Updated art & music for The Bard’s Tale

July 2nd, 2018 8:29 PM
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Three years ago this month, the company that brought us the Wasteland game series took to Kickstarter to revive another classic franchise: The Bard’s Tale. With Brian Fargo of inXile entertainment helming the project, the fourth entry in the RPG series was sure to harken back to its roots.

Although the game is still in development, we are already seeing — and hearing — evidence of that history. Jason Wilson at Venturebeat got a demo of an early build of the game, during which he interviewed creative director and lead designer David Rogers, who said:

“We took the old MIDI tracks and we brought them forward and orchestrated them, had our sound designers pour their love into it,” Rogers said. He went on to note that the games (they were on Apple II, Apple II GS, MS-DOS, Amiga, Commodore 64, and other formats) had different MIDI tracks, so the best depended on what platform you played on. He wasn’t sure what versions they used, but an InXile rep said over email that “some are from the GS and some from the Amiga. We picked and chose our fav[orite] ones.”

As part of the original Kickstarter pitch, the original trilogy was also promised to be ported to modern systems. That deliverable has hit some bumps that were addressed in a campaign update on May 17 from Lindsay Parmenter, head of development at Krome Studios, who’s handling the remaster:

The original Bard’s Tale games hold a special place in our hearts – many of us here at Krome Studios, especially Design Lead James Podesta and myself, played the games back in the 80s and are also backers of Bard’s Tale IV.

After some casual conversations with the inXile team, the opportunity came up to put something together that we think will be really great for the Trilogy remaster. Not only are we updating the games to work natively on modern systems, but we’re also putting on a fresh coat of paint, to give a new generation of role-playing and dungeon-crawling fans an easier opportunity to experience these classic games.

As a short list, our goals for the Trilogy remaster are:

  • • Up-res the original art, but keep the art in theme with the originals
  • • Add in various audio throughout the games for attacks, spells, and more.
  • • Add some quality of life improvements, such as the automap, tooltip popups in the UI, etc.

Here is some art from the Amiga version of the game compared to the updated art.

Personally, I prefer the original art. It leaves more to the imagination and is more evocative of its era, whereas the updated art seems a bit more… generic.

Will you play either the remasters or the new Bard’s Tale IV upon their release later this year?

Wasteland 2’s successful Kickstarter

March 22nd, 2012 6:09 PM
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Earlier this month, Tim Shafer and Ron Gilbert, the team behind the sequel to the Apple II classic Maniac Mansion, ran a successful Kickstarter campaign to create an original adventure game. That they raised $3.3 million on a requested $400,000 is mind-boggling. That’s like selling 87,142 tickets to "a Steven Spielberg movie" before the plot, genre, actors, length, or rating have been published or even decided.

Inspired by this success, Brian Fargo, formerly of Interplay and now of inXile Entertainment, promised to launch his own Kickstarter campaign to create a PC sequel to the Apple II game Wasteland, which already has its own spiritual successor with the Fallout series. True to his word, the same day Schafer closed his project, Fargo launched his. And like Schafer, Fargo’s video offers a humorous demonstration of the challenges faced by retro game designers in the modern publishing environment.

https://www.kickstarter.com/projects/inxile/wasteland-2

Success was swift: within two days, Fargo met his $800,000 goal. At the time of this writing and with 25 days to go, the project has earned $1,493,522; just $6,478 more, and the development team will add Mac and Linux editions.

But why stop there when you could get even more money? As Schafer discovered, Kickstarter processes pledges via Amazon Payments, which may not be very friendly to international customers or those without credit cards. inXile has created an elegant solution: now that the project has met its goal and pledges are guaranteed to be converted to charges, customers can skip the grace period and hand over their money directly via PayPal.

Just $15 will get you your copy, with additional exclusive rewards all the way up to $10,000. I haven’t forked over my money yet, and it’s a bit frustrating to do so when there are plenty of indie developers on Kickstarter trying to make a career like the one Fargo already has behind him. Still, how can we not support furthering the Apple II’s legacy? Kickstarter offers a reminder feature that will send you an email 48 hours before the project’s closure, so if you’re unsure, you have time to think it over. Chances are I’ll find a spare $15 necessary to guarantee my copy of Wasteland 2 when it ships in October 2013.

UPDATE (Mar 22): Fargo has created the "Kicking It Forward" campaign, in which developers promise to put 5% of profits from their successful Kickstarter projects toward other people’s Kickstarter projects. How cool is that?

Wasteland sequel to hit Kickstarter

February 20th, 2012 1:28 PM
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Back in September, I called Martin Haye on Juiced.GS business. In this day of Twitter, Facebook, IM, and IRC, it’s unusual for me to make a phone call to an Apple II user, and I’m always cognizant of the likelihood for intrusion when I do. In this case, I knew Martin was soon leaving on a camping trip, and I didn’t want to interrupt his packing. Nope! He was playing Wasteland, Interplay’s post-apocalyptic spiritual precursor to Fallout. "Oh," I said, "so this is a bad time to be calling." "Well, it’s not like it’s the kind of game that demands uninterrupted attention," he laughed.

Here’s something that does deserve your attention, Martin: having recently developed Choplifter HD, original Wasteland co-designer Brian Fargo of inXile Entertainment is looking to reboot the franchise with a new, Kickstarter-funded game. The possible Wasteland 2 would be faithful to its origins by "focusing on top-down, probably isometric, party based, skill based — where if you’d just finished playing Wasteland and moved onto this you’d feel comfortable." But it’ll stray from its roots by being for PC only, though an iOS edition would be considered.

Wasteland box art

All this for the cool price of one million dollars — that’s how much Fargo estimates it’ll take to fund the project. That’s ambitious but, as of last week, not unprecedented. Still, it’s a ton of dough to pony up for a game that’s known to modern gamers more by name than by experience. Is Fargo daydreaming? He revealed his intentions after only 48 hours of consideration, after all. Or will we put our money where his mouth is when the Kickstarter campaign supposedly launches next month?

Will you support such a campaign? What’s a new Wasteland worth to you?

(Hat tip to Andy Chalk)

Choplifter HD first impressions

January 12th, 2012 4:45 PM
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Nearly a year ago, I was anticipating a modern re-creation of Choplifter. The game, developed by inXile and published by Konami, is the latest sequel in the franchise created by Dan Gorlin with his original Apple II action game.

Choplifter HD finally saw release this week and is available at a $15 price point for PC, Sony PlayStation 3, and Microsoft Xbox 360. I grabbed the demo of the Xbox version and played it last night on what I presume was an inbuilt timer, completing 6.5 missions in the time allotted to me.

So far, I like what I see. The missions start of familiar: rescue soldiers and bring them back to base. But there are some clever variables, such as wounded soldiers who require medical attention and must be attended to before all others. Later missions require defending a particular point or containing a zombie outbreak.

Choplifter remains 2D, distinguishing itself from the nonlinear Strike series of helicopter games. But there are times when enemies can be in the foreground, and the chopper must be oriented to face the screen in order to shoot them. This cumbersome act balances the newfound control over the minigun, allowing it to be aimed in any direction separate from that in which the helicopter is moving. No more moving forward and fast just to attain a downward trajectory! There’s also a “boost” function for evasive maneuvers, but it burns fuel quickly. Landing back at HQ will restore both your health and fuel; depots scattered throughout the level recover only the latter. Completing objectives earns you better helicopters, but they replace the old ones; there doesn’t appear to be a choice of copters between missions.

I’ve played other games in the Choplifter series but remember the original best, so it was a pleasant surprise to note the excellent graphics and soundtrack in this reboot. The terrain varies from cities to deserts, each bustling with its own kind of activity. When you land, soldiers and hostages don’t just disappear into your vehicle but will actually run around to either side to find an open seat. They shout such corny lines as “It’s good to see you!” whereas a film crew might ask, “Get me out of here quickly — but watch the hair!” This attention to detail is noticeable, as is the game’s quirky humor, reminding you that you’re here to have fun, not reenact a war.

My time for gaming these days is limited, so I don’t know if I’ll be plunking down the $15 for the full game and its 80+ missions. But all other reviews are positive. I encourage retrogamers to check out this cross of old and new and enjoy the best of both worlds.

Choplifter lifts off

March 31st, 2011 2:58 PM
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The Apple II is proving an endless font of inspiration for modern-day video game remakes. Not only is Wizardry coming to the PlayStation Network, but it will soon be joined on that service by Choplifter, that seminal side-scrolling action game, set on the landscape of a far-off purple desert.

I remember playing Choplifter on my Apple II, one of the few games for which I could use the joystick instead of the keyboard. I enjoyed the dichotomy of the player’s charges: not only did I have to evade unfriendly fire and destroy enemy tanks, but I also had to rescue captured hostages and diplomats. Such realistic humanitarian directives were rare in an era where video games were about shooting down space invaders or rescuing damsels in dysfunction. Choplifter was even good for a lesson in vocabulary, having taught me the word “sortie”.

Check out the experience that the remake hopes to recapture:

Dan Gorlin’s Choplifter was the first second game to make the transition from computer to arcade, instead of the other way around. It enjoyed many console-exclusive sequels as well, most recently the 1994 release of Choplifter III for Super Nintendo, among others.

The latest sequel, Choplifter HD, comes from inXile Entertainment, the company headed by Interplay founder Brian Fargo. Originally announced two years ago, the game received received more details this week, including a tentative release date of Fall 2011. Here’s the trailer:

It looks like the core gameplay hasn’t changed much, with action still occurring primarily in two dimensions, keeping it from straying too far into the Desert Strike franchise that Choplifter itself inspired. Time will tell if it captures more than the look and feel but also the spirit of the original.

The affordability and accessibility of downloadable games certainly seems inviting for industry veterans to dust off old ideas. What other Apple II classics would you like to see remade for modern consoles?

UPDATE: This game will launch in Fall 2011. Dan Gorlin is onboard as a consultant, and players will get to save both POWs and survivors of the zombie apocalypse.