Posts Tagged ‘charles-cecil’

BASS Fishing: Revolution Tease Beneath A Steel Sky 2

By John Walker on September 6th, 2012.

As we mentioned yesterday, Broken Sword developers Revolution reached their Kickstarter funding to make a fifth game in the series. And as expected, they later revealed their stretch goals. They’re what you’d expect – a bigger, more elaborate game, more locations, more scenes, more puzzles, going up to an ambitious $800,000 – double their original target. But then at $1m, the top tier, there’s a surprise. Greenlighting Beneath A Steel Sky 2.

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Charles Cecil On Broken Sword, Kickstarter, & 3D Models

By John Walker on August 30th, 2012.

Yesterday we spoke to Broken Sword creator Charles Cecil about the themes behind Broken Sword: The Serpent’s Curse. Today we talk about the practice of Kickstarting itself, the flaws with the traditional publisher model, and how Uncle Charles hopes to involve the community as this fifth Broken Sword game is developed. So why does Revolution even need Kickstarter money? How will they promote the game without a publisher to push it? And how does Cecil respond to people’s concerns over the new look for the characters?

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Charles Cecil On Broken Sword 5, Ancient Myths & Movies

By John Walker on August 29th, 2012.

The most avuncular man in the games industry.

The announcement of a fifth Broken Sword game from Revolution certainly seems to have excited people. In just five days the Kickstarter for the game has raised over $300,000, with the $400k goal looking extremely likely to be met, perhaps even exceeded. So we got in touch with the series’ creator and lead, Uncle Charles Cecil, to find out more about the new game, the success of the series, and where adventures fit in today. We also spoke a great deal about the Kickstarter itself, why it was necessary, issues with publishers, and the complexities that arise around such an endeavour, and that’ll be on the site tomorrow. For today we find out about the surprisingly controversial central themes of this new game, why George and Nico are such engaging characters, and what exactly happened to the film.

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Broken Sword: The Serpent’s Curse Launches Kickstarter

By John Walker on August 23rd, 2012.

George looks serious!

You know what hasn’t been Kickstartered? Broken Sword! A classic and well-loved adventure series – how can it not… oh look! Uncle Charles Cecil and many of the original Revolution team have reunited to create a fifth Broken Sword game – in fact they’ve been working on it for six months – and now they’re seeking crowd funding to avoid the need for a publisher. A defiantly 2D adventure, The Serpent’s Curse is aiming to be completed by April next year, with copies of the final game secured with a $15 pledge.

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Moffat, Cecil And Many More On Dr Who

By Kieron Gillen on April 9th, 2010.

I admit, I wonder how Karen feels knowing the entire world seems to be talking about wanting to hold her in a sexual manner at the moment.

Following on from Yesterday’s announcement, PC Gamer have published a mass of quotes that I didn’t have room to fit in my feature (Which is available in their current mag). Firstly, there’s a bunch from Simon Nelson, Multi-Platform Controller at the BBC, mainly talking about why the BBC is doing this. Clearly, worth reading for those wondering about the thinking behind it. The Second Article is cut from two conversations. One is chatting to Steven Moffat and Piers Wenger of Who fame on pretty much everything, including having Dr Who Doom Mods. The other is to Charles Cecil, Sumo and BBC Wales’ Senior Producer Mat Fidell. Lots inside each piece, but I’ll pull out some fun quotes beneath the cut…
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Gallifree: Doctor Who: The Adventure Games

By Kieron Gillen on April 8th, 2010.

Oh, Karen.
As announced on the cover of the super soar-away Sun, the BBC are to release four Doctor Who adventure games. Online. For free. PC Gamer tease their feature on it here and Develop tease theirs here. The PC Gamer one’s mine – the “one last gig” that I mentioned in my twitter a while back – which is in their new issue. If PCG stick it online, I’ll be sure to link to it. Short details: 4 episodic, in-series-canon short action/adventure games produced by Sumo Digital, exec produced by Steven Moffat, with Who writers scripting, Matt Smith and Karen Gillan voice/body-acting and guided by the hands of uncle Charles Cecil. For free. Exciting stuff, both on the game, cultural improtance and business model sides. Full press-release follows…

EDIT: PC Gamer put up some quotes from Sumo’s Sean Millar, Uncle Charles and a big one from writer Phil Ford. As well as the article, I handed in a mass of transcription which I believe they’re going to be leaking onto the blog slowly.
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There Is No Silver Lining

By John Walker on March 2nd, 2010.

They're going to bed, never to get up again.

Goodbye The Silver Lining. Our culture is formed by the sharing of ideas. Throughout history, for millennia, every piece of art, music, literature and entertainment has been the result of a worldwide collaboration. It’s been an astonishing act of creative evolution, the most vibrant and extraordinary gene pool of imagination and inspiration, from which all were free to draw and create. It has been exceptional, and in the last 50 to 100 years it has come to an end.

The tragedy of the abuse and misuse of intellectual property and copyright cannot be counted. After centuries of sharing, we have allowed a “MINE!” tag to be affixed to every thought, string of notes, doodle on a page, or merest whim. We have committed a grotesque cultural suicide. And the extent to which this has reached should be a parody. We have now allowed ourselves to be in the situation where art museums ban sketching – something that should surely make anyone whose understanding of art history goes beyond yesterday scream in fear. And it exists in our world of gaming in a similarly berserk form. And so it is that Activision has closed down work on not-for-profit fan creation The Silver Lining.

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Team Beneath A Steel Sky Reuintes

By Alec Meer on October 28th, 2009.

There have been hints, rumours, perhaps even ancient prophecies – but now we know it for sure. Revolution Software’s Charles Cecil, main man on the Broken Sword games and owner of John Walker’s immortal soul, is once again working with Watchmen artist Dave Gibbons on a new game. Years and years and years and years ago, they joined forces for the near-legendary pointer-clickerer Beneath A Steel Sky (which you can get for free here). Annoyingly, Cecil wouldn’t say what it was as part of this rather exciting confession. “We have a number of ideas for premises and we honestly haven’t decided which road we’re going to go down. But I love writing and playing adventure games and that is what I’m going to stick to“, he told Eurogamer yesterday. DO YOU THINK IT COULD BE AN ADVENTURE GAME?

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Making Of: Broken Sword: The Sleeping Dragon

By Kieron Gillen on December 14th, 2007.

[I’m entirely unsurprised when going through this again that I used the word “Avuncular” to describe the ever-avuncular Charles Cecil. Bless him. The interview happened as he was revealing Broken Sword 4, and written in an optimistic and I don’t think Sam and Max had shown their face yet.]

You really fall a lot, George.

The Adventure is dea… okay, let’s try again. The number of articles which started exclaiming the death of the most point-and-clickery of genres has gone far past saturation point. Especially because, increasingly, it’s just not true anymore. It’s arguable that Broken Sword: The Sleeping Dragon was a major stepping stone towards the interesting adventure mini-revival of this twelve months (Looking back at Fahrenheit, and looking forward to Dreamfall and Broken Sword 4). Brilliant, yet far from perfect, Broken Sword 3 (As it’ll be known for the rest of this feature) was an attempt to co-develop for both consoles and PCs, while trying to master the vagaries of direct controls and real 3D. There was a lot to learn for developers Revolution.
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Confessions of a Crybaby
(And His Interview With Charles Cecil)

By John Walker on August 31st, 2007.

This is a piece that was previously published in The Escapist. It’s a favourite of mine. Not only because I got to further seal my fate as gaming’s crying fool, but also because it offered me an opportunity to interview the fantastic (Uncle) Charles Cecil about one of my favourite gaming moments.

Confessions of a Crybaby

I am a crybaby. And I don’t care what you think. Well, that’s simply not true, is it? If I didn’t care what you think, I wouldn’t be setting out to write a piece, on a widely read website, explaining why the crybaby gets the best deal. I deeply care what you think. In fact, if you don’t like me, I may… sniffle… come on, let’s get on with it.

Awwwwwwwwwww

I think anyone who might take the stance that games cannot make you cry is either a sociopath, has never played Angel of Darkness and tried to walk in a straight line, or simply a big, lying coward. Begone, cowards! Today is the day of the ludicrously emotional – we shall triumph and probably get all weepy as we accept our victory.

Let me put things in context. I can’t watch a Muppet movie without crying (please, no jokes about Muppet’s Treasure Island – I’ve deliberately never watched it). Not just in the amazingly sad bits where only evil monsters made of angry stone wouldn’t shed 14 buckets of salt water, but pretty much all the way through. There’s just something about them, something about the love behind them, the passion that fuelled (past tense, thanks to their vile murder via the Disney purchase – more crying here) their very existence. The purpose of this aside? To hyper-stress what a sap I am. The sappiest of the sappy. It’s established. We can progress.

After the hurdle: Interview with Charles Cecil.

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