Posts Tagged ‘police quest’

Cop-Out: Precinct Crowd-Funding Cancelled

By Craig Pearson on August 27th, 2013.

Gaze upon the magnificence of this image and weep. It's probably the final time we'll see that man's 'tache and crotch
There are plenty of pitfalls that come with crowd-funding. Hell, even successful campaigns suffer from cashflow problems. But I’d imagine Precinct, the spiritual successor to Police Quest, would rather be in that position than the one it’s currently in. After a collapsed Kickstarter, the game’s second attempt at bucket rattling hasn’t taken in the necessary funds, with only $11,961 pledged in three weeks. In a sad statement to the community, the developers have announced that it’s effectively cancelled.
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Precinct Kickstarter Arrested, Alternative Funds Sought

By Craig Pearson on August 7th, 2013.

Excuse me, I moustache you a question.
For whatever reason, the spiritual successor to Police Squad, Precinct, just didn’t capture the imagination of the Kickstarter crowd. This week should have been the final hurrah, but the game had only scraped 15% of the hoped $500,000 goal. The team have decided it would be easier on everyone to just cancel the crow-funding. All is not lost, though. They still hope to fund the game, but instead of doing it on Kickstarter, they’re asking for direct donations.
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Interview: Jim Walls’ Arresting Development

By Richard Cobbett on July 18th, 2013.

Plans to expand the Police Quest universe with stories set in different services were dropped when it turned out nobody wanted to risk working for the Lytton Fire Department.

California Highway Patrol officer turned Police Quest designer Jim Walls is back, and he’s Kickstarting a spiritual sequel, Precinct. Pausing only to have the sudden realisation that my Skype contact list now looks like a Sierra employee directory from the early 90s, I caught up with him and executive producer Robert Lindsley to ask: will it be any cop?

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Police Quest Reopens As Precinct

By Craig Pearson on July 16th, 2013.

A logo.
AwwOOOOoooOoOOo! That noise. The one you can hear now if you strain your ears. It’s like a distant police siren warning people out of their path. Is it the sound of the police escort, delivering news of Precinct, a new adventure game from the Police Quest developer, to Kickstarter? No, that’s not it. This noise has an accent. It sounds happy. Ah, I have it: it’s Richard Cobbett, tilting his head back and howling in delight. Though it is tinged with a slight howl of pain.
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GoG Reveals Latest Adventure Releases

By John Walker on January 18th, 2011.

Another moustachioed character!

On Friday we were playing a guessing game. Why did Good Old Games have police tape up all over their site – a site made out of ASCII? My guess was the Police Quest series. Very sharp-eyed readers noticed the faces in the background and guessed the Zork games. We were all right!

Good Old Games have today added to their catalogue both the first four Police Quest games, and the Zork Anthology.

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RPS Interview: Al Lowe

By John Walker on February 6th, 2008.

Anyone who grew up with games in the late 80s and 90s will be so very familiar with the name Al Lowe. Famous, infamous, certainly notorious, he was the creator of Leisure Suit Larry, a series of daft, entertaining, and ever-so-slightly naughty adventure games from Sierra. Lowe’s credits go far beyond Larry, working on stories and coding for many of Sierra’s seminal adventure series, but it will always be for the loveless lounge lizard that he’ll be remembered.

Mr Lowe

However, in recent years the name of Larry has been somewhat spoilt. Sierra revived the series with the execrable Leisure Suit Larry: Magna Cum Laude, an astonishing exercise in bigotry. Lowe had nothing to do with it, his efforts now concentrated on his own website. With the news that Larry is to return once more in Box Office Bust (well, his nephew), we spoke to Al Lowe to get his reaction to the games. We also spoke about developing the original Larry and Police Quest games, the state of the industry then and now, why Lowe is no longer developing games, and some unique insight into the reason a generation grew up solving puzzles.

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