LA LIBRETITA AJARE DE 2009 (VI)
Será una aventura gráfica de serie budget, con fondos prerrenderizados, dónde la historia y el guión será lo que realmente importe. Un título que contará con puzzles clásicos y en el que lo que te cuenten los personajes del juego así como tú capacidad de observación del entorno será realmente lo que te haga avanzar. El juego durará entre 6 y 8 horas, pero promete rejugabilidad gracias a que tendrá varios finales en función de tus actos a través del juego. Además el juego supone el regreso de Aaron Conners y Chris Jones al lugar que nunca debería haber abandonado; Las aventuras gráficas.
En una reciente aparición en los foros de «The Unnoficial Tex Murphy Board»; Aaron Conners daba señales de vida explicando por qué el juego que debería de haber salido en navidades, se ha retrasado hasta mediados de febrero, la razón no es otra que enviaron una previú a varios medios y estos les dieron un valiosísimo Feedback que están metiendo en el juego para que éste salga lo más pulido posible. Leyendo el resto ajare, tienen el comunicado.
Aaron here with a long overdue update on the TCM project. I know there’s been a lot of speculation – and I’ve wanted to keep everyone in the loop – but we wanted to get a little closer to release before we came out with new information. Despite not meeting our hoped-for release dates, things are still very much on track. Rest assured that we’re as eager as you to get this thing finished and shipped!
There are two primary reasons for the delay: (1) it’s hard to be productive through the holiday season, and (2) we’ve given the game a bit of an overhaul, and here’s why:
Back in October, we cobbled together a rough demo and sent it to several publishers and online sites. After everyone played the demo, we collected the feedback, which turned out to be mostly very positive. The adventure game people, especially, said the story was very intruiguing and they were eager to see more of it. However, there were some concerns about the scale and difficulty of the gameplay.
Chris and I talked it over and came up with some ideas that would greatly enhance the game experience. Unfortunately, it required a fairly big time investment. But, as things are finally coming together in their finished form, it’s obvious that we made the right decision.
Here’s where we are: This week, we finish the «game shell», so you can create your player, select a difficulty level, play the game, track your progress, replay, etc. – basically everything not directly related to the in-game content. All the in-game locations are finished and ready to test. Gameplay content is about 95% finished. We have rough cuts of all (80+) cinematics and we’re about three weeks from having final versions.
So…trying to be as realistic as possible, I think we’ll have a finished game sometime in February. And, most importantly, the game will be as good as it can be. I think Chris and I were so excited to get a new game out, we were trying to rush it. Now we’re taking our time to make sure that it’s done right.
And, really, releasing three months late is NOTHING in this business. (Grey Matter, anyone…?)
Best wishes for a wonderful 2009!