пятница, 31 мая 2013 г.

GTA San Andreas MultiPlayer-Trucos Online






Espero que les gusten los trucos....
Video Rating: 4 / 5

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More Game of Thrones Characters As Bad 90's Stereotypes

More Game of Thrones Characters As Bad 90's Stereotypes

Last time around, we showed you what some Game of Thrones stars would look like in stereotypical 90's fashion. The artist, Mike Wrobel, has returned with some more characters in this style. Excellent.


Of course I would think this is excellent, since this batch includes two of my favorite characters. But, c'mon, Brienne as a football player totally fits.


Anyway, here they are—enjoy:


More Game of Thrones Characters As Bad 90's Stereotypes


More Game of Thrones Characters As Bad 90's Stereotypes


More Game of Thrones Characters As Bad 90's Stereotypes


GAME OF THRONES 80/90s ERA CHARACTERS (Part 3) [Moshi-kun via Laughing Squid]




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Starter Save - Part 34 - The Chain Game - GTA San Andreas PC - complete walkthrough-achieving ??.??%






Starter Save - Part 34 - The Chain Game - GTA San Andreas PC - complete walkthrough-achieving ??.??%
Starter Save - Part 34 - The Chain Game - GTA San Andreas PC - complete walkthrough (showing all details) - achieving ??.??% Game Progress before doing the s...
Video Rating: 3 / 5

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So, These Are The People Who Post On NeoGAF!

So, These Are The People Who Post On NeoGAF!

A teaser video for the upcoming GameTrailers.com documentary about the popular gaming message board NeoGAF finally puts some faces to the screen-names. These people don't look anything like their avatars!


I quite like the GIF-generating, news-aggregating, secret-finding, incessant-games-journalism-analyzing NeoGAF. I even post there from time to time. But I've not met many other people who post there. I've mostly been left to imagine what the fine folks there looked and sound like. Now, we can all wonder no more.


Behold:




The full documentary will air on GameTrailers.com and their affiliated apps on June 1 at 4pm ET/ 1pm PT. I've seen a rough cut. There's some fun stuff in there.


To contact the author of this post, write to stephentotilo@kotaku.com or find him on Twitter @stephentotilo.




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GTA San Andreas-cheats for weapons






LXGIWYL KJKSZPJ UZUMYMW.








I'm the one talking (the girl) :P it was my brother and i that found this out. I'm sure we're not the first ones to figure this out, but it's neat. This only...
Video Rating: 5 / 5

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Invincible l'homme du billard (gta san andreas)






Un homme du billard de gta san andreas est invincible P.S : Je ne suis pour rien ni mod ni cheat code.








Fucking about on Sanandreas, you can find a bike by the hospital near your first house. just go back there, kill yourself, walk out of the hospital and go ri...

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I Wish America Had Local Game Coverage Like This

I end up watching a lot of news in my line of work, and one thing that is frequently hammered home is this: mainstream American media doesn't know what they're doing with games.


Across the board what you see on television (with the exception of business reporting) is at best marginally competent and at worst ignorant and hyperbolic. Which is why I find the BBC report above about the Game Republic showcase, as well as this story yesterday, so refreshing.


The clip above, taken from BBC Look North in Yorkshire, is an example of how local news should be approaching games coverage. It's positive, upbeat, approachable and sees the game industry for what it really is: a cultural asset and a viable career path.




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GTA san andreas - How to get s.w.a.t. Tank without cheats or mods ( PC )






In this video i will get a swat tank without cheats or mods . Qui puoi visitare il mio canale :http://www.youtube.com/user/GTAguidesIta . Qui puoi visitare i...
Video Rating: 3 / 5

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The Game Boy Color Zeldas Are Still Two Of The Best Games Around

The Game Boy Color Zeldas Are Still Two Of The Best Games Around


It's always fascinating, as a video game fan in 2013, to pick up old games and see how well they've aged.


Sometimes you're disappointed. You discover all the warts and blemishes that somehow looked oh-so-lovely a decade ago. You find that Xenogears, which you consider a masterpiece, has text so slow you'll start thinking about how short life really is. You realize that buying one item at a time in the original Final Fantasy is just as tedious as it sounds. You start to really appreciate just how much user interfaces have improved over the past few years.


But sometimes, as I discovered last night while revisiting Zelda: Oracle of Seasons, you'll go back to a game and find it's just as stellar as your memory says it is.


Some background. Zelda: Oracle of Seasons is one of two Zelda games designed for the Game Boy Color. The second is Zelda: Oracle of Ages, and although their names share a bunch of words they're actually totally different games. Both are top-down 2D Zeldas in which you get a sword and a shield and bombs and a boomerang and you do all of the things you'd do in any Zelda: explore, slash, solve puzzles, rinse, and repeat. Each game has its own set of unique items, too, and its own gimmick: in Seasons you are given a rod that controls the seasons; in Ages you wield a harp that lets you travel through time.


The Game Boy Color Zeldas Are Still Two Of The Best Games Around


Both Oracle games were released for the Game Boy Color in 2001, and again on the 3DS eShop yesterday. (For the special discounted price of $ 4.99 each, on sale until June 20 when they revert back to... $ 5.99 each. Thanks a lot, Nintendo.) I played them both for the first time when they came out back then, and then again yesterday.


You can play the two games in any order. When you beat one, you get a password that you can use to switch things up a bit in the second. When you finish both, you get to fight the real final boss. This time I went with Seasons first, because in 2001 I started with Ages, and I thought I'd switch it up a bit.


Three dungeons in, I'm sold. The top-down world feels vaguely familiar yet constantly surprising. It's fun to hack away at tiny, washed-out versions of classic Zelda enemies like moblins and Like-Likes. It's even more fun to enter a brand new dungeon and slowly piece together its secrets, letting everything click together one puzzle at a time.


But the best thing about both Oracle games, which were developed by Flagship, a former Capcom subsidiary that also made the excellent Zelda: Minish Cap for Game Boy Advance, is that they're just straight-up full of stuff. Walking around the world map for even thirty seconds will inevitably lead you to a kangaroo who lost his boxing gloves, or a palace full of nasty Moblins, or a random encounter with a ditzy witch. Everything is very dense.


Compare this to, say, the seemingly-endless oceans of Zelda: Wind Waker, or the vast skies of Skyward Sword, in which navigation feels like an uphill battle and sidequests often make you wonder whether they're worth the time you'll have to spend traveling. In the Oracle games, traveling is a pleasure on its own.


Not to say that either Wind Waker or Skyward Sword are bad games: each is excellent for different reasons. But the Oracle games deserve just as much praise.


I'll have more to say about both games—which most definitely count as Japanese role-playing games, since they are action-RPGs made in Japan—as I spend more time with them. But for today, if you are wondering whether you should get them on your 3DS, I am pleased to announce that yes, Zelda: Oracle of Seasons and Zelda: Oracle of Ages get the official Random Encounters Recommendation. They've aged quite well. Go check them out.


Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET. You can reach the author at jason@kotaku.com or follow him on Twitter at @jasonschreier.




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GTA-San Andreas Cheats (In The Description)






Here I am cheating on GTA San Andreas on my mac, You can find the cheats in the description below: Weapons, Health, Armor & Money LXGIWYL = Weapon Set 1, Thu...
Video Rating: 3 / 5








Grand Theft Auto San Andreas Ps2 Cheat: Infinite Lung Capacity.
Video Rating: 4 / 5

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Gta San Andreas Goku Yadrat Costume By Superstrongtaner






specify the yadrat of goku I've also created and converted riggid finally I did it was very difficult to create real peeps look at that video and look at a l...
Video Rating: 5 / 5

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If This Spring Breakers Parody Is Half As Good As The Film, I'm In


It's Spring Gamers, starring Games Franco! This is a thing I want that I never knew I wanted.


iam8bit is doing a parody film of the surprisingly amazing—aka not just stupidly amazing—Spring Breakers. The teaser scene you see above is a gamer's recreation of the real scene where James Franco's thugged-out character brags to his newfound groupies about all the gun-swag he's got. Except in this edition, it's all games and gamer swag. He even has that awesome Triforce lamp!


I have no idea if this parody will be any good. I just know I loved Spring Breakers like I haven't loved a movie in some time. And the simple memory of it makes this teaser a beautiful thing.


To contact the author of this post, write to tina@kotaku.com or find her on Twitter at @tinaamini.




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Assassins' Creed IV Cosplay Begins With This McFarlane Toys Creation

Assassins' Creed IV Cosplay Begins With This McFarlane Toys Creation


Okay, any Assassins' Creed cosplay is going to start with a white hood, but soon after that you're going to need a weapon. Comic book legend Todd McFarlane provides, with a replica of Edward Kenway's Hidden Blade Gauntlet so pretty you can barely tell it's plastic.



McFarlane Toys is doing lovely things with the Assassin's Creed license, using up all the white paint to create some really sexy assassin figures, as seen at Toy Fair earlier this year. McFarlane has been a champion of franchises traditional toy companies wouldn't touch, catering to the adult collector with stunning original and licensed works. His company's work is so distinctive that I knew where this replica Hidden Blade Guantlet came from the moment I saw it.



"You think it's leather until you actually touch it," McFarlane told me during an interview earlier this week, obviously proud of what his company has created. "We're simulating the look of leather on it, down to where it tightens around your wrist... there are wrinkles. We were looking at real leather when we sculpted it.



Assassins' Creed IV Cosplay Begins With This McFarlane Toys Creation


Looking at these images I curse my giant size and massive forearms — one size fits most does not apply to me. Then again, were I to dress all in white I'd look less like an assassin, more like a slow-moving cloud bank. At least I would be a well-armed cloud bank. This thing look downright dangerous.



"It does," agrees McFarlane. "I think from a distance people will go 'Whoa, what is that?' When you press the spring it actually shoots out, like a blade should. There's a snap to it. Then you get to the end and realize you can curl the tip on it, so it's not going to do any real damage." Awww.


Assassins' Creed IV Cosplay Begins With This McFarlane Toys Creation


McFarlane Toys' Hidden Wrist Blade is an incredibly detailed piece of role-play gear that's sure to have countless Edward Kenway cosplayers checking weaponry off of their list and moving on to making vests and hoods. A GameStop exclusive shipping in the fall, it'll be available for preorder soon at the retailer's website for $ 39.99.




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Grand Theft Auto IV - Iron Man IV awesome [MOD] HD 1080p






Please Comment, Rate, And don't forget to SUBSCRIBE | ▻Pls Subscribe ▻http://www.youtube.com/subscription_center?add_user=Fredwalkthrough | Iron Man IV Part...
Video Rating: 4 / 5

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Awesome Hurricane Gravity Cheats GTA San Andreas






MA: More of the popular 2008 video game Awesome Cheats ( See all cars Blown a way ) three vid.s ps2 + code + device = Sideways Gravity..! Negative Gravity..!...

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In Project Diva F, the Dreamcast Controller Controls People Too!


Project Diva F is an enjoyable music game starring popular virtual idol Hatsune Miku. And like most games these days, there are more than a few Easter eggs for those paying attention. Moreover, as Project Diva F is a game made by Sega, many of these Easter eggs are callbacks to other Sega-related products.


My personal favorite of these is in the video for the song “Remote Control” which begins with vocaloid Rin playing her Sega Dreamcast. But soon she discovers her Dreamcast controller (with mic attachment—you know, for the ultimate experience) can control her brother Len as well. And thus she begins to make him dance with the power of Sega.


Another of these fun little callbacks is the video for the song “Online Game Addicts Sprechchor” in which Hatsune Miku is controlling her avatar in the Sega-owned MMO Phantasy Star Online 2. Of course, Miku, being the titular diva that she is, has her avatar give a concert in the game.


Better still, for anyone needing a bit more Inception in their lives, the Project Diva F video for “Online Game Addicts Sprechchor” has actually been aired on the giant screen in the main plaza inside of Phantasy Star Online 2 (where the video itself is set) for all the players to see.


Check out the video above to see these videos in all their HD glory.


Hatsune Miku: Project Diva f was released on August 30, 2012, for the PlayStation Vita in Japan. Hatsune Miku: Project Diva F was released on March 7, 2013, for the PlayStation 3. There is currently no word on a Western release.


Kotaku East is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.


To contact the author of this post, write to BiggestinJapan@gmail.com or find him on Twitter @BiggestinJapan.




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Grand Theft Auto San Andreas: End of the Line (Final Mission) (PC Version)






I finally play the final mission of Grand Theft Auto San Andreas on the PC. Too bad I couldn't film the final mission when I had the PS2 version. And yes, I ...

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A Sports Game Metal Gear Fans Should Keep An Eye On


This brief, teasing video is for Konami's upcoming Pro Evolution Soccer 2014. It's a bigger deal than this clip is making it out to be, though, as it's going to be the very first game released on the publisher's new Fox Engine.


The same thing that'll be powering the upcoming Metal Gear games (though Pro Evo's is of course slightly modified).


That's not to say it's not a big deal for sports fans either, though. Pro Evolution has played second fiddle to FIFA all generation long, with an engine that in places feels lightyears behind EA's, and in other places looks straight-up last-gen. Fox should hopefully change that, which is good news for football fans.




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GTA San Andreas - How to EXPLORE Liberty City [St Marks Bistro Mission] [PS2]






GTA San Andreas - How to EXPLORE Liberty City [St Marks Bistro Mission] [PS2]
GTA San Andreas - How to get to Liberty City using the St Marks Bistro Mission on PS2 NO CHEAT DISCS - NO MODS - ONLY CHEAT CODES This can be done on PS2 - O...
Video Rating: 4 / 5

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четверг, 30 мая 2013 г.

Darksiders III Sounded Great. Pity It'll Never Happen.


The Darksiders series isn't really dead. Nordic games owns it, and will presumably do something with it. But the series as we knew it, developed by Vigil Games, may as well have died earlier this year when Vigil went off and joined Crytek and left Darksiders behind, where no major publisher on Earth wanted anything to do with it.


So we'll never get the game that was originally intended to follow Darksiders III. Which is a shame, because it sounds like it might actually have delivered on some of the teases made at the end of the first Darksiders (the only part of that game I really enjoyed), and which went unanswered in the sequel.


Speaking with IGN, Vigil's former creative director Joe Madureira “It was always our hope to do a full four-player co-op game, with all four Horsemen playable. It’s possible we could have pulled it off. I would have liked to introduce Fury and Strife. I know many fans feel robbed that they never got to play the last two Horsemen."


As for story ideas, he says "Story wise, we tossed around the idea of the Horsemen attacking Hell to challenge Lucifer," he continued. "And then taking the battle to the Charred Council to regain their freedom. Epic stuff. There was also an idea to do crazy ‘western’ type story, where the Horsemen are mortals after the rebirth of Mankind, sort of an alternate future. But neither idea got very far.”


And now never will.


What Darksiders III Could Have Been [IGN]




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how to make unlimited ammo in gta san andreas






i hv used some cheats as hesoyam, aezakmi,
Video Rating: 5 / 5

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Why Tim Schafer Has A Second Kickstarter

Why Tim Schafer Has A Second Kickstarter

"Look, we just made $ 70,000! Not that I have it up on auto-refresh or anything…"


That was beloved game designer and Double Fine Games founder Tim Schafer watching the growing total for Massive Chalice, less than an hour into the company's latest Kickstarter game development funding campaign. Double Fine, of course, helped birth the onslaught of crowdfunded video game projects with last year's record-setting campaign that netted them more than 3 million dollars. So why go back again? And what were the hopes and fears associated with returning to Kickstarter and crowd-funding?


"The first time we did it," Schafer said, "you try really hard not to let yourself hope for anything. People ask you, 'what do you think it's going to do?' And you can only answer, 'I don't know.' I don't want to know. I want to be surprised."


This time, there could be different surprises waiting for the folks at Double Fine. Massive Chalice aims to tackle a new genre of game and, besides that, the funding campaign for the title has launched at a time when hundreds of game development crowdfunding campaigns are trying to grab people's attention every day. And some people are probably wondering why Double Fine needs more money from them a year after the significant success of their first round of passing the collection basket around.


Today, I talked to Schafer and Massive Chalice project lead Brad Muir about going back to Kickstarter, what it would take for Double Fine to accept publisher funding again and whether the company's games will wind up on the PS4. Their answers were honest and enlightening.


Is there an element of wanting to top what you guys have done before—or others have done—since in terms of Kickstarter totals? Like, "Screw you, Brian Fargo! I'll show what real crowdfunding looks like! I'm coming back for my crown!" Is there a competitiveness to it or are you too neurotic to even go there?


Tim Schafer: My long-term goal is that I hope I want every Kickstarter to do better than the last, just because I want Kickstarter projects to grow and grow to the point where we're making pretty big games using crowdfunding. I want each Kickstarter to do better than the last, in general. So, that's why I'd be super-happy if this Kickstarter was even bigger than our last one.


But, I also know that it was really new and had this novelty the first time we did it . I'm just happy that we had the ability to do this again and fund games like this in the future, because we love the relationship that [crowdfunding] establishes with our players and our fans.


If there's any competition, it's definitely very friendly, because when Brian Fargo does really good with his Kickstarter, that brings more people to Kickstarter. That means there's more people there to back our project. That definitely helps us and it helps him when we do well and all around.


Cyclical crowd-funding—where you go back for more than one project—is still relatively unmapped territory. inXile's been doing it. Now you are. Given how unpredictable people's whims are, do you think you can keep doing things this way? It seems like there's a magic lamp quality to it, where you get three wishes and that's it. Do you feel that there's a way around the idea of crowdfunding as a limited resource?


Schafer: I don't think it's limited, really. I see a big future for it. It only feels like a magic lamp now because it's new and people haven't really figured out all the different ways to make it work. I think we're collectively figuring that out now. We definitely have to treat each one like an original story. Each Kickstarter pitch is a story and I think we have a different one this time, with having a fresh-faced project leader like Brad Muir doing it. And he's doing it with a new IP that's not a sequel or an old genre like I was doing [with Double Fine Adventure].


Brad Muir: I think the whole 'rising tide raises all ships '… is that the right saying? I think that's applicable. Kickstarter's drawing more people to it and it's better for everyone.


What would it take for you to accept publisher or platform-holder funding again? Have there been offers? If so, why have you rejected them?


Schafer: We still work with publishing partners that we like and who are good. The difference now is that we get to choose to only work with the good ones. We don't have to take a bad deal just to stay in business. We have this other funding option. The deals are going to have to get better in order to lure us back to a situation like that. The things you have to give up are often, like, IP rights and you don't get any royalties until you recoup, say, three times the investment for us to except them. All these nasty things. It'd have to be a pretty sweet upside to compensate for all of those. Or maybe the development deals that publishers will offer won't have requirements like that anymore. That's what I hope. They're not good for anybody.




"Each Kickstarter pitch is a story and I think we have a different one this time..."




It seems like the expectation and reception gap might be a bit more difficult to navigate with crowd-funded projects. There's more faith given to a project creator without the bureaucracy that's so easy to blame. But there's more backlash, too, if a project doesn't hit a funding goal or winds up being not what people wanted. Can you talk about the risk/reward there?


Schafer: You mean for Double Fine or for Brad?


Both.


Schafer: I think we're definitely putting ourselves out there saying, 'hey, we wanna do this thing.' If this didn't work out, we'd do another thing. Brad had, like, five different ideas this year for games. If this didn't work out, we'd try to learn the lessons why and try to apply them to the next thing we're interested in and then pursue that with just as much excitement.


At least we didn't have to make the game and find out at the end of it that no one liked it. We could find out that no one liked it now! At least 2,000 people like it now.


Muir: And that's really nice and validating, to see the numbers going upwards right now. If it didn't work out, then I'd take a week off and get really drunk. A lot of projectile vomiting.


Schafer: You're probably gonna do that anyway…


Muir: But there are a lot of ups and downs trying to get a project off the ground in this industry. It's pretty volatile and weird how things work out. There's a lot of projectile vomiting that happens. You've got to try to be resilient about it and roll with it and hopefully the next one works.


Schafer: There's a lot of risk with this but there's a lot of risk when you go with a traditional funding deal, too. Those are set-in-stone known risks. Like, you know you're going to get screwed on royalties. You risk not making any money because they took it all. And so I think it's less risky this way. It's more publicly embarrassing if you fail. We had long talks where people were worried about even doing another Kickstarter. I just had this feeling [we could count on] the great relationship that we have with our backers. It feels a little bit like a trust fall. Or stage diving. I feel like the fans will catch us.


Where's Broken Age at, in terms of development?


Schafer: It's coming together very well. I think it's really beautiful. It's got some really funny cutscenes in it. I like that it's an adventure game that's not just nostalgic; it's modern and pretty and I think it's going to be great. We're currently re-adjusting our schedule and talking about when exactly it's going to come out. But the backers who are watching us have this great level of transparency. If people want to know how the game is doing they can just find out from us. We do a weekly update on our production and it's going well.




"We still work with publishing partners that we like and who are good. The difference now is that we get to choose to only work with the good ones. We don't have to take a bad deal just to stay in business."




What about the Amnesia Fortnight games?


Schafer: We did a bunch of great prototypes the we included in the Humble Bundle that we just made. People really enjoyed them and responded to a lot of them. We're pursuing our option with those and we don't have anything yet to announce. But they all turned out really great. We'd be proud to make any of them.


Double Fine is stretching its legs with Massive Chalice, in that it's the studio's first turn-based strategy game. Was there a sense that fans only want you to hit their nostalgic sweet spot? It's something that I personally observe with a lot of these Kickstarters. It's like a nostalgia carousel, where people just want the thing that they liked re-packaged and remade by the people who made it the first time so it'll run on modern hardware.


Schafer: The thing to remember is that Kickstarter isn't just one homogenous community. The people who got into Torment, those were the Torment fans. And they weren't necessarily the people who got into Double Fine Adventure. There are people who back projects like FTL that are brand-new and they got the game that they wanted. The people who really like turn-based strategy and are excited by Brad's pitch will back this one. So, I don't think that all of our 'adventure games only' fans are a lock for this one.


Muir: Also, I think that there are a lot of people waving the new IP flag but publishers aren't necessarily listening to them. It feels cool that we can bring this new game to a potential audience and go, 'Hey do you like this? Does this sound awesome? This is a game I really want to make.' If people are excited about it and excited about the newness, then that's just another avenue to take Kickstarter down. I don't think it has to be a nostalgic thing. There's all sorts of stuff that you can do on Kickstarter.


Schafer: Yeah, I think most of the projects outside of games aren't nostalgic…


Muir: And hopefully this is one of them.


Does self-publishing on the PS4 mean that you'll be bringing Double Fine games to that platform?


Schafer: We'll definitely be real interested in the PS4. We've already talked to them about the console and our expectations and hopes for it. They've been really open to indies like us and I think that bodes well for our games being on that platform. But right now, for Massive Chalice, we're talking about PC, Mac and Linux.


That was part of a larger meta-question I had about the back-catalog as an asset. Finding new audiences for older works is something that book publishers and music companies have done for a while and it seems like game creators are beginning to do that more, too. They're tapping into their older games as a reple replenishable asset. Are you going to put Double Fine games anywhere where they'll run? The catalog-as-asset paradigm? Do you have resources for that? Or will you wait to see what the install bases for upcoming platforms look like?


Schafer: The great thing about having ownership over most of our IP is that we care about it and we put the energy into keeping it alive and fresh and re-packaging it. Keeping things like Costume Quest, Stacking, Psychonauts and Brutal Legend out there for people to enjoy on new platforms. Because our base technology is everywhere—or aspiring to be everywhere—it doesn't take too much to bring new games to new platforms in the future.




"It's very frustrating to hear people how they want something old like Grim Fandango to run [on modern hardware] and I have to say 'I can't do anything about that.'"




We're on PC, Mac, Linux, tablets, iOS and all three consoles now. It might not make sense for the bottom line of a big publisher to port any one of those particular games to any one of those particular platforms. If it makes $ 200,000 or something, it's not enough for a big publisher. But that's a reasonable amount of money for us. So we're really motivated to keep those games around. And we care about them!


Doing that also tackles the archiving dilemma that plagues older games. You have a game that you loved 10, 15 years ago that ran on specific hardware that can't be emulated now because of some weird quirk of code… It seems like you guys are a lot more likely to dodge that bullet than some other developers…


Schafer: It's very frustrating to hear people how they want something old like Grim Fandango to run [on modern hardware] and I have to say 'I can't do anything about that.' Our games, we can keep them running, maybe even with—down the road—some help from the crowd.


Do you ever yearn for the days when the company and the dev process were less transparent? It seems like the power of surprise is lessened by being a more open company now? Today's announcement was a surprise but it wasn't entirely out of the blue with regard to Double Fine going back to Kickstarter.


Schafer: Yeah, but if it wasn't a surprise that's because people were just following some sort of reasonable chain of thought, not necessarily because of transparency. The transparency we've experienced ever since Double Fine Adventure has been really great. It's sometimes uncomfortable when you're talking about schedule and budget and cutting something from the game and you know that players are going to watch that. They talk about it and it's definitely a lively discussion on our forums. In the balance, they're always really supportive. We had one big meeting where we talked about needing more money and were thinking about what we were going to do and what we were going to cut. We expected people to freak out and most of the people just said 'how can we help?' 'Can we buy more stuff from the store? How can we send you guys more money?' So, it's just been a positive thing.


Brad, it's Tim's company and he's very much the face of Double Fine but this project is very much on your shoulders. You've been at the head of a project before with Iron Brigade but this is on a different sort of stage with more visibility. How nervous are you and how are you managing that?


Muir: I'm probably going to spend a lot of time throwing up right after this phone call. In terms of Kickstarter, I'm actually really nervous. Watching the numbers right now is super distracting. But if it does get funded, I'm excited to have that transparency and work with the community. One thing that I loved that happened during the Amnesia Fortnight stuff was this great reflection with the community. It was the kind of thing where I'm excited about the game and I'm posting stuff on the forums—or we did some livestreams through Twitch where I was coding and designing—and it was just so cool. I'm excited and they're excited and they're excited that I'm excited and it's just this great back-and-forth thing. I haven't done anything like this before, in terms of having the process of development be out in the open and getting other people's involvement and feedback. It sounds like a lot less pressure because you know that all these people are behind you already.


Working on Iron Brigade, we just went underground to work on it. With all the games we previously worked on—and in a more typical development process—you work on them and you hope that people will like them. But you're not even sure if people like the core idea…


Schafer: Here, the risk is settled up front.


Muir: Here, we have the core idea of Massive Chalice and we're putting it out there. If people are willing to take a little bit of a chance and put their money up front, man, that's amazing. That tells me that they're along for the ride, that they're into it and that they love the concept. It just removes that [uncertainty of] working on it underground and building up to the announce and not knowing how it's going to go over. That is nerve-racking. So I really like that this way, it's like, 'Man, I already told everybody my idea. That's out of the way!' Hopefully, they like it enough to put their money upfront and we'll just make this thing for them. That part—the making it—just sounds super exciting. I'm looking forward to that.


Schafer: I think since we launched it and it didn't read 'zero' for very long, that instantly took a huge amount of stress off both of our shoulders. Now we didn't have the record-breaking worst Kickstarter of all time.


Muir: An hour after we launched it, it is not at zero.


Schafer: I think if you keep talking, it'll hit $ 100,000…


Like an inverse filibuster? There's an interesting psychological component to what you guys have been talking about. This could be a burnout-resistant method of development, right?


The light bulb went over my head when I realized that we should Kickstart this thing, instead of all the other options we had for Brad. There was some thought to trying to find a publisher or going out and pitching some more. But, part of it was wanting Brad to experience what I experienced, which is that our community has a ton of love and energy to give us. That was something that I maybe knew in the abstract but I experienced it every day when we launched that first Kickstarter. The comments from people about how they feel when they backed it… they're just the best. Our fans are just the best.


Muir: And I'm jealous watching the Broken Age team work with the community and they're super-open about what they're working on. We have some journalist friends and it always sucks when they ask 'what're you working on?' and we can't tell them. Now, it's like 'Tim, what're you working on?' 'Well, Broken Age.' We're talking about Spaceboy [the nickname for one of the Broken Age protagonists] and other stuff and everyone can know that in the community. Or they can know about it if they want to.


Schafer: It's a relief when you realize you don't have to keep it a secret.




Kotaku

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