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January 2004

14

Jan

Veteran game designer and Leisure Suit Larry creator Al Lowe has posted an update on his website concerning the continueing saga of his possible involvement in Leisure Suit Larry: Magna Cum Laude. The eighth (technically seventh) Leisure Suit Larry game is currently in development at High Voltage without Al Lowe, but a massive fan outcry resulted in Vivendi contacting Lowe for neagotiations. However, Vivendi turned silent for a few months, only to get back in touch with Al Lowe this week. Here's what he has to say:

Today I received a phone call from VU's Eric Hayashi, Executive Producer of the new Larry game. He said that there had been "considerable turnover" of people involved and they were regrouping. He also said they wanted to restart negotiations with me in order to get me involved, possibly as early as next week. Stay tuned to this page.

The turnover refers to the recent reorganisation at Vivendi Universal. Of course, even if the neagotiations are succesful, we don't know how much Al Lowe's influence on the project will be, given that it's already in production phase. However, the fact that Vivendi is still interested seems to be a good sign. For more on Magna Cum Laude, check out our preview.



14

Jan

New adventure reviews has hit the net:

Uru: Ages Beyond Myst @ The Stratos Group

Broken Sword: The Sleeping Dragon @ Game Chronicles



13

Jan

GameSpot has posted a new designer diary by Tom Smith, the Design Director of Leisure Suit Larry: Magna Cum Laude. The adventure sequel is due to be released late this year.

 

But how do you do a game about jokes? While hitting on chicks? That's not remotely like shooting people, so the game industry doesn't give us lots of examples to borrow from. We really wanted to make the funny parts central to the gameplay. We'd seen plenty of games where you play a little bit of game, then watch a funny cutscene, and then play some more not-funny game. We wanted the fun and the funny to be all mushed together. The closest thing we could think of was the conversation options you see in some role-playing games. Picking an option from a dialog tree does give some feeling of control, but it's not fun. We wanted more.

 



13

Jan

GameZone has interviewed Tim Larkin, the sound designer on Uru: Ages Beyond Myst.

 

How demanding were the game developers? What were they looking for, and how much time did they give you to complete the soundtrack?

 

TL: Well, Rand Miller can eat you for breakfast...Actually; Cyan has been a great working environment. I've had the luxury (this time) to have had several years to work on the music due to the fact that we were developing an engine along with the game that added some extra time to the normal production cycle. What we were looking for in the soundtrack was something not normally heard in a game. Every time I created something that was even close to being cliché, Rand would get this funny look on his face, so I knew I should head in a different direction.

 



12

Jan

All Hyped Up has reviewed Broken Sword: The Sleeping Dragon, giving it a score of 3/5. A clip:

 

What kept me going when the interface was against me was the storyline. The intrigue pulls you on, as does the well written dialog for the varied cast of characters. There are very few games where I have cared about the characters, including the supporting characters, as much as I did in this game. The chemistry between Nico and George is finely tuned and I'm hoping this isn't the last time we see them.

 



12

Jan

Pendulo Studios is currently holding a contest in which you get the chance to become one of the characters in the upcoming Runaway 2!

All you've have to do is to email contest@pendulostudios.com, and tell them the three things you liked best about the game and the three you liked the least.

The contest will close March 1st.



7

Jan

Gamer's Hell has reviewed Mysterious Journey 2 (Schizm 2 in Europe), giving it a score of 7.5.

 

The game play – like of an any adventure game – of Mysterious Journey 2 is deeply related to puzzles. Not ordinary puzzles, but believe me, some of the toughest ones I have ever seen. In fact, this game is more of a puzzle game than an adventure game, speaking literally. All of the puzzles are associated with getting through certain places like bridges, closed paths or doors. As I’ve mentioned above the puzzles are very difficult, so random clicking won’t help you despite the fact that it helped me quite a few times once I lost my nerves.

 



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