00:00Abbiamo un'ottima notizia per voi e le fans.
00:04Dopo 15 anni, Double Fine, in tandem con la nostra terapia produzione di un gruppo di terapia,
00:08vi farò remastero il tuo classico adventure game, Grim Fandango.
00:17I was really nervous going down to LA per l'annuncement,
00:19perché i pensi che i loro, i loro, i loro, i loro, i loro, i loro, i loro, i loro,
00:25i loro, i loro, i loro, i loro, i loro, i loro, i loro, i loro.
00:30Stab and explosions and these big blah things.
00:33I hate thinking about an adventure game being stuck in the middle of that
00:35because adventure games are so paced so slowly.
00:39It's hard to imagine them kind of competing with all that noise.
00:41And then they announced it and we had all Peter Chan's art all over the boards
00:44and it was beautiful and then everyone cheered and it was such relief.
00:48And glad that people were really interested in seeing it.
00:52Playing it again.
00:53We had the Sony conference and we made our Grim announcement.
00:56Zyggos was announced and it was very exciting and everyone cheered.
00:59You could see that we got a really great response to the people there.
01:01It made me feel good.
01:02Like, you know, I care about the preservation of this game.
01:04It was cool to see that other people do too.
01:07Prior to that we were, you know, doing all of the planning that we could do
01:10in terms of like talking about the approach that we would take
01:12and trying to get all our ducks in a row about like, you know,
01:16what kind of features we'd want to add
01:17and what it would mean to remaster it and all that kind of stuff.
01:20We're incorporating point and click controls,
01:23which I was really skeptical of.
01:25like I didn't know how the game would hold up,
01:26but we got in touch with Toby who did the mod of Grim Fandango
01:32to add point and click controls to Residual.
01:34The fans have really allowed this game to live on beyond the release
01:37and they've put a lot of hard work into the game
01:41and it's really quality stuff too.
01:43And so, you know, where we've found the opportunity
01:45to reach out to some of these fans
01:47and hopefully to get them involved
01:48and it allows us to do things that were maybe outside the scope
01:53of what we originally planned to do.
01:54So I've looked a little bit at what you did
01:57and how you annotated each set.
01:58Oh God, everyone looked at my horrible source code.
02:01Just a bit.
02:03But I was curious about some of the things you just touched on
02:06with regards to like when you tell Manny to walk to a specific region,
02:10but the point where you define the hotspot
02:12and he needs to walk to to actually trigger the camera transition
02:15isn't even on camera at the current time.
02:18Like, did you author specific points for him to walk to on the walkplanes?
02:22And he's been gracious enough to help us integrate
02:24that work that he did into our remastering.
02:28We're still in a kind of research mode now
02:31where we're trying to find and just find doing the kind of archaeology
02:35we need to do to like dig up and find all the source material we can
02:38before we know entirely what's possible.
02:40So we'll hopefully be able to figure that out soon
02:42and make some announcements more detailed later,
02:44but we don't have any specifics to announce right now,
02:46but it'll look better.
02:47I'll say that.
02:48It's going to look better.
02:49But we'll see what they're able to sort of dig up from the archives.
02:52What if we don't get the source assets?
02:54Trying to clean up dithering is like trying to clean up JPEG artifacting
02:57and it's kind of hard.
03:00I mean, maybe you could remove some stuff,
03:02but it gets really tricky.
03:04Yeah, so let's start by just showing off the game that we have so far.
03:07All right.
03:08Well, here is the first time perhaps for many of you to see Grim Fandango running on the PS4.
03:14We've been hard at work and let's launch it.
03:19Our focus at this point in development is primarily on getting the game ported
03:22to as many different platforms as possible.
03:24And we're also preserving the ability to run the game using the original assets
03:27and rendering techniques and stuff.
03:29So we're working on getting the classic software renderer that the game uses
03:33up and running on all of our target platforms.
03:35Yeah, you can see that this is really old and compressed using a super low-resolution codec,
03:41which is something that we're hoping to fix in the remaster.
03:45And here we are in Manny's office with DualShock 4 controls.
03:51So you actually smoothed out some of the collision for the character movement too?
03:55Yeah, so the old joystick controls that shipped in the original game
04:00weren't really up to snuff for modern standards, so we've done some improvements.
04:05We want to improve everything we can about how the characters look and are rendered.
04:09We don't want to really crack into re-authoring anything,
04:13because we want it to be done with respect to how the original artist made it.
04:17You know, Peter Chan's storyboards were authored to be a certain aspect ratio,
04:20and so I really want to keep it to that aspect ratio,
04:24but just have a look as good as we can make it look,
04:26which I think Wes Anderson has made that cool again, right?
04:29I personally feel like Grim Fandango coming out on the PlayStation 4
04:33is kind of like getting a Blu-ray copy of Casablanca or something like that, right?
04:36And it's like you want the work to be as well-presented and as well-mastered as possible
04:41for this new, higher-quality format, but you want the work to be the work.
04:46So what can we expect from the new renderer?
04:48Well, it's going to be running at 1080p.
04:51All of the 3D models are going to look a lot nicer.
04:55Per-pixel lighting, potentially some additional post-process effects,
05:00because right now we're working off the original game files,
05:02which of course were really small and compressed for systems of their time.
05:07It still kind of depends on whether or not we get those original assets.
05:11But we actually have, this has everything that the archives had on it.
05:17So this little solid-state hard drive has, I think that images were,
05:23it was probably 130 disks, like CD images.
05:28This little hard drive has everything that Luke has still had in storage for Grim Fandango.
05:35Yeah, it's exciting to dig through all of this stuff,
05:38just because I care a lot about the game and I know a lot about the game,
05:41but I mostly know a lot about the end product that finally shipped.
05:45And so being able to, you know, dig through all the source materials
05:48and get some insight into the development
05:50is obviously a pretty awesome position to be in.
05:55So if we just look at the compressed original cutscene,
05:58you can see there's a lot of, you know, fidelity issues
06:01and just like the quality of these lines here.
06:03There are a lot of artifacts from the video compression.
06:05And there's all this color banding in the sections here.
06:09This is a 16-bit color cutscene,
06:11and so anytime there's a nice smooth gradient,
06:13you're going to lose a lot of that detail
06:15and it's going to kind of wash out.
06:16But then if we look at video exported from the original renders,
06:20the colors are better, the lines are crisper.
06:23There's none of that banding that we were seeing earlier.
06:26The whole thing is just, it reads a lot more clean.
06:29It's, you know, exactly what the artist was looking at
06:33when they originally exported this cutscene.
06:35Looks a ton nicer, doesn't it?
06:38But yeah, this is really promising,
06:40because what this means is that we have basically everything that we need
06:42for sure to remaster all of the cutscenes in the game,
06:44which makes it, it's like one of the places
06:47where the game is most obviously sort of dated
06:49by the technology of the era.
06:51So being able to up-res that
06:52and make those come through really cleanly
06:54is going to be really nice
06:55and help bring it in line with the improvements
06:57that we're making to the real-time render.
06:59Yeah, there's a lot of exciting stuff in here.
07:02We'll be right back.
07:03We'll be right back.
07:17Grazie a tutti
Commenti