Posts Tagged ‘Double-Fine’

No More Monkey Business: Ron Gilbert Leaves Double Fine

By Nathan Grayson on March 12th, 2013.

Well, this is slightly unexpected. Ron Gilbert’s always kinda done his own thing, but sharing a colorful roof of pure, shining whimsy with partner in pirate-y crime Tim Schafer just sort of, you know, made sense. It is, however, like they say: all good things must come to an end. Also, The Cave was actually only kind of all right, so maybe this is for the best. But what’s next for the man they call “RonnyG” (and I guess also Grumpy Gamer)? Solve a series of increasingly obtuse puzzles to get past the break for more. Hint: the first one involves clicking. And also a rubber chicken with a pulley in the middle.

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The Past, Present, And Future Of Brutal Legend

By Nathan Grayson on February 27th, 2013.

An action-RTS inspired by classic heavy metal album covers. Starring Jack Black. And a mad menagerie of metal icons. And a 100-strong soundtrack that pridefully pounded eardrums with everything from Judas Priest to Motorhead to (ew) DragonForce.

Let’s reflect, for a moment, on how absurdly specific Brutal Legend‘s chunky thematic stew actually was. And then let’s remember that EA, of all publishers, was manning the unlikely super group’s synth – which, in this particular case, was wired exclusively to make “ka-ching” sounds at Double Fine’s behest. Oh, and that was only after Activision flushed Schafer’s metal dream into the nightmarish bowels of development hell, nearly dooming it in the process. By most standards, Brutal Legend simply shouldn’t have happened. Nowadays – a mere three years later – a similar meeting of minds isn’t even conceivable. But Double Fine’s last truly all-or-nothing shout at the triple-A devil was unique for a number of reasons. It was a product of oddball inspiration, once-in-a-lifetime timing, and quite a bit of luck. Also guitars. OK, mostly guitars.

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Pending PC Success, Brutal Legend Will Go On

By Nathan Grayson on February 19th, 2013.

Brutal Legend is coming to PC! With shiny, PC-only bells and whistles, no less. Be still, my barbed-wire-wrapped, blood-and-oil-coughing heart. Its arrival comes at a bit of an odd time, though, given that it’s been more than three years since Tim Schafer’s metal epic knee-slid into living rooms, spraying fireworks and Judas Priest references every which way. But perhaps that’s not such a bad thing. After all, the Double Fine of today and the Double Fine of yester-three-years-ago are very different companies. Back then, EA called the shots, and that ultimately resulted in a canceled Brutal Legend sequel. But now Schafer and co make their own destiny, and as it turns out, that could well involve more guitar axes, tree-necked headbangers, and Jack Blacks. But how many, exactly? That depends on a number of factors.

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It’s The: Brütal Legend PC Announcement Trailer

By Jim Rossignol on February 13th, 2013.

Are you from the internet?
Listen Here Wolfchild
I Speak To You Of The Science Of Mythology
I Speak Of Maverick Deviation
The Psychotronic Love Commandos
We Shall Be Drunken Stars
We Shall Fear Nothing

–WOLFCHILD, Zodiac Mindwarp

And: the release date is going to be February 26thst.

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What’s All This About Brutal Legend? And Halo 3? Fez?

By Jim Rossignol on February 4th, 2013.


Hmm! The Klaxons of hype were blaring over the weekend, with Steam-database watchers claiming the appearance of Halo 3, Fez and Brutal Legend on the service’s list of forthcoming IDs. As far as I can see these have now been changed to “test” names, which suggests revealing their addition was a mistake, but nevertheless the information seems to point to Double Fine’s bizarre Jack Black-voiced rock RTS coming to PC, along with Master Chief’s third outing and Polytron’s dimension-rotating platformer. So that’s interesting. Oh and Quantum Conundrum 2.

Yeah. Anyway. What you been up to this weekend?

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The Cave Is Late On PC: Brief 360 Impressions

By John Walker on January 23rd, 2013.

We’d rather hoped to have brought you a review of Double Fine’s The Cave by now, but unfortunately Sega only made 360 code available before release. And then to make matters dumb, despite its release date being today, and its being out today on 360, the Steam version has seemingly been set for the incorrect date, and is locked until tomorrow morning. Having already completed it twice on the consolebox, I’m in the frustrating position of wanting to tell you wot I think, but completely unable to advise you as to the state of the PC build. So while I hope this might get someone’s attention and have the Steam build unlocked for everyone, below I’ll give you a couple of lines of impressions and tell you to cross your legs.

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Dark Humor: Double Fine’s Cave Emerges Next Week

By Nathan Grayson on January 16th, 2013.

So yeah, maybe don't ring the bell.

Ron Gilbert’s told us all about The Cave. Ron Gilbert’s told us about what he might do after The Cave. The Cave’s told us about The Cave. So honestly, what’s even left? Well, logical progression would suggest that The Cave should now tell us about Ron Gilbert, and perhaps it will - but, you know, symbolically and stuff. First, though, we’ll need to be able to play The Cave (instead of just say “The Cave” way too many times in one post), and that requires it to be safely under our roofs, basking in the dripping liquids of our own neglect-borne ceiling stalactites. Fortunately, it’ll be doing exactly that in just one week.

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Digging Deeper: Meet The Rest Of The Cave’s Cast

By Nathan Grayson on December 14th, 2012.

Yaaaaaaay, I'm on fire!

Wanna know what you usually find in caves? Bats. Awful, shrieky little things with webbed wings, beady eyes, and a thirst for that red stuff that sloshes around under your precious neckflesh. Also spiky ceiling rocks that could fall and cave in your head, and lots of unpleasantly cold water. But sometimes – every once in an eerily blue moon – you also find yourself. Or at least, that’s what Ron Gilbert’s talking cave argues in a new trailer, and who are we to disagree? Not caves, that’s for sure – so probably not particularly qualified. But this cave also seems to know people, so what do I know? Probably nothing. Hear about the Adventurer, Knight, Time Traveler, and Twins in The Cave‘s learned, slightly sultry baritone after the break.

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Ron Gilbert On Being A PC Gamer, What’s Next

By Nathan Grayson on December 4th, 2012.

The Cave is right around the corner. Well, not literally – unless you live inside a rocky outcropping in the frigid wildness or are being stalked by some kind of sentient, not-completely-immobile cave. But Ron Gilbert’s Cave is rapidly nearing its January 2013 release date, and naturally, that raises questions. Fortunately, I was standing right next to the very same Ron Gilbert when those questions came up, so I decided to ask him. Find out after the break why – in spite of its platform-y looks – The Cave’s a PC game at heart and how that ties into Gilbert’s plans for whatever he ends up making next.

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Spelunkery: The Cave’s Characters In Action

By Nathan Grayson on December 1st, 2012.

Scare bear stare.

I visited a cave once. It was very dark and echo-y. Also, it made lots of drip-dropping sounds – perhaps in an effort to communicate its stalagmite-heavy cave agenda to the world at large. But it never spoke to me. Not in firm, authoritative English, anyway. And it definitely didn’t contain any carnivals, spooky murder houses, or secret science labs. I guess what I’m trying to say is that Ron Gilbert and I haven’t been to the same caves. I think I like his – aptly titled The Cave – better, though. I mean, it gives hillbillies with the apparently common hillability to breathe under water a chance to reunite with their lost loves. (Incidentally, Ron and I have also not met the same hillbillies.) Dig into the break’s rich, earthy soils to see a new trailer of the Maniac Mansion spiritual successor in action.

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White Space Auto Hack: Double Fine Pick Their Prototypes

By Alec Meer on November 26th, 2012.

that's Autonomous, that is

Double Fine’s crowd-funding / PWYW bundle / rapid prototyping / community voting idea-cocktail Amnesia Fornight has just proceeded to its next stage – choosing, via public vote, the four concepts that will be turned into working, playable games. I want to play all of them so I’m happy, but see if they’re Your Sort Of Thing below.
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Interview: Tim Schafer On Kickstarter, And Good Will

By John Walker on November 20th, 2012.

Yesterday you’ll likely have noticed that Tim Schafer and Double Fine launched a new approach to a Humble Bundle, encouraging people to pay what they want for the chance to vote on what four prototypes the team would develop during their next Amnesia Fortnight. We then brought you his thoughts on why they were doing this, and what impact such things have on the studio. In the second part of our chat, we discuss how Schafer’s time is split between the Double Fine Adventure and running such a busy studio, the effect his project had on the Kickstarter phenomenon, why he thinks you make more money without DRM, and Schafer’s belief in what he calls the “good faith” of gamers.

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Interview: Tim Schafer On The Amnesia Fortnight Bundle

By John Walker on November 19th, 2012.

As we just mentioned, Double Fine have launched a unique Humble Bundle to let people vote from 23 game pitches to decide four that will go on to be made into prototypes. I spoke to Tim Schafer earlier this evening to ask how this came about, and how such a thing will influence the company. In this first half of the interview we talk about the Bundle, what makes a Double Fine game, and why they’re so keen to show these early stages of game development.

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