3 mods that have not only made the jump over to the UDK but also gone commercial, and curiously, UDK is not the only factor that binds all these three projects together. Each these teams also took part in the Make Something Unreal 2010 contest arranged by Intel and Epic Games. (In fact, two out of three of the above projects are included in the UDK showcase.)
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In this interview with main Skygoblin Theodor Waern, who is fresh off releasing the very first chapter of his four-part adventure game series, The Journey Down, we discuss the game’s unique look and feel, Waern’s inspiration for the game and find out more about the role Adventure Game Studio played in the game’s development. We also got around talking about the importance of polish, what makes a puzzle a good puzzle, and Waern’s workflow.
In addition to this interview, we have also simultaneously published our review of the first chapter of the game here at The Slowdown. “Over the Edge” can be downloaded from Skygoblin right now.
The Slowdown: Starting off, I would like you to return to the origins of the series for a minute: In the manual provided with “Over the Edge,” you reveal how the game’s origins actually lie in brainstorming sessions with your colleague, Mathias Johansson. How big a catalyst, though, was simply finding the correct tool to work with?
Theodor Waern: There’s no point denying that when me and AGS first laid eyes on each other, we both knew it was love. I realized right from the start that this was THE tool for me. The learning curve was perfect. I had a problem, I banged my head at it, I solved it. I had another problem, I banged my head some more, and I solved that one too. It has been that way ever since I started production on the game and I doubt I will ever come to a complete stop.
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Under the moniker of Skygoblin, Theodor Waern, with music provided by Simon D’souza, has written, painted and animated a standout freeware indie adventure that is perhaps most easily described as an amalgamation of three LucasArts classics from the past: Monkey Island, Full Throttle and Grim Fandango. Even if the game does recall the meta-level humour and carnivalesque of the first, the animations and the magnificent meld of 2D/3D of the second, and the stylish ambiance and setting of the third, all in all, Waern’s series – The Journey Down – is no simple exercise in nostalgia.
At this juncture, I would love to point you all to our interview with the game’s designer, Theodor Waern, published in conjunction with this review. In the interview, we discuss the game’s unique look and feel, Waern’s inspiration for the game and find out more about the game’s history and development.
The first chapter, “Over the Edge,” finally released after being four years in the making, tells the story of Bwana and Kito, brothers abandoned by their adoptive father captain Kaonandodo, whose abrupt disappearance left the brothers struggling to make a living. Apart for some slight “financial instability,” the duo has been running Kaonandodo’s Gas and Charter ever since, that is, until the Armando Power Company throws a proverbial wrench in their gears.
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Intent stare, intent marketing
Update: GamersGate are now digitally distributing both Xenus II and Precursors!
A few months back, we lamented the fate of Russian developer Deep Shadows’ two latest projects, Xenus II (“Boiling Point 2,” or White Gold: War in Paradise, as it would have been called here) and Precursors, two very unique games that unfortunately remained both untranslated and unpublished in the English-speaking world.
Thanks to Badmofo’s comment on the original post, however, it came to our attention that fan-made English translations for both games are finally available at Patches-Scrolls. Both have already seen a 31th July update, and are now up to version 1.1. The Xenus II patch can be downloaded here, with the following changelog:
Fixed many small details, and manually translated many broken lines.
The Precursors patch is available here, with these changes:
Fixed many details and inconsistencies, and added item descriptions.
Removed Kasterley quest line and changed vehicle menu to roll/slide.
Corrected transactions with Perk, ice merchant and a race organizer
Let us know if you have any luck with these patches!
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