Posts Tagged ‘ron-gilbert’

I Am Rubber, You Are Shoe: Monkey Island Sneakers

File under ‘so pointless it’s brilliant’. Via Ron Gilbert (one of the minds behind Monkey Island, and currently working on DeathSpank), one enterprising Spanish LucasArts fan’s DIY The Secret of Monkey Island Converse trainers:

One of a kind, baby. That image of the old guy by the campfire, from MI’s first scene, always throws me back about 15 years whenever I see it. Aw.

But could I, in good conscience, wear these? I suspect not, but I would gladly hang them from a nail on the back of my door. I’m kerrrrrrayyyyzeeee like that.

DeathSpank Teasers To Delight And Confuse

Wearing his Thong Of Justice.

Ron “Grumpy Gamer” Gilbert’s forthcoming DeathSpank has been quiet for a while. But now, all of a sudden, we have three teaser trailers to enjoy. Or be completely confused by. The game, which he says is coming out in 2009, has a booth at PAX, but there’s no need to travel all the way there when you can watch the videos below.

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Joystiq Vs The Adventurers

During GDC, gaming uber-blog Joystiq had the rather splendid idea of asking adventure game developers to solve their own “obnoxious” adventure-style puzzle. The victims were Ron Gilbert, Steve Purcell, Mike Stemmle, Eric Wolpaw, and Ragnar Tørnquist. Each solves the challenge – getting past a robot bear to enter a cave – in their own distinct style, and they’re all worth a read. And then along comes Tim Schafer.

Taking the challenge a little more… not seriously, but intensely than anyone else, Schafer’s approach is to treat the challenge as a text adventure, emailing Joystiq his commands as they find themselves having to work very hard to keep up. The results are excellent. Here’s a taste:

>get tiny guards

You scoop up the tiny guards in one motion and deposit them safely into your pocket.

>get tiny me

Are you sure you want to do that? You may want to save first.

>give rubber chicken to tiny me

You clumsily try to hand over the rubber chicken, but only end up crushing your tiny self beneath a mountain of artificial poultry. Whoops.

RPS Exclusive: Ron Gilbert Interview

The very moment we heard the news that Ron Gilbert had upped sticks to Canada, become Creative Director of Hothead, and announced his new game, we leapt upon him for more details. More details we have, in our exclusive chat with the brains behind your favourite adventure experiences. We discuss his new job, get some juicy details on his new game, DeathSpank, the role adventure games can play today, and the merits of episodic gameplay. And find out who Grimtub Hobblepotty is.

Can you hear the call of the monkey?

RPS: Congratulations on the new job. Can you tell us what you’ll be doing as a Creative Director?

Ron Gilbert: First of all, it’s great to be at Hothead, I could not be more thrilled. My job will be to oversee the creative aspects of the games, with most of my focus on the game designs and working closely with the designers.

RPS: What was it about Hothead that drew you toward them? We mean, beyond their agreeing to publish your game…

RG: I got to know the people here while I was consulting on the Penny Arcade game and I was really impressed with their indie spirit and how they looked at games. They were really into ideas and concepts that were different and “creative”. They loved the strange satirical humor of DeathSpank and got it right away. We hit it off quickly and I realized I’d be able to make DeathSpank the way it needed to be made with them.

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Ron Gilbert’s New Game Announced

The hero of a generation of gamers, Mr Ron “Monkey Island” Gilbert, has announced his new game, and the publisher who’ll be distributing it.


DeathSpank Episode 1: Orphans of Justice.

High quality graphics are a must.

Oh yes.

It’s an “RPG Adventure”, featuring a character from the short-lived Grumpy Gamer cartoons. Gilbert explains,

“I called up Tim Schafer and said “Loan me a desk, I have a game to design!” and I proceeded to crank out what can only be called the perfect melding of a Monkey Island style adventure game with the wicked RPG game play of Diablo. Clayton [Kauzlaric] and I got together and banged the kicks out, slapped some meat on the characters and tightened up our story and world, and damn it, we had a design you could cook an egg on.”

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