- 7 ore fa
Quando sul palco di Sony è stato annunciato il ritorno di Grim Fandango su PlayStation Vita e PlayStation 4, molti vecchi giocatori hanno fatto la ola. Purtroppo esistono anche persone su questo pianeta che non hanno provato quella che non esitiamo a definire come una delle avventure grafiche più belle di sempre, quindi il buon Tim Shafer ha preparato un bel video per spiegare la storia del gioco e del buon Manuel "Manny" Calavera.
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00:05I don't think I've played this game since 1998
00:08We wanted everything about the interface to want
00:11No interface, so everything was literal
00:14Nothing was like a metaphor
00:15Because you know in a normal interface
00:17The cursor is a metaphor for like your attention point
00:19What you're looking at
00:20And in the highlight of a cursor
00:22Is kind of like a metaphor for this is interesting
00:25And your inventory, your verbs when they come up
00:28Or a metaphor for what you're thinking about doing to that object
00:31And we want everything to be just literal
00:33So like when you're walking around
00:37Instead of highlighting things in the room
00:38He actually looks at the thing when that came up
00:42And we thought we were so clever for thinking of that
00:46Because there wasn't a lot of that in games at the time
00:49Like 3D games were not a big thing yet
00:50And so head tracking
00:52Even though all games head track now
00:54Like head tracking is really, really common now
00:56It was not that common back then
00:57But anyway, we thought we were totally geniuses for coming
01:00Maybe we were, maybe we were geniuses
01:04But we thought that was really cool
01:07No, I think having so much time go by
01:09Has allowed me to have a lot of time away from the game
01:12And so it's very fresh to me
01:14Like I have not spent a lot of time with those characters in that game
01:17It's been 15 years
01:25I was talking to a friend of mine who had spent her summer up in Alaska with all these bikers
01:28And she was telling me these stories about being in this bar with Big Rick and Smiling Phil
01:33And the things they would do
01:35And it just sounded so, you know, out of the normal daily experience of most people
01:41Yet people were kind of familiar with it
01:42Kind of like pirates and cowboys
01:44They kind of are familiar with the genre of bikers
01:46And so they could relate to it
01:47But it was still bigger than life
01:48And it would be an unusual experience
01:50When Full Throttle was over
01:51It was a big hit
01:51And they actually, the studio wanted to make a sequel to it
01:54And they were like, let's do a sequel
01:55And I was like, now I really want to make this game about the Day of the Dead
01:58There were stories about how when you died in Mexican folklore
02:02You would be buried with a bag of gold on your chest
02:04And then another bag of gold hidden in the coffin
02:07That you were buried in
02:08So that when you went into the afterworld
02:11The spirits wouldn't, you know, steal the bag of gold
02:14You know, it would be hidden in your coffin
02:16As if this is the idea that you had to worry about thieves in the afterlife
02:20Was so interesting to me
02:21That you think those problems would be gone
02:23You're dead
02:24You wouldn't have to worry about that anymore
02:25But crime in the afterlife just seemed so intriguing
02:29And I was also really getting into film noir
02:32At the time I was watching every film noir movie I had to get my hand on
02:35And going to film festivals
02:37And reading Raymond Chandler novels
02:38And I mean, it was lucky that Full Throttle was a big hit
02:42Because it was kind of a weird game to pitch
02:44I wanted to do this game entirely comprised of dead people
02:47You know, and I wanted to do that for years
02:50And after Full Throttle was done
02:52I guess because that game was a hit
02:54I had a little bit of clout that I could make this crazy, weird, weird game
02:58And I was able to get Graham Fandango launched
03:07As soon as you brought these two crazy elements together
03:10Film noir and Mexican folklore
03:12It was like one of those things that just sparked idea after idea after idea
03:16And whenever you hit something like that
03:18It's so rare, you know
03:20Like you, um, sometimes you're just brainstorming
03:23You're just like pulling teeth to have an idea of like
03:25How are we gonna, you know, like puzzles or rooms or locations or characters
03:29It's so hard to work sometimes
03:31To come up with ideas to fill in the framework of this thing you're making
03:34But with Grimm, it just like, it was like a fire hose
03:37Like we couldn't turn off
03:38It was just such a, um, explosion of, um, ideas and creativity on that project
03:43It was really fun
03:43Um, it was a lot of people we've been working with before
03:46The lead artist, Pete Sekul
03:47He had been, um, an important person on full throttle
03:52And he was setting a high bar for the standards of the, of the project
03:55And Peter Chan, who had been working with us for a long time
03:57You know, and he was just this amazing, you know
04:00Um, both creatively and also just, um, the amount of work he produced
04:04He just made drawing after drawing
04:06It was all creative ideas
04:07And he really pushed everybody and inspired everybody
04:10To just really push ourselves to do stuff that no one had ever seen before
04:13Grimm is my favorite, um, adventure game
04:18That I've ever worked on
04:19Let me show you guys something
04:23These are my family photo albums
04:25Of when Tim and Pete Sekul came to visit
04:30And, uh, used to do work jams on the island with me
04:36And those are all the storyboards for Grimm Fandango
04:41And here's me drawing
04:43I don't remember, but Tim swears that I was drawing so fast
04:46I was shooting the little ball tips out
04:51It was the first time I'd ever worked in 3D
04:53And so we were coming up with, you know
04:55Putting together our first 3D art and animation team
04:58Um, and then, um, bringing together, like, Peter McConnell
05:03And his amazing music
05:04Years before, he had once
05:06We were working at Daily Tentacle, I think
05:08And we were talking about dream projects
05:10I remember he said, you know
05:11The one thing we've never really done is, like, a noir jazz score
05:13I would just always really love to do that
05:14That's one thing that sat in the back of my head
05:16And I was like, ha-ha
05:17Now we're finally getting a chance to do that
05:20And I think, you know
05:20Whenever you're getting a chance to do someone's dream project
05:22They always kind of throw themselves into it
05:24What I did to sort of envelop the game musically
05:28Was go to the classic film score model
05:33Mac Steiner, John Williams
05:35This is, uh, the main title to Casablanca
05:41It's a copy of the main title to Casablanca
05:43It was a score that I studied to work on Grimm
05:46You know, in something like Grimm Fandango
05:49There are sort of recognizable worlds
05:52With sort of little plums of, you know
05:55This is sort of Central American city
05:58With a noir, um, you know
06:00An art deco, um, vibe to it
06:04And this, this is a, this is a dock
06:07Like in the Maltese Falcon
06:09This is the, um, this is the bell
06:11That I used for, um, the harbor sounds
06:15In Grimm Fandango
06:16Um, Grimm Fandango
06:20Was definitely, you know
06:21One of, uh, one of my favorite projects
06:24Back in the Lucas days
06:26And he really just threw himself into that
06:28And he just did
06:29He did, I think, one of the greatest soundtracks ever
06:41When you, when you're working on, you're working on a new game right now
06:43I mean, what is it you're trying to doing?
06:46Better graphics, better sound, better interface
06:48What's, what's the, sort of holy grail of gamers?
06:51Every game, we try to do more and more just, um
06:54A real story, a complicated story
06:56With a real human involvement
06:58Like the, the new game I'm working on now
06:59I try to do a, a story with just many more characters
07:03And, uh, that spans a long period of time
07:06For the characters' lives
07:07It was very, it was a really challenging project
07:09It was very ambitious
07:11It was like a year late
07:12A year?
07:14Year and a half?
07:15Remember, it took three years
07:16Had a big crunch mode
07:18It was back when crunch mode was pretty, well, a lot more
07:21Like now we really try hard not to have crunch mode
07:22But at the time we're like, let's do it
07:24Let's just work around the clock all the time
07:26And I was working there
07:27I would start writing, like, at nine o'clock at night
07:30And just write until three o'clock in the morning
07:33I would listen to, like, loud, heavy metal music in my office
07:36Just to stay awake
07:37You know, you go home, you go to bed
07:39Just when you lay down and go to bed
07:40You hear the garbage trucks coming in the morning
07:42You're like, oh, people are just waking up
07:43And I'm just trying to go to sleep
07:44This is terrible
07:46A team, like, by the end of it
07:47Didn't get along very well
07:50Probably shouldn't have mentioned that
07:51It was just so, we were just all working too hard
07:55And, um, yeah
07:59We're just working everyone too hard
08:01But it was an exciting time
08:02Because we felt like we were making something special
08:04We really felt like we were making something really crazy looking
08:06Because we'd, we'd just stop
08:08And every once in a while we would stop
08:09And take a look at the screen
08:10And it'd be this skeleton
08:12With an orange face
08:13And a, like, a Russian hat on
08:15Wearing a guard's uniform
08:16Standing in a sewer
08:17Next to a Big Daddy Roth
08:19Hot Rod
08:20And a white alligator
08:21And we'd be like
08:22What is this thing we're making?
08:24This is insane
08:25This is a crazy thing
08:26That no one has ever seen before
08:45And, yeah, we got to do whatever we wanted
08:47And I think, um, the management of LucasArts thought it was coming along
08:50They, they really liked it
08:51And they really thought it was, you know, being done really well
08:54And they were proud of it
08:56At the time it wasn't perceived as doing, you know, selling very well
08:59Although it met its internal numbers, you know
09:01It was, you know
09:02It made a profit because I got a royalty check for it
09:05So it did make a profit
09:07But, um, I think in the industry
09:09I remember it was, it was used as evidence of why
09:13No one should make adventure games anymore
09:14But, um, it, it, um, it won a lot of awards
09:19I had won Game of the Year from GameSpot
09:21That was awesome
09:23Tim Schaefer on my right
09:24Game designer for over 10 years
09:26He worked for LucasArts Entertainment
09:27Where he designed Grim Fandango
09:30And so, I decided to start my own company
09:33And that's when I left and started Double Fine
09:36We started the company in 2000
09:38Yeah, and started working on this game
09:40Kicking around ideas for Psychonauts
09:43Oh, what's that doing there?
09:46I feel like, um, I, I
09:50I own Grim Fandango and Throttle
09:53In every possible way
09:54Except for legally and technically
09:57And it's like I went to Disney
09:58I'm like, you guys, come on
09:59You know, there's not going to be many strategic plans around this
10:03They're very valuable to us
10:04We can make them even more valuable to you
10:06If we do something together on these
10:09And they were, they were very receptive to that
10:11So, so that's where we are
10:13It looks like Grim's going to happen
10:15And we're going to re-release a, a remastered kind of version of it
10:19So, with Sony
10:22So, Tim and I met with Disney and Sony
10:24And, uh, we're agreed on terms for Grim Fandango
10:28So, yeah
10:33And it happened
10:35I couldn't believe we're actually here talking about it
10:38Um, I'm excited that people might actually see the game
10:41After hearing about it for so long
10:43It was in print for a while
10:44And then out of print
10:45And probably not reprinted
10:47And then it disappeared
10:49And in the days of, um
10:51You know, disc-based games
10:53That was it
10:53And then you just couldn't get it again
10:56Um, you know
10:57It's not like a digital game now
10:59Where it can just stay online forever
11:01It just vanished
11:02You just couldn't find it
11:03And it was so hard with those old disc-based games
11:05To keep them running
11:06So it quickly became unplayable
11:08It wouldn't boot
11:09People would have to, like, fans
11:11Basically fans keep these things alive
11:13And support them for years
11:14So it was really only the hard work of the fans
11:16That kept people able to play that game for years
11:19But not just keeping them alive and playable
11:21They were actually improving them
11:22They made HD versions of the game
11:24They made a point-and-click, um
11:27Version of the interface
11:28Uh, fix for some of the bugs in the game
11:30They found some temporary programmer art
11:33That I was promised would never be found
11:34By my lead programmer
11:36They, um, did a lot of stuff
11:38To make the old game, um
11:39Run better and play better
11:40And so it's really the grace of the fans
11:42That keeps these things running
11:44We'd lie, I would lie
11:45I would like to interface with the post-release community
11:48For Grim Vandango
11:49To utilize some of their enhancements
11:51And this new version will hopefully take
11:53As much as we can
11:54Of all that good stuff that's been done
11:56To Grim over the last 15 years
11:57And put it together
12:00Because this, you know
12:01We fought hard to get the right
12:02To be the ones to re-release this
12:04And now we have to live up to that
12:06You know what I mean?
12:06Because this could have been done
12:07By someone else
12:09Um
12:10And we have to prove that
12:11We were the ones to handle this correctly
12:13So I don't want to take it for granted
12:15That I should get to do this
12:16Because it was my game
12:17But we know how to do this
12:18You know
12:20This new edition of it
12:21Correct me
12:22So I don't want to take it for granted
12:24I don't want to take it for granted
12:25I don't want to take it for granted
12:25I don't want to take it for granted
12:27I don't want to take it for granted
12:29I don't want to take it for granted
12:30Grazie.
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