Psychonauts unexpectedly updated itself on Steam today, adding achievements and cloud saves. For our Macintosh brethren, there’s super-exciting news in that the game is now available on OSX, so you too can neglect to buy it. To ensure that your portable iDevices won’t be jealous when they see the mindscapes you’re traversing, Doublefine have also released a Memory Vault Viewer app, which has all the memory slides with new commentary by Tim Schafer and Scott Campbell. Along with the other Steamy updates, there’s also a difficulty tweak to one area of the game. Guess which one? I’ll tell you, but only if you click for more.
Posts Tagged ‘Tim-Schafer’
By Adam Smith on September 30th, 2011.
By Alec Meer on September 27th, 2010.
So Double Fine’s Tim Schafer said Activision’s Bobby Kotick was a prick and then Bobby Kotick said Tim Schafer was rubbish and he’d never even met him anyway and then Tim Schafer said Bobby Kotick was stupid and mean, and before that Bobby Kotick said EA were rubbish and mean and then EA’s Jeff Brown said Bobby Kotick was rubbish and mean and now I don’t know what to think about anything and everyone seems mean and angry and I’m so confused about who’s a goodie and who’s a baddie and I wish people would just make nice games instead of calling each other names across the internet.
For God’s sakes! How does this help anything? And we wonder why the games industry doesn’t get taken seriously by the mainstream media.
By Kieron Gillen on September 27th, 2010.
Which isn’t much of a story, until Kotaku reveal that the staffmember is in fact Ron “Monkey Island” Gilbert, being hired by Tim “Monkey Island” Schafer. The interview is really worth reading for the gags alone, but basically Gilbert was working in the Double Fine office (As he hates working from Home) and Schafer offered him the gig to make what they were talking about. This fits neatly into Doublefine’s current many-small-games biz plan. RPS will look forward to the announcement of the game, doing several posts until the fact it’s a console exclusive is revealed and then rolling our eyes and wondering why we bother writing about Double Fine when they bit our pretty red heart in two, Daddy, Daddy, You Bastard, etc.
By Alec Meer on September 17th, 2010.
Tim Schafer may be long-gone to console-land these days, but that doesn’t mean he’s forgotten the PC adventure game roots that made him. As anyone who follows him on Twit-witter knows, he’s been sharing his thoughts, memories and mild horror about Monkey Island 2: LeChuck’s Revenge as he plays through the Special Edition. It’s as close as you’re likely to get to a director’s commentary [edit – ah. There is one with the SE. Didn’t play it yet, see. Oh well, this is still new stuff, and wonderfully pithy] for the revered pointer-clickerer. Some highlights of what’s clearly the man having a great time with one of his old creations are below.
Read the rest of this entry »
By Kieron Gillen on September 29th, 2009.
Ah, yes. I return from a day of adventuring. Alec’s doing a post about Gameswipe, bless him. In which case, I’ll draw your attention to something which emerged over the weekend. Tim Schafer was hired 20 (count ‘em!) years ago as a designer. He does a post including some splendid rejection letters, as well as reciting the awesome Ballblazer Story. I said the word “ball”. You have to go and read that, yes? No, yes. Yes.
By John Walker on July 2nd, 2009.
Eurogamer conducted a live interview with Mr Tim Schafer this afternoon. You can read the results over here, but a couple of points more pertinent to our fields are highlighted below. The major headline would be: Brutal Legend definitely isn’t coming to PC, despite all our mewling and whining. There’s also some interesting comments about his thoughts on the potential for a Grim Fandango sequel.
By Kieron Gillen on March 24th, 2009.
It’s the season of GDC award ceremonies. RPS isn’t going to be there. We don’t like other people and, more relevantly, other people don’t like us so we don’t get invites. Or, at least, invites which don’t read “DIE SCUM” in what we believe is blood. So Double Fine’s new online mini adventure Host Master And The Conquest Of Humour is the closest we’re going to get to hanging back stage with Tim Schafer. It’s a one room affair – or at least, it is for me – with you playing Tim, trying to collect enough jokes to make through his presentation. And, suffice to say, Jokes are found along the way. I got 11 of them, and apparently there’s 22. Where’s the rest? I don’t know. I’ve got three items left and nowhere left unturned. Gahk! I’m going to stop and play the Path. That’ll show you, Doublefine. That’ll show you.
Er… you have a try here.
By John Walker on December 12th, 2008.
Here’s some news that probably shouldn’t be here. But it’s such good news that we’ll extend our optimism that Schafer’s just playing hard to get for a moment longer. Brütal Legend has a publisher. A publisher that had bloody well better tell him to release the game on PC.
By John Walker on December 4th, 2008.
Interesting news regarding Brütal Legend. Which is a splendid thing to be able to say. After Atari picked up Ghostbusters, it’s hard not to despair that Schafer’s new project is still without a publisher, following the Activision/Blizzard high speed collision. So how come Jack Black’s going to be showing a “premiere” of the game at next week’s Spike TV’s 2008 Video Game Awards? And for goodness sakes, will it be on PC?
By John Walker on March 9th, 2008.
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.
By Alec Meer on November 21st, 2007.
Which is something I seem to saying quite a lot lately. Seeing that Psychonauts has just appeared for free (until Dec 31) on Gametap, but only to US folks, makes my urge to emigrate keener than ever. Anyone in New York or San Francisco want to hire a scruffy, bitter games hack? Bah. Anyway, go play one of the best electric videogames of the last few years for absolutely nothing, you spoilt bunch of bastards.
If any of our European readers are yet to sample the unique wonders of ex-Lucasarts genuishead Tim Schafer’s most recent game, then you should turn your eyes Steamwards right now. Yes, it costs money. In this case though, money can buy you happiness. Possibly even a rarefied form of love, too. Oh, and if you do want to install Gametap in the futile hope that a magical, wonderful error will occur and let you play Psychonauts, you will at least find that you can play the first three Hitman games, Tomb Raider: Legend and Cannon Fodder for no-groats (but ad-supported no-groats).
By Alec Meer on October 23rd, 2007.
Update – hopes cruelly dashed. See bottom of post for more.
Eagle eyes have spotted this image on the Double Fine upcoming projects page:
While this is indeed glad tidings for any fan of games possessing character, humour, grand variety and adept storytelling (let’s not mention the irksome platforming emphasis during this time of celebration), we don’t have any idea what this is. It could be a sequel, it could be a DS or PSP remake, it could just be a graphically-tweaked rerelease to cash in on the original game’s ever-swelling cred. But it is more Psychonauts. (Note to self – bloody get around to writing up that bloody Psychonauts retrospective at some point).
Thank you Tim Schafer, thank you.
That said, damn you Tim Schafer, damn you, for making your next game, Brutal Legend, console only. Given it was PC guys that sang Psychonauts’ praises the loudest, it’s a sad decision.
Update – as has been snootily pointed out in comments, it’s since been revealed that the pic’s just a teaser for an eventual About page on Psychonauts. The image on the site has been fully-colourised to reflect this. Boo. I would say that Double Fine probably shouldn’t have stuck a mysteriously darkened image on a page previously only containing a link to a press release about an upcoming game, however.
(Tinfoil hat)Either that it or it was a secret experiment to gauge interest in another Psychonauts game…(/Tinfoil hat)
By Kieron Gillen on October 16th, 2007.
We don’t link enough to occasional Corporate Paymasters The Escapist, I think. Let’s put that right, as their new issue has a few interviews which are of obvious interest to RPS-heads. Firstly, the have an interview profile on Tim “Grim Fandango/Psychonauts/Walker’s Future Bride” Schafer, where he deals with his decision to leave Lucasarts, start Doublefine and general tribulations. Here’s a quote where he talks about “creative” being used as a curse…
“People would just kinda be like, ‘Oh, it’s very creative.’ And it really seemed like the more you could make your game seem more like something else or more derivative of something else, the more comfortable they would be with it.”
We’ve also got interview profiles with the Sports Interactive guys on their original-Championship Manager/Football Manager dynasty and Running With Scissors about their vomit, sex and death Postal dynasty. And, if you had to choose to read but one feature… you know, I think I’d recommend the Postal one. We’re very aware of the creativity/money problem Schafer elaborates on, but to have Running With Scissors drop the comedy sex-monsters mask and actually argue their artistic corner with quotes like…
If we were in this for the money, then we would have made Doom 48, Unreal 57, Halo 99. You get the picture. We don’t make games for the mainstream, yet they really are very mainstream, if you ever truly play them. I’m proud to be different. There’s a reason why so many people, after they actually play Postal, tell me it’s one of their all-time favorite games.”
As well as arguing about their AI, their flexible and hailing their older, educated, politically-libertarian audience is unexpected, to say the least. More here.