Gamasutra: The Art & Business of Making Gamesspacer
Why are We Still Talking about LucasArts' Old Adventure Games?
View All     RSS
December 22, 2014
arrowPress Releases
December 22, 2014
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Why are We Still Talking about LucasArts' Old Adventure Games?

April 5, 2013 Article Start Previous Page 3 of 6 Next
 

Monkey Island II was a revelation for me. I could make progress! I could mess up, try again, and eventually get through things! Here was this genre of games that I'd always liked the idea of, but never been able to really enjoy due to difficulty, and someone had finally said, "Hey, how about we ONLY have the fun part." I mean, the beautiful art, the genuinely funny dialog, all of that was wonderful, but the thing I really fell in love with was being able to actually get through the game.

- Ian Adams, game designer at Seattle's Z2Live

They were built on a winning combination of low-stress mechanics and propelled by genuinely good writing.

Many of the characters had heart and soul, the imagined worlds they inhabited were crafted with an impressive attention to detail, and in many cases the personalities and some aspect of the of the creators came through.

Each of the mid-'90s LucasArts adventure videogames is memorable on its own, but taken together they represent a studio's glorious golden age that, in a fate similar to Atlantis (sorry), seemed to suddenly and cataclysmically sink beneath the ocean waves in the late '90s.

- Craig "Superbrothers" Adams

Full Throttle, probably the only game to ever start you off in a dumpster outside of a biker bar.

The Curse of Monkey Island is still one of the funniest games I’ve ever played. Then there was Loom, a beautiful game with a completely unique user interface that used music in a way never used before or since, as far as I know. Finally on my truly memorable scale is Grim Fandango, a 3D evolution from the older SCUMM games -- quirky, funny, mysterious and, once again, unique.

Technology in games is ever improving, but game design, when it’s done impeccably, is timeless.

- Game design consultant and author Rusel DeMaria

Manny Calavera feels a little ripped off in 1998's Grim Fandango.

The worlds still feel original and fresh, and the writing was witty and memorable, where every character is distinct and remarkable.

Even in their time, they managed to cross cultural boundaries. Many people in my generation in Spain, where I'm from, know by heart most of the insults to win at sword fighting in Monkey Island. Many adventure games coming from Europe will include nudges to LucasArts games, from direct quotes to similar puzzles (see Ben There, Dan That, or Ceville). They really struck a chord outside of North America.

- Researcher and scholar Clara Fernandez Vara

Honestly, I don't even know where to begin; they had so many titles that stand out. Their adventures games basically defined an era, with Maniac Mansion, Day of the Tentacle, Escape from Monkey Island, Full Throttle, Grim Fandango.

Indiana Jones and the Fate of Atlantis is probably one of my favorite adventure games of all time. Indiana Jones and the adventure game genre go together... well, like Fedoras and bull whips. And for me Fate of Atlantis delivered not only one my favorite adventure stories but also one of the best Indiana Jones stories ever. Certainly better that the Crystal Skull. Sorry George.

- Infinity Ward executive producer Mark Rubin

You can sucker punch Adolf Hitler in Indiana Jones and the Last Crusade, but it's not a good idea.


Article Start Previous Page 3 of 6 Next

Related Jobs

Nordeus
Nordeus — London, England, United Kingdom
[12.22.14]

Lead Game Designer
CI Games S.A.
CI Games S.A. — Warsaw, Poland
[12.22.14]

Senior Designer
Demiurge Studios, Inc.
Demiurge Studios, Inc. — Cambridge, Massachusetts, United States
[12.19.14]

Game Director
WET
WET — Sun Valley, California, United States
[12.18.14]

3D Modeler





Loading Comments

loader image