Overall, the theme for the last month in film and gaming seems to be making old things new once again. We’ve had yet another Star Wars trailer which brings the franchise back to its roots of the 1970s and 1980s. In the world of gaming, May will see the release of a brand new Wolfenstein game. Both projects seem to capture the essence of what made the originals so revered. That is, the visual presentation, tone and overall style. Both of these projects do have the advantage of essentially building from scratch since they’re not merely importing old assets and making them new, unlike Poisoned Pawn.
This aspect of Poisoned Pawn sets significant challenges for us to overcome because of the source files that weren’t build for 2015. Along the way we’ve had some hiccups and bumps to navigate around, but we’re progressing at a (mostly) consistent pace. Think of the project as trying to update some old black and white photos. You have the originals there from all those years ago but there are certain imperfections that not even the most advanced of digital technology can iron out such as creases and excess exposure to light. Much like the old photographs, the assets of Overseer were fitting for their time and were far more user friendly. Those of you who have purchased a digital version of Overseer (whether it be via GOG or STEAM) would have encountered several compatibility issues. If you think playing Overseer is a technical challenge, just try getting into the heart and mind of the game!
Frankly, it would just be easier to create fresh assets so we can assign our own values and properties to them but there’s a great risk that you’re getting nothing more than a facsimile of the Overseer experience. Ever seen a really dodgy musician cover one of your favourite songs? You see where this is headed. We’re more in the business of remixing and revamping rather than reinventing or re-writing, a balance that doesn’t seem to be achieved by other remakes. I’m looking at you, Goldeneye: Reloaded. It was a shame to be excited for that title, only to begin playing the game to realise that all the remake did was fade the characteristics of the Nintendo 64 classic and serve as more of a tribute to modern military games such as Call Of Duty. The point being, we’re not looking to undo or deprive you of your Tex Murphy memories. Although you’re going to experience Overseer with a change to the temperature and feel of the game, we haven’t forgotten the importance of also preserving the core values of the Tex Murphy style.
We’re only four issues into our publication but we’ve managed to already commit a Tex Murphy sacrilege - we’ve yet to mention the speeder! The good news is we are modeling and shaping Tex’s iconic vehicle and it’s looking great. At this stage we’re not wanting to show you what we’re working on but if I were to sum it up in a word…sleek – I’m only discussing the exterior for now :)
Onto more significant matters, we have had a major breakthrough with our audio. In the opening for this week’s blog I’ve written about bringing over assets from the original Tex Murphy and the challenges associated with it. While they persist, in this issue we can confirmed that the audio codec for Overseer sound effects and voice over material. Obviously, audio plays a pivotal role in establishing an environment that is immersive in its ability to give life to the gaming environment. There’s nothing like standing in Tex’s office and hearing the speeders whiz past or being at the Anasazi Ruin to hear a raven in the distance. All of that will be there as you once experienced them. No re-recordings or generic sound effects here. The real deal.
Also, in every edition, we will give you an exclusive sneak peak into some of the work done. This may be along the lines of an FAQ, screenshots, video, audio, interviews or maybe a game play video.