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Grim Fandango

My one big regret was the PlayStation version [of Broken Sword]. No one thought it would sell, so we kept it like the PC version. In hindsight, I think if we had introduced direct control in this game, it would have been enormous.

— Charles Cecil of Revolution Software, speaking from the Department of Be Careful What You Wish For


One day in June of 1995, Tim Schafer came to work at LucasArts and realized that, for the first time in a long time, he didn’t have anything pressing to do. Full Throttle, his biker movie of an adventure game, had been released several weeks before. Now, all of the initial crush of interviews and marketing logistics was behind him. A mountain had been climbed. So, as game designers do, he started to think about what his next Everest should be.

Schafer has told in some detail how he came up with the core ideas behind Grim Fandango over the course of that summer of 1995.

The truth is, I had part of the Fandango idea before I did Full Throttle. I wanted to do a game that would feature those little papier-mâché folk-art skeletons from Mexico. I was looking at their simple shapes and how the bones were just painted on the outside, and I thought, “Texture maps! 3D! The bones will be on the outside! It’ll look cool!”

But then I was stuck. I had these skeletons walking around the Land of the Dead. So what? What did they do? Where were they going? What did they want? Who’s the main character? Who’s the villain? The mythology said that the dead walk the dark plane of the underworld known as Mictlān for four years, after which their souls arrive at the ninth plane, the land of eternal rest. Sounds pretty “questy” to me. There you have it: a game.

“Not cool enough,” said Peter Tscale, my lead artist. “A guy walking in a supernatural world? What’s he doing? Supernatural things? It just sounds boring to me.”

So, I revamped the story. Adventure games are all fantasies really, so I had to ask myself, “Who would people want to be in a game? What would people want to do?” And in the Land of the Dead, who would people rather be than Death himself? Being the Grim Reaper is just as cool as being a biker, I decided. And what does the Grim Reaper do? He picks up people who have died and carts them over from the other world. Just like a driver of a taxi or limo.

Okay, so that’s Manny Calavera, our main character. But who’s the bad guy? What’s the plot? I had just seen Chinatown, and I really liked the whole water-supply/real-estate scam that Noah Cross had going there, so of course I tried to rip that off and have Manny be a real-estate salesman who got caught up in a real-estate scandal. Then he was just like the guys in Glengarry Glen Ross, always looking for the good leads. But why would Hector Lemans, my villain, want real estate? Why would anyone? They’re dead! They’re only souls. What do souls in the Land of the Dead want?

They want to get out! They want safe passage out, just like in Casablanca! The Land of the Dead is a transitory place, and everybody’s waiting around for their travel papers. So Manny is a travel agent, selling tickets on the big train out of town, and Hector’s stealing the tickets…

The missing link between Full Throttle and Grim Fandango is Manny’s chauffeur and mechanic Glottis, a literal speed demon.

This, then, became the elevator pitch for Grim Fandango. Begin with the rich folklore surrounding Mexico’s Day of the Dead, a holiday celebrated each year just after Halloween, which combines European Christian myths about death and the afterlife with the older, indigenous ones that still haunt the Aztec ruins of Teopanzolco. Then combine it with classic film noir to wind up with Raymond Chandler in a Latino afterlife. It was nothing if not a strikingly original idea for an adventure game. But there was also one more, almost equally original part of it: to do it in 3D.

To hear Tim Schafer tell the story, the move away from LucasArts’s traditional pixel art and into the realm of points, polygons, and textures was motivated by his desire to deliver a more cinematic experience. By no means does this claim lack credibility; as you can gather by reading what he wrote above, Schafer was and is a passionate film buff, who tends to resort to talking in movie titles when other forms of communication fail him. The environments in previous LucasArts adventure games — even the self-consciously cinematic Full Throttle — could only be shown from the angle the pixel artists had chosen to drawn them from. In this sense, they were like a theatrical play, or a really old movie, from the time before Orson Welles emancipated his camera and let it begin to roam freely through his sets in Citizen Kane. By using 3D, Schafer could become the Orson Welles of adventure games; he would be able to deliver dramatic angles and closeups as the player’s avatar moved about, would be able to put the player in his world rather than forever forcing her to look down on it from on-high. This is the story he still tells today, and there’s no reason to believe it isn’t true enough, as far as it goes.

Nevertheless, it’s only half of the full story. The other half is a messier, less idealistic tale of process and practical economics.

Reckoned in their cost of production per hour of play time delivered, adventure games stood apart from any other genre in their industry, and not in a good way. Building games entirely out of bespoke, single-use puzzles and assets was expensive in contrast to the more process-intensive genres. As time went on and gamers demanded ever bigger, prettier adventures, in higher resolutions with more colors, this became more and more of a problem. Already in 1995, when adventure games were still selling very well, the production costs that were seemingly inherent to the genre were a cause for concern. And the following year, when the genre failed to produce a single million-plus-selling breakout hit for the first time in half a decade, they began to look like an existential threat. At that point, LucasArts’s decision to address the issue proactively in Grim Fandango by switching from pixel art to 3D suddenly seemed a very wise move indeed. For a handful of Silicon Graphics workstations running 3D-modelling software could churn out images far more quickly than an army of pixel artists, at a fraction of the cost per image. If the graphics that resulted lacked some of the quirky, hand-drawn, cartoon-like personality that had marked LucasArts’s earlier adventure games, they made up for that by virtue of their flexibility: a scene could be shown from a different angle just by changing a few parameters instead of having to redraw it from scratch. This really did raise the prospect of making the more immersive games that Tim Schafer desired. But from a bean counter’s point of view, the best thing about it was the cost savings.

And there was one more advantage as well, one that began to seem ever more important as time went on and the market for adventure games running on personal computers continued to soften. Immersive 3D was more or less the default setting of the Sony PlayStation, which had come roaring out of Japan in 1995 to seize the title of the most successful games console of the twentieth century just before the curtain fell on that epoch. In addition to its 3D hardware, the PlayStation sported a CD drive, memory cards for saving state, and a slightly older typical user than the likes of Nintendo and Sega. And yet, although a number of publishers ported their 2D computer-born adventure games to the PlayStation, they never felt entirely at home there, having been designed for a mouse rather than a game controller.[1]A mouse was available as an accessory for the PlayStation, but it was never very popular. A 3D adventure game with a controller-friendly interface might be a very different proposition. If it played its cards right, it would open the door to an installed base of customers five to ten times the size of the extant market for games on personal computers.

Working with 3D graphics in the late 1990s required some clever sleight of hand if they weren’t to end up looking terrible. Grim Fandango’s masterstroke was to make all of its characters — like the protagonist Manny Calavera, whom you see above — mere skeletons, whose faces are literally painted onto their skulls. (The characters are shown to speak by manipulating the texture maps that represent their faces, not by manipulating the underlying 3D models themselves.) This approach gave the game a look reminiscent of another of its cinematic inspirations, Tim Burton’s The Nightmare Before Christmas, whilst conveniently avoiding all of the complications of trying to render pliant flesh. A win-win, as they say. Or, as Tim Schafer said: “Instead of fighting the tech limitations of 3D, you have to embrace them and turn them into a style.”

But I’m afraid I’ve gotten slightly ahead of myself. This constellation of ideas, affordances, problems, and solutions was still in a nascent form in November of 1995, when LucasArts hired a young programmer fresh out of university by the name of Bret Mogilefsky. Mogilefsky was a known quantity already, having worked at LucasArts as a tester on and off while he was earning his high-school and university diplomas. Now, he was entrusted with the far more high-profile task of making SCUMM, LucasArts’s venerable adventure engine, safe for 3D.

After struggling for a few months, he concluded that this latest paradigm shift was just too extreme for an engine that had been created on a Commodore 64 circa 1986 and ported and patched from there. He would have to tear SCUMM down so far in order to add 3D functionality that it would be easier and cleaner simply to make a new engine from scratch. He told his superiors this, and they gave him permission to do so — albeit suspecting all the while, Mogilefsky is convinced, that he would eventually realize that game engines are easier envisioned than implemented and come crawling back to SCUMM. By no means was he the first bright spark at LucasArts who thought he could reinvent the adventuring wheel.

But he did prove the first one to call his bosses’ bluff. The engine that he called GrimE (“Grim Engine,” but pronounced like the synonym for “dirt”) used a mixture of pre-rendered and real-time-rendered 3D. The sets in which Manny and his friends and enemies played out their dramas would be the former; the aforementioned actors themselves would be the latter. GrimE was a piebald beast in another sense as well: that of cheerfully appropriating whatever useful code Mogilefsky happened to find lying around the house at LucasArts, most notably from the first-person shooter Jedi Knight.

Like SCUMM before it, GrimE provided relatively non-technical designers like Tim Schafer with a high-level scripting language that they could use themselves to code all of the mechanics of plot and puzzles. Mogilefsky adapted for this task Lua, a new, still fairly obscure programming language out of Brazil. It was an inspired choice. Elegant, learnable, and yet infinitely and easily extendible, Lua has gone on to become a staple language of modern game development, to be found today in such places as the wildly popular Roblox platform.

The most frustrating aspects of GrimE from a development perspective all clustered around the spots where its two approaches to 3D graphics rubbed against one another, producing a good deal of friction in the process. If, for example, Manny was to drink a glass of whiskey, the pre-rendered version of the glass that was part of the background set had to be artfully swapped with its real-time-rendered incarnation as soon as Manny began to interact with it. Getting such actions to look seamless absorbed vastly more time and energy than anyone had expected it to.

In fact, if the bean counters had been asked to pass judgment, they would have had a hard time labeling GrimE a success at all under their metrics. Grim Fandango was in active development for almost three full years, and may have ended up costing as much as $3 million. This was at least two and a half times as much as Full Throttle had cost, and placed it in the same ballpark as The Curse of Monkey Island, LucasArts’s last and most audiovisually lavish SCUMM adventure, which was released a year before Grim Fandango. Further, despite employing a distinctly console-like control scheme in lieu of pointing and clicking with the mouse, Grim Fandango would never make it to the PlayStation; GrimE ended up being just too demanding to be made to work on such limited hardware.[2]Escape from Monkey Island, the only other game ever made using GrimE, was ported to the more capable PlayStation 2 in 2001.

All that aside, though, the new engine remained an impressive technical feat, and did succeed in realizing most of Tim Schafer’s aesthetic goals for it. Even the cost savings it apparently failed to deliver come with some mitigating factors. Making the first game with a new engine is always more expensive than making the ones that follow; there was no reason to conclude that GrimE couldn’t deliver real cost savings on LucasArts’s next adventure game. Then, too, for all that Grim Fandango wound up costing two and a half times as much as Full Throttle, it was also well over two and a half times as long as that game.

“Game production schedules are like flying jumbo jets,” says Tim Schafer. “It’s very intense at the takeoff and landing, but in the middle there’s this long lull.” The landing is the time of crunch, of course, and the crunch on Grim Fandango was protracted and brutal even by the industry’s usual standards, stretching out for months and months of sixteen- and eighteen-hour days. For by the beginning of 1998, the game was way behind schedule and way over budget, facing a marketplace that was growing more and more unkind to the adventure genre in general. This was not a combination to instill patience in the LucasArts executive suite. Schafer’s team did get the game done by the autumn of 1998, as they had been ordered to do in no uncertain terms, but only at a huge cost to their psychological and even physical health.

Bret Mogilefsky remembers coming to Schafer at one point to tell him that he just didn’t think he could go on like this, that he simply had to have a break. He was met with no sympathy whatsoever. To be fair, he probably shouldn’t have expected any. Crunch was considered par for the course in the industry during this era, and LucasArts was among the worst of its practitioners. Long hours spent toiling for ridiculously low wages — Mogilefsky was hired to be the key technical cog in this multi-million-dollar project for a salary of about $30,000 per year — were considered the price you paid for the privilege of working at The Star Wars Company.

Even setting aside the personal toll it took on the people who worked there, crunch did nothing positive for the games themselves. As we’ll see, Grim Fandango shows the scars of crunch most obviously in its dodgy puzzle design. Good puzzles result from a methodical, iterative process of testing and carefully considering the resulting feedback. Grim Fandango did not benefit from such a process, and this lack is all too plainly evident.

But before I continue making some of you very, very mad at me, let me take some time to note the strengths of Grim Fandango, which are every bit as real as its weaknesses. Indeed, if I squint just right, so that my eyes only take in its strengths, I have no problem understanding why it’s to be found on so many lists of “The Best Adventure Games Ever,” sometimes even at the very top.

There’s no denying the stuff that Grim Fandango does well. Its visual aesthetic, which I can best describe as 1930s Art Deco meets Mexican folk art meets 1940s gangster flick, is unforgettable. And it’s married to a script that positively crackles with wit and pathos. Our hero Manny is the rare adventure-game character who can be said to go through an actual character arc, who grows and evolves over the course of his story. The driving force behind the plot is his love for a woman named Meche. But his love isn’t the puppy love that Guybrush Threepwood has for Elaine in the Monkey Island games; the relationship is more nuanced, more adult, more complicated, and its ultimate resolution is all the more moving for that.

How do you create real stakes in a story where everyone is already dead? The Land of the Death’s equivalent of death is “sprouting,” in which a character is turned into a bunch of flowers and forced to live another life in that form. Why shouldn’t the dead fear life as much as the living fear death?

Tim Schafer did not grow up with the Latino traditions that are such an inextricable part of Grim Fandango. Yet the game never feels like the exercise in clueless or condescending cultural tourism it might easily have become. On the contrary, the setting feels full-bodied, lived-in, natural. The cause is greatly aided by a stellar cast of voice actors with just the right accents. The Hollywood veteran Tony Plana, who plays Manny, is particularly good, teasing out exactly the right blend of world-weary cynicism and tarnished romanticism. And Maria Canalas, who plays Meche, is equally perfect in her role. The non-verbal soundtrack by Peter McConnell is likewise superb, a mixture of mariachi music and cool jazz that shouldn’t work but does. Sometimes it soars to the forefront, but more often it tinkles away in the background, setting the mood. You’d only notice it if it was gone — but trust me, then you would really notice.

This is a big game as well as a striking and stylish one — in fact, by most reckonings the biggest adventure that LucasArts ever made. Each of its four acts, which neatly correspond to the four years that the average soul must spend wandering the underworld before going to his or her final rest, is almost big enough to be a self-contained game in its own right. Over the course of Grim Fandango, Manny goes from being a down-on-his-luck Grim Reaper cum travel agent to a nightlife impresario, from the captain of an ocean liner to a prisoner laboring in an underwater mine. The story does arguably peak too early; the second act, an extended homage to Casablanca with Manny in the role of Humphrey Bogart, is so beautifully realized that much of what follows is slightly diminished by the comparison. Be that as it may, though, it doesn’t mean any of what follows is bad.

The jump cut to Manny’s new life as a bar owner in the port city of Rubacava at the beginning of the second act is to my mind the most breathtaking moment of the game, the one where you first realize how expansive its scope and ambition really are.

All told, then, I have no real beef with anyone who chooses to label Grim Fandango an aesthetic masterpiece. If there was an annual award for style in adventure games, this game would have won it easily in 1998, just as Tim Schafer’s Full Throttle would have taken the prize for 1995. Sadly, though, it seems to me that the weaknesses of both games are also the same. In both of their cases, once I move beyond the aesthetics and the storytelling and turn to the gameplay, some of the air starts to leak out of the balloon.

The interactive aspects of Grim Fandango — you know, all that stuff that actually makes it a game — are dogged by two overarching sets of problems. The first is all too typical for the adventure genre: overly convoluted, often nonsensical puzzle design. Tim Schafer was always more intrinsically interested in the worlds, characters, and stories he dreamed up than he was in puzzles. This is fair enough on the face of it; he is very, very good at those things, after all. But it does mean that he needs a capable support network to ensure that his games play as well as they look and read. He had that support for 1993’s Day of the Tentacle, largely in the person of his co-designer Dave Grossman; the result was one of the best adventure games LucasArts ever made, a perfect combination of inspired fiction with an equally inspired puzzle framework. Unfortunately, he was left to make Full Throttle on his own, and it showed. Ditto Grim Fandango. For all that he loved movies, the auteur model was not a great fit for Tim Schafer the game designer.

Grim Fandango seldom gives you a clear idea of what it is you’re even trying to accomplish. Compare this with The Curse of Monkey Island, the LucasArts adventure just before this one, a game which seemed at the time to herald a renaissance in the studio’s puzzle designs. There, you’re always provided with an explicit set of goals, usually in the form of a literal shopping list. Thus even when the mechanics of the puzzles themselves push the boundaries of real-world logic, you at least have a pretty good sense of where you should be focusing your efforts. Here, you’re mostly left to guess what Tim Schafer would like to have happen to Manny next. You stumble around trying to shake something loose, trying to figure out what you can do and then doing it just because you can. By no means is it lost on me that this sense of confusion arises to a large extent because Grim Fandango is such a character-driven story, one which eschews the mechanistic tic-tac-toe of other adventure-game plots. But recognizing this irony doesn’t make it any less frustrating when you’re wandering around with no clue what the story wants from you.

Compounding the frustrations of the puzzles are the frustrations of the interface. You don’t use the mouse at all; everything is done with the numeric keypad, or, if you’re lucky enough to have one, a console-style controller. (At the time Grim Fandango was released, virtually no one playing games on computers did.) Grim Fandango’s mode of navigation is most reminiscent of the console-based JRPGs of its era, such as the hugely popular Final Fantasy VII, which sold over 10 million copies on the PlayStation during the late 1990s. Yet in practice it’s far more irritating, because you have to interact with the environment here on a much more granular level. LucasArts themselves referred to their method of steering Manny about as a “tank” interface, a descriptor which turns out to be all too descriptive. It really does feel like you’re driving a bulky, none too agile vehicle through an obstacle course of scenery.

Make no mistake: the 3D engine makes possible some truly striking views. But too often the designers prioritize visual aesthetics over playability.

In the final reckoning, then, an approach that is fine in a JRPG makes just about every aspect of an old-school, puzzle-solving adventure game — which is what Grim Fandango remains in form and spirit when you strip all of the details of its implementation away — more awkward and less fun. Instead of having hotspots in the environment that light up when you pass a mouse cursor over them, as you do in a SCUMM adventure, you have to watch Manny’s head carefully as you drive him around; when it turns to look in a certain direction, that means there’s something he can interact with there. Needless to say, it’s all too easy to miss a turn of his head, and thereby to miss something vital to your progress through the game.

The inventory system is also fairly excruciating. Instead of being able to bring up a screen showing all of the items Manny is carrying, you have to cycle through them one by one by punching a key or controller button over and over, listening to him drone out their descriptions over and over as you do so. This approach precludes using one inventory object on another one, cutting off a whole avenue of puzzle design.

Now, the apologists among you — and this game does have an inordinate number of them — might respond to these complaints of mine by making reference to the old cliché that, for every door that is closed in life (and presumably in games as well), another one is opened. And in theory, the new engine really does open a door to new types of puzzles that are more tactile and embodied, that make you feel more a part of the game’s world. To Tim Schafer’s credit, he does try to include these sorts of puzzles in quite a few places. To our detriment, though, they turn out to be the worst puzzles in the game, relying on finicky positioning and timing and giving no useful feedback when you get those things slightly wrong.

But even when Grim Fandango presents puzzles that could easily have been implemented in SCUMM, they’re made way more annoying than they ought to be by the engine and interface. When you’re reduced to that final adventurer’s gambit of just trying everything on everything, as you most assuredly will be from time to time here, the exercise takes many times longer than it would using SCUMM, what with having to laboriously drive Manny about from place to place.

Taken as a game rather than the movie it often seems more interested in being, Grim Fandango boils down to a lumpy stew of overthought and thoughtlessness. In the former category, there’s an unpleasant ideological quality to its approach, with its prioritization of some hazy ethic of 3D-powered “immersion” and its insistence that no visible interface elements whatsoever can appear onscreen, even when these choices actively damage the player’s experience. This is where Sid Meier can helpfully step in to remind us that it is the player who is meant to be having the fun in a game, not the designer.

The thoughtlessness comes in the lack of consideration of what kind of game Grim Fandango is meant to be. Like all big-tent gaming genres, the adventure genre subsumes a lot of different styles of game with different priorities. Some adventures are primarily about exploration and puzzle solving. And that’s fine, although one does hope that those games execute their puzzles better than this one does. But Grim Fandango is not primarily about its puzzles; it wants to take you on a ride, to sweep you along on the wings of a compelling story. And boy, does it have a compelling story to share with you. For this reason, it would be best served by streamlined puzzles that don’t get too much in the way of your progress. The ones we have, however, are not only frustrating in themselves but murder on the story’s pacing, undermining what ought to be Grim Fandango’s greatest strengths. A game like this one that is best enjoyed with a walkthrough open on the desk beside it is, in this critic’s view at least, a broken game by definition.

As with so many near-miss games, the really frustrating thing about Grim Fandango is that the worst of its problems could so easily have been fixed with just a bit more testing, a bit more time, and a few more people who were empowered to push back against Tim Schafer’s more dogmatic tendencies. For the 2015 remastered version of the game, Schafer did grudgingly agree to include an alternative point-and-click interface that is more like that of a SCUMM adventure. The results verge on the transformational. By no means does the addition of a mouse cursor remedy all of the infelicities of the puzzle design, but it does make battering your way through them considerably less painful. If my less-than-systematic investigations on YouTube are anything to go by, this so-old-it’s-new-again interface has become by far the most common way to play the game today.

The Grim Fandango remaster. Note the mouse cursor. The new interface is reportedly implemented entirely in in-engine Lua scripts rather than requiring any re-programming of the GrimE engine itself. This means that it would have been perfectly possible to include as an option in the original release.

In other places, the fixes could have been even simpler than revamping the interface. A shocking number of puzzles could have been converted from infuriating to delightful by nothing more than an extra line or two of dialog from Manny or one of the other characters. As it is, too many of the verbal nudges that do exist are too obscure by half and are given only once in passing, as part of conversations that can never be repeated. Hints for Part Four are to be found only in Part One; I defy even an elephant to remember them when the time comes to apply them. All told, Grim Fandango has the distinct odor of a game that no one other than those who were too close to it to see it clearly ever really tried to play before it was put in a box and shoved out the door. There was a time when seeking the feedback of outsiders was a standard part of LucasArts’s adventure-development loop. Alas, that era was long past by the time of Grim Fandango.

Nonetheless, Grim Fandango was accorded a fairly rapturous reception in the gaming press when it was released in the last week of October in 1998, just in time for Halloween and the Mexican Day of the Dead which follows it on November 1. Its story, characters, and setting were justifiably praised, while the deficiencies of its interface and puzzle design were more often than not relegated to a paragraph or two near the end of the review. This is surprising, but not inexplicable. There was a certain sadness in the trade press — almost a collective guilt — about the diminished prospects of the adventure game in these latter years of the decade. Meanwhile LucasArts was still the beneficiary of a tremendous amount of goodwill, thanks to the many classics they had served up during those earlier, better years for the genre as a whole. Grim Fandango was held up as a sort of standard bearer for the embattled graphic adventure, the ideal mix of tradition and innovation to serve as proof that the genre was still relevant in a post-Quake, post-Starcraft world.

For many years, the standard narrative had it that the unwashed masses of gamers utterly failed to respond to the magazines’ evangelism, that Grim Fandango became an abject failure in the marketplace. In more recent years, Tim Schafer has muddied those waters somewhat by claiming that the game actually sold close to half a million copies. I rather suspect that the truth is somewhere between these two extremes. Sales of a quarter of a million certainly don’t strike me as unreasonable once foreign markets are factored into the equation. Such a figure would have been enough to keep Grim Fandango from losing much if any money, but would have provided LucasArts with little motivation to make any more such boldly original adventure games. And indeed, LucasArts would release only one more adventure game of any stripe in their history. It would use the GrimE engine, but it would otherwise play it about as safe as it possibly could, by being yet another sequel to the venerable but beloved Secret of Monkey Island.

As I was at pains to note earlier, I do see what causes some people to rate Grim Fandango so highly, and I definitely don’t think any less of them for doing so. For my part, though, I’m something of a stickler on some points. To my mind, interactivity is the very quality that separates games from other forms of media, making it hard for me to pronounce a game “good” that botches it. I’ve learned to be deeply suspicious of games whose most committed fans want to talk about everything other than that which you the player actually do in them. The same applies when a game’s creators display the same tendency. Listening to the developers’ commentary tracks in the remastered edition of Grim Fandango (who would have imagined in 1998 that games would someday come with commentary tracks?), I was shocked by how little talk there was about the gameplay. It was all lighting and dialog beats and soundtrack stabs and Z-buffers instead — all of which is really, really important in its place, but none of which can yield a great game on its own. Tellingly, when the subject of puzzle design did come up, it always seemed to be in an off-hand, borderline dismissive way. “I don’t know how players are supposed to figure out this puzzle,” says Tim Schafer outright at one point. Such a statement from your lead designer is never a good sign.

But I won’t belabor the issue any further. Suffice to say that Grim Fandango is doomed to remain a promising might-have-been rather than a classic in my book. As a story and a world, it’s kind of amazing. It’s just a shame that the gameplay part of this game isn’t equally inspired.



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Sources: The book Grim Fandango: Prima’s Official Strategy Guide by Jo Ashburn. Retro Gamer 31 and 92; Computer Gaming World of November 1997, May 1998, and February 1999; Ultimate PC of August 1998. Plus the commentary track from the 2015 Grim Fandango remaster.

Online sources include The International House of Mojo’s pages on the game, the self-explanatory Grim Fandango Network, Gamespot’s vintage review of the game, and Daniel Albu’s YouTube conversation with Bret Mogilefsky.

And a special thank-you to reader Matt Campbell, who shared with me the audio of a talk that Bret Mogilefsky gave at the 2005 Lua Workshop, during which he explained how he used that language in GrimE.

Where to Get It: A modestly remastered version of Grim Fandango is available for digital purchase at GOG.com.

Footnotes

Footnotes
1 A mouse was available as an accessory for the PlayStation, but it was never very popular.
2 Escape from Monkey Island, the only other game ever made using GrimE, was ported to the more capable PlayStation 2 in 2001.
 
 

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The Curse of Monkey Island

Fair Warning: this article contains plot spoilers for Monkey Island 2: LeChuck’s Revenge and The Curse of Monkey Island. No puzzle spoilers, however…

The ending of 1991’s Monkey Island 2: LeChuck’s Revenge seems as shockingly definitive in its finality as that of the infamous last episode of the classic television series St. Elsewhere. Just as the lovable wannabe pirate Guybrush Threepwood is about to finally dispatch his arch-nemesis, the zombie pirate LeChuck, the latter tears off his mask to reveal that he is in reality Guybrush’s older brother, looking a trifle peeved but hardly evil or undead. Guybrush, it seems, is just an ordinary suburban kid who has wandered away from his family to play make-believe inside a storage room at Big Whoop Amusement Park, LeChuck the family member who has been dispatched to find him. An irate janitor appears on the scene: “Hey, kids! You’re not supposed to be in here!” And so the brothers make their way out to rejoin their worried parents, and another set of Middle American lives goes on.

Or do they? If you sit through the entirety of the end credits, you will eventually see a short scene featuring the fetching and spirited Elaine, Guybrush’s stalwart ally and more equivocal love interest, looking rather confused back in the good old piratey Caribbean. ‘I wonder what’s keeping Guybrush?” she muses. “I hope LeChuck hasn’t cast some horrible SPELL over him or anything.” Clearly, someone at LucasArts anticipated that a day might just come when they would want to make a third game.

Nevertheless, for a long time, LucasArts really did seem disposed to let the shocking ending stand. Gilbert himself soon left the company to found Humongous Entertainment, where he would use the SCUMM graphic-adventure engine he had helped to invent to make educational games for youngsters, even as LucasArts would continue to evolve the same technology to make more adventure games of their own. None of them, however, was called Monkey Island for the next four years, not even after the first two games to bear that name became icons of their genre.

Still, it is a law of the games industry that sequels to hit games will out, sooner or later and one way or another. In late 1995, LucasArts’s management decided to make a third Monkey Island at last. Why they chose to do so at this particular juncture isn’t entirely clear. Perhaps they could already sense an incipient softening of the adventure market — a downturn that would become all too obvious over the next eighteen months or so — and wanted the security of such an established name as this one if they were to invest big bucks in another adventure project. Or perhaps they just thought they had waited long enough.

Larry Ahern and Jonathan Ackley.

Whatever their reasoning in beginning the project, they chose for the gnarly task of succeeding Ron Gilbert an in-house artist and a programmer, a pair of good friends who had been employed at LucasArts for years and were itching to move into a design role. Larry Ahern had been hired to help draw Monkey Island 2 and had gone on to work on most of LucasArts’s adventure games since, while Jonathan Ackley had programmed large parts of Day of the Tentacle and The Dig. Knowing of their design aspirations, management came to them one day to ask if they’d like to become co-leads on a prospective Monkey Island 3. It was an extraordinary amount of faith to place in such unproven hands, but it would not prove to have been misplaced.

“We were too green to suggest anything else [than Monkey Island 3], especially an original concept,” admits Ahern, “and were too dumb to worry about all the responsibility of updating a classic game series.” He and Ackley brainstormed together in a room for two months, hashing out the shape of a game. After they emerged early in 1996 with their design bible for The Curse of Monkey Island in hand, production got underway in earnest.

At the end of Monkey Island 2, Ahern and Ackley announced, Guybrush had indeed been “hexed” by LeChuck into believing he was just a little boy in an amusement park. By the beginning of the third game, he would have snapped back to his senses, abandoning mundane hallucination again for a fantastical piratey reality.

A team that peaked at 50 people labored over The Curse of Monkey Island for eighteen months. That period was one of dramatic change in the industry, when phrases like “multimedia” and “interactive movie” were consigned to the kitschy past and first-person shooters and real-time strategies came to dominate the sales charts. Having committed to the project, LucasArts felt they had no choice but to stick with the old-school pixel art that had always marked their adventure games, even though it too was fast becoming passé in this newly 3D world. By way of compensation, this latest LucasArts pixel art was to be more luscious than anything that had come out of the studio before, taking advantage of a revamped SCUMM engine that ran at a resolution of 640 X 480 instead of 320 X 200.

The end result is, in the opinion of this critic at least, the loveliest single game in terms of pure visuals that LucasArts ever produced. Computer graphics and animation, at LucasArts and elsewhere, had advanced enormously between Monkey Island 2 and The Curse of Monkey Island. With 1993’s Day of the Tentacle and Sam and Max Hit the Road, LucasArts’s animators had begun producing work that could withstand comparison to that of role models like Chuck Jones and Don Bluth without being laughed out of the room. (Indeed, Jones reportedly tried to hire Larry Ahern and some of his colleagues away from LucasArts after seeing Day of the Tentacle.) The Curse of Monkey Island marked the fruition of that process, showing LucasArts to have become a world-class animation studio in its own right, one that could not just withstand but welcome comparison with any and all peers who worked with more traditional, linear forms of media. “We were looking at Disney feature animation as our quality bar,” says Ahern.

That said, the challenge of producing a game that still looked like Monkey Island despite all the new technical affordances should not be underestimated. The danger of the increased resolution was always that the finished results could veer into a sort of photo-realism, losing the ramshackle charm that had always been such a big part of Monkey Island‘s appeal. This LucasArts managed to avoid; in the words of The Animation World Network, a trade organization that was impressed enough by the project to come out and do a feature on it, Guybrush was drawn as “a pencil-necked beanpole with a flounce of eighteenth-century hair and a nose as vertical as the face of Half Dome.” The gangling frames and exaggerated movements of Guybrush and many of the other characters were inspired by Tim Burton’s The Nightmare Before Christmas. Yet the characters aren’t grotesques; The Curse of Monkey Island aims to be lovable, and it hits the mark. For this game is written as well as drawn in the spirit of the original Secret of Monkey Island, abandoning the jarring mean-spiritedness that dogs the second game in the series, a change in tone that has always left me a lot less positively disposed toward it than most people seem to be.

This was the first Monkey Island game to feature voice acting from the outset, as telling a testament as any to the technological gulf that lies between the second and third entries in the series. The performances are superb — especially Guybrush, who sounds exactly like I want him to, all gawky innocence and dogged determination. (His voice actor Dominic Armato would return for every single Monkey Island game that followed, as well as circling back to give Guybrush a voice in the remastered versions of the first two games. I, for one, wouldn’t have it any other way.)

The opening sees Guybrush adrift on the open ocean in, of all forms of conveyance, a floating bumper car, for reasons that aren’t initially clear beyond the thematic connection to that amusement park at the end of Monkey Island 2. He floats smack-dab into the middle of a sea battle between LeChuck and Elaine; the former is trying to abduct the latter to make her his bride, while the latter is doing her level best to maintain her single status. Stuff happens, LeChuck seems to get blown up, and Guybrush and Elaine wind up on Plunder Island, a retirement community for aging pirates that’s incidentally also inhabited by El Pollo Diablo, the giant demon chicken. (“He’s hatching a diabolical scheme”; “He’s establishing a new pecking order”; “He’s going to buck buck buck the system”; “He’s crossing the road to freedom”; etc.) Guybrush proposes to Elaine using a diamond ring he stole from the hold of LeChuck’s ship, only to find that there’s a voodoo curse laid on it. Elaine gets turned into a solid-gold statue (d’oh!), which Guybrush leaves standing on the beach while he tries to figure out what to do about the situation. Sure enough, some opportunistic pirates — is there any other kind? — sail away with it. (Double d’oh!) Guybrush is left to scour Plunder Island for a ship, a crew, and a map that will let him follow them to Blood Island, where there is conveniently supposed to be another diamond ring that can reverse the curse.

The vicious chickens of Plunder Island. “Larry and I thought we were so clever when we came up with the idea of having a tropical island covered with feral chickens,” says Jonathan Ackley. “Then I took a vacation to the Hawaiian island of Kauai. It seems that when Kauai was hit by Hurricane Iniki, it blew open all the chicken coops. Everywhere I went on the island I was surrounded by feral chickens.”

From the shopping list of quest items to the plinking steelband soundtrack that undergirds the proceedings, all of this is a dead ringer for The Secret of Monkey Island; this third game is certainly not interested in breaking any new ground in setting, story, or genre. But when it’s done this well, who cares? There is a vocal segment of Monkey Island fans who reject this game on principle, who say that any Monkey Island game without the name of Ron Gilbert first on its credits list is no Monkey Island game at all. For my own part, I tend to believe that, if we didn’t know that Gilbert didn’t work on this game, we’d have trouble detecting that fact from the finished product. It nails that mixture of whimsy, cleverness, and sweetness that has made The Secret of Monkey Island arguably the most beloved point-and-click adventure game of all time.

During the latter 1990s, when most computers games were still made by and for a fairly homogeneous cohort of young men, too much ludic humor tried to get by on transgression rather than wit; this was a time of in-groups punching — usually punching down — on out-groups. I’m happy to say that The Curse of Monkey Island‘s humor is nothing like that. At the very beginning, when Guybrush is floating in that bumper car, he scribbles in his journal about all the things he wishes he had. “If only I could have a small drink of freshwater, I might have the strength to sail on.” A bottle of water drifts past while Guybrush’s eyes are riveted to the page. “If I could reach land, I might find water and some food. Fruit maybe, something to fight off the scurvy and help me get my strength back. Maybe some bananas.” And a crate of bananas drifts by in the foreground. “Oh, why do I torture myself like this? I might as well wish for some chicken and a big mug of grog, for all the good it will do me.” Cue the clucking chicken perched on top of a barrel. Now, you might say that this isn’t exactly sophisticated humor, and you’d be right. But it’s an inclusive sort of joke that absolutely everyone is guaranteed to understand, from children to the elderly, whilst also being a gag that I defy anyone not to at least smirk at. Monkey Island is funny without ever being the slightest bit cruel — a combination that’s rarer in games of its era than it ought to be.

Which isn’t to say that this game is without in-jokes. They’re everywhere, and the things they reference are far from unexpected. Star Trek gets a shout-out in literally the first line of the script as Guybrush writes in his “captain’s log,” while, appropriately enough given the studio that made this game, whole chunks of dialogue are re-contextualized extracts from the Star Wars movies. The middle of the game is an extended riff on/parody of that other, very different franchise that springs to mind when gamers think about pirates — the one started by Sid Meier, that’s known as simply Pirates!. Here as there, you have to sail your ship around the Caribbean engaging in battles with other sea dogs. But instead of dueling the opposing captains with your trusty cutlass when you board their vessels, here you challenge them to a round of insult sword-fighting instead. (Pirate: “You’re the ugliest monster ever created!” Guybrush: “If you don’t count all the ones you’ve dated!”)


One of the game’s best gags is an interactive musical number you perform with your piratey crew, feeding them appropriate rhymes. “As far as I know, nobody had ever done interactive singing before,” says Jonathan Ackley. “I think it was an original idea and I still laugh when I see it.” Sadly, the song was cut from the game’s foreign localizations as a bridge too far from its native English, even for LucasArts’s superb translators.

It shouldn’t work, but somehow it does. In fact, this may just be my favorite section of the entire game. Partly it succeeds because it’s just so well done; the action-based minigame of ship-to-ship combat that precedes each round of insult sword-fighting is, in marked contrast to those in LucasArts’s previous adventure Full Throttle, very playable in its own right, being perfectly pitched in difficulty, fun without ever becoming frustrating. But another key to this section’s success is that you don’t have to know Pirates! for it to make you laugh; it’s just that, if you do, you’ll laugh that little bit more. All of the in-jokes operate the same way.

Pirates! veterans will feel right at home with the ship-combat minigame. It was originally more complicated. “When I first started the ship-combat section,” says programmer Chris Purvis, “I had a little readout that told how many cannons you had, when they were ready to fire, and a damage printout for when you or the computer ships got hit. We decided it was too un-adventure-gamey to leave it that way.” Not to be outdone, a member of the testing team proposed implementing multiplayer ship combat as “the greatest Easter egg of all time for any game.” Needless to say, it didn’t happen.

The puzzle design makes for an interesting study. After 1993, the year of Day of the Tentacle and Sam and Max Hit the Road, LucasArts hit a bumpy patch in this department in my opinion. Both Full Throttle and The Dig, their only adventures between those games and this one, are badly flawed efforts when it comes to their puzzles, adhering to the letter but not the spirit of Ron Gilbert’s old “Why Adventure Games Suck” manifesto. And Grim Fandango, the adventure that immediately followed this one, fares if anything even worse in that regard. I’m pleased if somewhat perplexed to be able to say, then, that The Curse of Monkey Island mostly gets its puzzles right.

There are two difficulty levels here, an innovation borrowed from Monkey Island 2. Although the puzzles at the “Mega-Monkey” level are pretty darn convoluted — one sequence involving a restaurant and a pirate’s tooth springs especially to mind as having one more layer of complexity than it really needs to — they are never completely beyond the pale. It might not be a totally crazy idea to play The Curse of Monkey Island twice, once at the easy level and once at the Mega-Monkey level, with a few weeks or months in between your playthroughs. There are very few adventure games for which I would make such a recommendation in our current era of entertainment saturation, but I think it’s a reasonable one in this case. This game is stuffed so full of jokes both overt and subtle that it can be hard to take the whole thing in in just one pass. Your first excursion will give you the lay of the land, so to speak, so you know roughly what you’re trying to accomplish when you tackle the more complicated version.

Regardless of how you approach it, The Curse of Monkey Island is a big, generous adventure game by any standard. I daresay that the part that takes place on Plunder Island alone is just about as long as the entirety of The Secret of Monkey Island. Next comes the Pirates! homage, to serve as a nice change of pace at the perfect time. And then there’s another whole island of almost equal size to the first to explore.  After all that comes the bravura climax, where LeChuck makes his inevitable return; in a rather cheeky move, this ending too takes place in an amusement park, with Guybrush once again transformed into a child.

If I was determined to find something to complain about, I might say that the back half of The Curse of the Monkey Island isn’t quite as strong as the front half. Blood Island is implemented a little more sparsely than Plunder Island, and the big climax in particular feels a little rushed and truncated, doubtless the result of a production budget and schedule that just couldn’t be stretched any further if the game was to ship in time for the 1997 Christmas season. Still, these are venial sins; commercial game development is always the art of the possible, usually at the expense of the ideal.

When all is said and done, The Curse of Monkey Island might just be my favorite LucasArts adventure, although it faces some stiff competition from The Secret of Monkey Island and Day of the Tentacle. Any points that it loses to Secret for its lack of originality in the broad strokes, it makes up for in size, in variety, and in sheer gorgeousness.

Although I have no firm sales figures to point to, all indications are that The Curse of Monkey Island was a commercial success in its day, the last LucasArts adventure about which that statement can be made. I would guess from anecdotal evidence that it sold several hundred thousand copies, enough to convince the company to go back to the Monkey Island well one more time in 2000. Alas, the fourth game would be far less successful, both artistically and commercially.

These things alone are enough to give Curse a valedictory quality today. But there’s more: it was also the very last LucasArts game to use the SCUMM engine, as well as the last to rely primarily on pixel art. The world-class cartoon-animation studio that the company’s adventure division had become was wound down after this game’s release, and Larry Ahern and Jonathan Ackley were never given a chance to lead a project such as this one again, despite having acquitted themselves so well here. That was regrettable, but not incomprehensible. Economics weren’t working in the adventure genre’s favor in the late 1990s. A game like The Curse of Monkey Island was more expensive to make per hour of play time it provided than any other kind of game you could imagine; all of this game’s content was bespoke content, every interaction a unique one that had to be written and story-boarded and drawn and painted and animated and voiced from scratch.

The only way that adventure games — at least adventures with AAA production values like this one — could have remained an appealing option for gaming executives would have been if they had sold in truly massive numbers. And this they emphatically were not doing. Yes, The Curse of Monkey Island did reasonably well for itself — but a game like Jedi Knight probably did close to an order of magnitude better, whilst probably costing considerably less to make. The business logic wasn’t overly complicated. The big animation studios which LucasArts liked to see as their peers could get away with it because their potential market was everyone with a television or everyone who could afford to buy a $5 movie ticket; LucasArts, on the other hand, was limited to those people who owned fairly capable, modern home computers, who liked to solve crazily convoluted puzzles, and who were willing and able to drop $40 or $50 for ten hours or so of entertainment. The numbers just didn’t add up.

In a sense, then, the surprise isn’t that LucasArts made no more games like this one, but rather that they allowed this game to be finished at all. Jonathan Ackley recalls his reaction when he saw Half-Life for the first time: “Well… that’s kind of it for adventure games as a mainstream, AAA genre.” More to their credit than otherwise, the executives at LucasArts didn’t summarily abandon the adventure genre, but rather tried their darnedest to find a way to make the economics work, by embracing 3D modelling to reduce production costs and deploying a new interface that would be a more natural fit with the tens of millions of game consoles that were out there, thus broadening their potential customer base enormously. We’ll get to the noble if flawed efforts that resulted from these initiatives in due course.

For today, though, we raise our mugs of grog to The Curse of Monkey Island, the last and perhaps the best go-round for SCUMM. If you haven’t played it yet, by all means, give it a shot. And even if you have, remember what I told you earlier: this is a game that can easily bear replaying. Its wit, sweetness, and beauty remain undiminished more than a quarter of a century after its conception.


The Curse of Monkey Island: The Graphic Novel

(I’ve cheerfully stolen this progression from the old Prima strategy guide to the game…)

Our story begins with our hero, Guybrush Threepwood, lost at sea and pining for his love Elaine.

He soon discovers her in the midst of a pitched battle…

…with his old enemy and rival for her fair hand, the zombie pirate LeChuck.

Guybrush is captured by LeChuck…

…but manages to escape, sending LeChuck’s ship to the bottom in the process. Thinking LeChuck finally disposed of, Guybrush proposes to Elaine, using a diamond ring he found in the zombie pirate’s treasure hold…

…only to discover it is cursed. Elaine is less than pleased…

…and is even more ticked off when she is turned into a gold statue.

Guybrush sets off to discover a way to break the curse — and to rescue Elaine, since her statue is promptly stolen. His old friend the voodoo lady tells him he will need a ship, a crew, and a map to Blood Island, where he can find a second diamond ring that will reverse the evil magic of the first.

He meets many interesting and irritating people, including some barbers…

…a restaurateur…

…and a cabana boy, before he is finally able to set sail for Blood Island.

After some harrowing sea battles and a fierce storm…

…his ship is washed ashore on Blood Island.

Meanwhile LeChuck has been revived…

…and has commanded his minions to scour the Caribbean in search of Guybrush.

Unaware of this, Guybrush explores Blood Island, where he meets a patrician bartender…

…the ghost of a Southern belle…

…a vegan cannibal…

…and a Welsh ferryman.

He finally outsmarts Andre, King of the Smugglers, to get the diamond that will restore Elaine.

Unfortunately, as soon as Elaine is uncursed, the two are captured by LeChuck and taken to the Carnival of the Damned on Monkey Island.

LeChuck turns Guybrush into a little boy and attempts to escape with Elaine on his hellish roller coaster.

But Guybrush’s quick thinking saves the day, and he sails off with his new bride into the sunset.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book The Curse of Monkey Island: The Official Strategy Guide by Jo Ashburn. Retro Gamer 70; Computer Games Strategy Plus  of August 1997; Computer Gaming World of October 1995, March 1996, September 1997, November 1997, December 1997, and March 1998.

Online sources include a Genesis Temple interview with Larry Ahern, an International House of Mojo interview with Jonathan Ackley and Larry Ahern, the same site’s archive of old Curse of Monkey Island interviews, and a contemporaneous Animation World Network profile of LucasArts.

Also, my heartfelt thanks to Guillermo Crespi and other commenters for pointing out some things about the ending of Monkey Island 2 that I totally overlooked in my research for the first version of this article.

The Curse of Monkey Island is available for digital purchase at GOG.com.

 
 

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Jedi Knight (Plus, Notes on an Expanded Universe)

The years from 1991 to 1998 were special ones in which to be a Star Wars fan. For during these years, more so than during any other time in the franchise’s existence, Star Wars truly belonged to its fans.

The period just before this one is sometimes called the “Dark Period” or the “Dark Ages” by the fans of today. After 1983’s Return of the Jedi, that concluding installment in the original trilogy of films, George Lucas, Star Wars‘s sometimes cantankerous creator, insisted that he was done with his most beloved creation. A few underwhelming television productions aside, he stayed true to his word in the years that followed, whilst also refusing anyone else the right to play in his playground; even Kenner Toys was denied its request to invent some new characters and vehicles with which to freshen up the action-figure line. So, Star Wars gradually faded from the mass-media consciousness, much like the first generation of videogames that so infamously crashed the same year Return of the Jedi dropped. But no Nintendo came along to revive Star Wars‘s fortunes, for the simple reason that Lucas refused to allow it. The action figures that had revolutionized the toy industry gathered dust and then slowly disappeared from store shelves, to be replaced by cynical adjuncts to Saturday-morning cartoons: Transformers, He-Man, G.I. Joe. (Or, perhaps better said, the television shows were adjuncts to the action figures: the old scoffer’s claim that Star Wars had been created strictly to sell toys was actually true in their case.)

The biggest Star Wars project of this period wasn’t any traditional piece of media but rather a theme-park attraction. In a foreshadowing of the franchise’s still-distant future, Disneyland in January of 1987 opened its Star Wars ride, whose final price tag was almost exactly the same as that of the last film. Yet even at that price, something felt vaguely low-rent about it: the ride had been conceived under the banner of The Black Hole, one of the spate of cinematic Star Wars clones from the films’ first blush of popularity, then rebranded when Disney managed to acquire a license for The Black Hole’s inspiration. The ride fit in disarmingly well at a theme park whose guiding ethic was nostalgia for a vanished American past of Main Streets and picket fences. Rather than remaining a living property, Star Wars was being consigned to the same realm of kitschy nostalgia. In these dying days of the Cold War, the name was now heard most commonly as shorthand for President Ronald Reagan’s misconceived, logistically unsustainable idea for a defensive umbrella that would make the United States impervious to Soviet nuclear strikes.

George Lucas’s refusal to make more Star Wars feature films left Lucasfilm, the sprawling House That Star Wars Built, in an awkward situation. To be sure, there were still the Indiana Jones films, but those had at least as much to do with the far more prolific cinematic imagination of Steven Spielberg as they did with Lucas himself. When Lucas tried to strike out in new directions on his own, the results were not terribly impressive. Lucasfilm became as much a technology incubator as a film-production studio, spawning the likes of Pixar, that pioneer of computer-generated 3D animation, and Lucasfilm Games (later LucasArts), an in-house games studio which for many years wasn’t allowed to make Star Wars games. The long-running Star Wars comic book, which is credited with saving Marvel Comics from bankruptcy in the late 1970s, sent out its last issue in May of 1986; the official Star Wars fan club sent out its last newsletter in February of 1987. At this point, what was there left to write about? It seemed that Star Wars was dead and already more than half buried. But, as the cliché says, the night is often darkest just before the dawn.

The seeds of a revival were planted the very same year that the Star Wars fan club closed up shop, when West End Games published Star Wars: The Roleplaying Game, a tabletop RPG. Perhaps because it addressed such a niche segment of the overall entertainment marketplace, it was allowed more freedom to expand upon the extant universe of Star Wars than anything that had come before from anyone not named George Lucas. Although its overall commercial profile would indeed remain small in comparison to the blockbuster films and toys, it set a precedent for what was to come.

In the fall of 1988, Lou Aronica, head of Bantam Books’s science-fiction imprint Spectra, sent a proposal to Lucas for a series of new novels set in the Star Wars universe. This was by no means an entirely original idea in the broad strokes. The very first Star Wars novel, Alan Dean Foster’s Splinter of the Mind’s Eye, had appeared just nine months after the first film, having been born as a script treatment for a potential quickie low-budget sequel if the movie should prove modestly but not extremely successful. After it, a handful of additional paperbacks starring Han Solo and Lando Calrissian had been published. But Aronica envisioned something bigger than those early coattail-riders, a series of true “event” novels. “We can’t do these casually,” he wrote to Lucas. “They have to be as ambitious as the movies were. This body of work is too important to popular culture to end with these three movies.”

He knew it was a shot in the dark. Thus he was disappointed but not overly surprised when he heard nothing back for months; many an earlier proposal for doing something new with Star Wars had fallen on similarly deaf ears. Then, out of the blue, he received a grudging letter expressing interest. “No one is going to buy these,” Lucas groused — but if Bantam Books wanted to throw its money away, Lucasfilm would deign to accept a licensing royalty, predicated on a number of conditions. The most significant of these were that the books could take place between, during, or after the movies but not before; that they would be labeled as artifacts of an “Expanded Universe” which George Lucas could feel free to contradict at any time, if he should ever wish to return to Star Wars himself; and that Lucas and his lieutenants at Lucasfilm would be able to request whatever changes they liked in the manuscripts — or reject them completely — prior to their publication. All of that sounded fine to Lou Aronica.

So, Heir to the Empire, the first of a trilogy of novels telling what happened immediately after Return of the Jedi, was published on May 1, 1991. Its author was Timothy Zahn, an up-and-coming writer whose short stories had been nominated for Hugo awards four times, winning once. Zahn was symbolic of the new group of creators who would be allowed to take the reins of Star Wars for the next seven years. For unlike the workaday writers who had crafted those earlier Star Wars novels to specifications, Zahn was a true-blue fan of the movies, a member of the generation who had first seen them as children or adolescents — Zahn was fifteen when the first film arrived in theaters — and literally had the trajectory of their lives altered by the encounter. Despite the Bantam Spectra imprint on its spine, in other words, Heir to the Empire was a form of fan fiction.

Heir to the Empire helped the cause immensely by being better than anyone might have expected. Even the sniffy mainstream reviewers who took it on had to admit that it did what it set out to do pretty darn effectively. Drawing heavily on the published lore of Star Wars: The Roleplaying Game as well as his own imagination, Zahn found a way to make his novel feel like Star Wars without lapsing into rote regurgitation of George Lucas’s tropes and plot lines. Grand Admiral Thrawn, his replacement for Darth Vader in the role of chief villain, was at least as interesting a character as his predecessor, whilst being interesting in totally different ways. Through him, Zahn was able to articulate an ethical code for the Empire that went beyond being evil and oppressive for the sake of it: a philosophy of political economy by no means unknown to some of the authoritarian nations of our own world, hinging on the belief that too much personal freedom leads only to anarchy and chaos and an endemic civic selfishness, making life worse for everyone. It’s a philosophy with which you can disagree — I certainly do, stridently — but it isn’t a thoughtless or even an entirely heartless one.

This is not to say that Heir to the Empire was some dry political dissertation; Zahn kept the action scenes coming, kept it fun, kept it Star Wars, striking a balance that George Lucas himself would later fail badly to establish in his own return to his science-fiction universe. The hardcover novel topped the New York Times bestseller chart, defying Lucas’s predictions of its failure, proving there was a ready market out there for new Star Wars product.

That said, very few of the Star Wars novels that would follow would match Heir to the Empire and its two sequels in terms of quality. With so much money waiting to be made, Lou Aronica’s vision for a carefully curated and edited series of event novels — perhaps one per year — fell by the wayside all too rapidly. Soon new novels were appearing monthly rather than yearly, alongside a rebooted comic book. Then they were coming even faster than that; 1997 alone saw a staggering 22 new Star Wars novels. And so the Expanded Universe fell victim to that bane of fan fictions everywhere, a lack of quality control. By the time Han Solo and Princess Leia had gotten married and produced three young Jedi of their own, who were all running around having adventures of their own in their own intertwining series of books, it was reasonable to ask whether it was all becoming much, much too much. A drought had become an indiscriminate tsunami; a trilogy of action movies had turned into All My Children.

Even when it was no better than it ought to have been, however, there was a freewheeling joy to the early Expanded Universe which is poignant to look back upon from the perspective of these latter days of Star Wars, when everything about the franchise is meticulously managed from the top down. The Expanded Universe, by contrast, was a case of by the fans, for the fans. With new movies the stuff of dreams only, they painted every corner of the universe in vivid colors of their own. The Expanded Universe could be cheesy, but it was never cynical. One could argue that it felt more like Star Wars — the original Star Wars of simple summertime fun, the one that didn’t take itself so gosh-darn seriously — than anything that has appeared under the name since 1998.

By a happy accident, a contract between Lucasfilm and Kenner Toys, giving the latter an exclusive monopoly on Star Wars “toys and games,” was allowed to lapse the same year that Heir to the Empire appeared in bookstores. Thus LucasArts, Lucasfilm’s own games division, could get in on the Expanded Universe fun. What had been a bizarre dearth of Star Wars games during the 1980s turned into a 1990s deluge almost comparable to the one taking place in novels. LucasArts released a dozen or so Star Wars games in a broad range of gameplay genres between 1993 and 1998, drawing indiscriminately both from the original movies and from the new tropes and characters of the literary Expanded Universe. Like the books, these games weren’t always or even usually masterpieces, but their unconstrained sense of possibility makes them feel charmingly anomalous in comparison to the corporate-managed, risk-averse, Disneyfied Star Wars of today.

And then, too, LucasArts did produce two games that deserve to be ranked alongside Timothy Zahn’s first trilogy of Star Wars novels as genuine classics in their field. We’ve met one of these already in an earlier article: the “space simulator” TIE Fighter, whose plot had you flying and fighting for Zahn’s more philosophically coherent version of the Empire, with both Darth Vader and Admiral Thrawn featuring in prominent roles. The other, the first-person shooter Jedi Knight, will be our subject for today.


Among other things, Jedi Knight heralded a dawning era of improbably tortured names in games. Its official full name is Star Wars: Jedi Knight — Dark Forces II, a word salad that you can arrange however you like and still have it make just about the same amount of sense. It’s trying to tell us in its roundabout way that Jedi Knight is a sequel to Dark Forces, the first Star Wars-themed shooter released by LucasArts. Just as TIE Fighter and its slightly less refined space-simulator predecessor X-Wing were responses to the Wing Commander phenomenon, Jedi Knight and before it Dark Forces put a Star Wars spin on the first-person-shooter (FPS) craze that was inaugurated by DOOM. So, it’s with Dark Forces that any Jedi Knight story has to begin.

Dark Forces was born in the immediate aftermath of DOOM, when half or more of the studios in the games industry seemed suddenly to be working on a “DOOM clone,” as the nascent FPS genre was known before that acronym was invented. It was in fact one of the first of the breed to be finished, shipping already in February of 1995, barely a year after its inspiration. And yet it was also one of the few to not just match but clearly improve upon id Software’s DOOM engine. Whereas DOOM couldn’t handle sloping surfaces, didn’t even allow you to look up or down, LucasArts’s “Jedi” engine could play host to vertiginous environments full of perches and ledges and passages that snaked over and under as well as around one another.

Dark Forces stood out as well for its interest in storytelling, despite inhabiting a genre in which, according to a famous claim once advanced by id’s John Carmack, story was no more important than it was in a porn movie. This game’s plot could easily have been that of an Expanded Universe novel.

Dark Forces begins concurrent to the events of the first Star Wars movie. Its star is Kyle Katarn, a charming rogue of the Han Solo stripe, a mercenary who once worked for the Empire but is now peddling his services to the Rebel Alliance alongside his friend Jan Ors, a space jockey with a knack for swooping in in the nick of time to save him from the various predicaments he gets himself into. The two are hired to steal the blueprints of the Death Star, the same ones that will allow the Rebels to identify the massive battle station’s one vulnerability and destroy it in the film’s bravura climax. Once their role in the run-up to that event has been duly fulfilled, Kyle and Jan then go on to foil an Imperial plot to create a new legion of super soldiers known as Dark Troopers. (This whole plot line can be read as an extended inside joke about how remarkably incompetent the Empire’s everyday Stormtroopers are, throughout this game just as in the movies. If ever there was a gang who couldn’t shoot straight…)

Told through sparsely animated between-mission cut scenes, it’s not a great story by any means, but it serves its purpose of justifying the many changes of scenery and providing some motivation to traverse each succeeding level. Staying true to the Han Solo archetype, Kyle Katarn is even showing signs of developing a conscience by the time it’s over. All of which is to say that, in plot as in its audiovisual aesthetics, Dark Forces feels very much like Star Wars. It provided for its contemporary players an immersive rush that no novel could match; this and the other games of LucasArts were the only places where you could see new Star Wars content on a screen during the mid-1990s.

Unfortunately, Dark Forces is more of its time than timeless.[1]A reworked and remastered version of Dark Forces has recently been released as of this writing; it undoubtedly eases some of the issues I’m about to describe. These comments apply only to the original version of the game. I concur with Wes Fenlon of PC Gamer, who wrote in a retrospective review in 2016 that “I spent more of my Dark Forces playthrough appreciating what it pulled off in 1995 than I did really having fun.” Coming so early in the lifespan of the FPS as it did, its controls are nonstandard and, from the perspective of the modern player at least, rather awkward, lacking even such niceties as mouse-look. In lieu of a save-anywhere system or even save checkpoints, it gives you a limited number of lives with which to complete each level, like one of the arcade quarter-eaters of yore.

Its worst issues, however, are connected to level design, which was still a bit of a black art at this point in time. It’s absurdly easy to get completely lost in its enormous levels, which have no obvious geographical through-line to follow, but are rather built around a tangled collection of lock-and-key puzzles that require lots and lots of criss-crossing and backtracking. Although there is an auto-map, there’s no easy way to project a three-dimensional space like these levels onto its two-dimensional plane; all those ladders and rising and falling passageways quickly turn into an incomprehensible mess on the map. Dark Forces is an ironic case of a game being undone by the very technological affordances that made it stand out; playing it, one gets the sense that the developers have rather outsmarted themselves. When I think back on it now, my main memory is of running around like a rat in a maze, circling back into the same areas again and again, trying to figure out what the hell the game wants me to do next.

Good luck making sense of this bowl of spaghetti…

Nevertheless, Dark Forces was very well-received in its day as the first game to not just copy DOOM‘s technology but to push it forward — and with a Star Wars twist at that. Just two complaints cut through the din of praise, neither of them having anything to do with the level design that so frustrated me. One was the lack of a multiplayer mode, an equivalent to DOOM‘s famed deathmatches. And the other was the fact that Dark Forces never let you fight with a lightsaber, rather giving the lie to the name of the Jedi engine that powered it. The game barely even mentioned Jedi and The Force and all the rest; like Han Solo, Kyle Katarn was strictly a blaster sort of guy at this juncture. LucasArts resolved to remedy both of these complaints in the sequel.


Jedi Knight actually straddles two trends in 1990s gaming, one of which has remained an evergreen staple of the hobby to this day, the other of which has long since been consigned to the realm of retro kitsch. The former is of course the FPS genre; the later is the craze for “full-motion video,” the insertion of video clips featuring real human actors into games. This “interactive movie” fad was already fast becoming passé when Jedi Knight was released in October of 1997. It was one of the last relatively big-budget, mainstream releases to embrace it.

Having written about so many of these vintage FMV productions in recent years, I’ve developed an odd fascination with the people who starred in them. These were generally either recognizable faces with careers past their prime or, more commonly, fresh-faced strivers looking for their big break, the sort of aspirants who have been waiting tables and dressing up in superhero costumes for the tourists strolling the Hollywood Walk of Fame for time immemorial, waiting for that call from their agent that means their ship has finally come in. Needless to say, for the vast majority of the strivers, a role in a CD-ROM game was as close as they ever came to stardom. Most of them gave up their acting dream at some point, went back home, and embarked on some more sensible career. I don’t see their histories as tragic at all; they rather speak to me of the infinite adaptability of our species, our adroitness at getting on with a Plan B when Plan A doesn’t work out, leaving us only with some amusing stories to share at dinner parties. Such stories certainly aren’t nothing. For what are any of our lives in the end but the sum total of the stories we can share, the experiences we’ve accumulated? All that stuff about “if you can dream it, you can do it” is nonsense; success in any field depends on circumstance and happenstance as much as effort or desire. Nonetheless, “it’s better to try and fail than never to try at all” is a cliché I can get behind.

But I digress. In Jedi Knight, Kyle Katarn is played by a fellow named Jason Court, whose résumé at the time consisted of a few minor television guest appearances, who would “retire” from acting by the end of the decade to become a Napa Valley winemaker. Court isn’t terrible here — a little wooden perhaps, but who wouldn’t be in a situation like this, acting on an empty sound stage whose background will later be painted in on the computer, intoning a script like this one?

Kyle Katarn, right, with his sidekick Jan Ors. It was surely no accident that Jason Court bears a passing resemblance to Mark Hamill — who was ironically himself starring in the Wing Commander games at this time.

Ah, yes… the script. Do you remember me telling you how Timothy Zahn’s early Star Wars novels succeeded by not slavishly echoing the tropes and character beats from the films? Well, this script is the opposite of that. The first words out of any character’s mouth are those of a Light Jedi promising a Dark Jedi that “striking me down” will have unforeseen consequences, just as Obi-Wan Kenobi once said to Darth Vader. What follows is a series of reenactments of beats and entire scenes from the movies in slightly altered contexts, on a budget of about one percent the size. Kyle Katarn, now yanked out of Han Solo’s shoes and thrust into those of Luke Skywalker, turns out to have grown up on a planet bizarrely similar to Tatooine and to have some serious daddy issues to go along with an inherited lightsaber and undreamt-of potential in The Force. The word “derivative” hardly begins to convey the scale of this game’s debt to its cinematic betters.

For all that, though, it’s hard to really hate the cut scenes. Their saving grace is that of the Expanded Universe as a whole (into whose welcoming canon Kyle Katarn was duly written, appearing in the comics, the novels, even as an action figure of his own): the lack of cynicism, the sense that everything being done is being done out of love even when it’s being done badly. When the Jedi ignited their lightsabers during the opening cut scene, it was the first time that distinctive swoosh and buzz had been seen and heard since Return of the Jedi. Even in our jaded present age, we can still sense the makers’ excitement at being allowed to do this, can imagine the audience’s excitement at being witness to it. There are worse things in this world than a community-theater re-creation of Star Wars.

The cut scenes are weirdly divorced from everything else in Jedi Knight. Many FMV productions have this same disjointed quality to them, a sense that the movie clips we watch and the game we play have little to do with one another. Yet seldom is that sense of a right hand that doesn’t know what the left is doing more pronounced than here. The Kyle of the video clips doesn’t even look like the Kyle of the rest of the game; the former has a beard, the latter does not. The divide is made that much more jarring by the aesthetic masterfulness of the game whenever the actors aren’t onscreen. Beginning with that iconic three-dimensional text crawl and John Williams’s equally iconic score, this game looks, sounds, and plays like an interactive Star Wars movie — whenever, that is, it’s not literally trying to be a Star Wars movie.

Certainly the environments you explore here are pure Star Wars. The action starts in a bar that looks like the Mos Eisley cantina, then sends you scampering off through one of those sprawling indoor complexes that seem to be everywhere in the Star Wars universe, all huge halls with improbably high ceilings and miles of corridors and air shafts connecting them, full of yawning gaps and precarious lifts, gun-metal grays and glittering blacks. Later, you’ll visit the streets and rooftops of a desert town with a vaguely Middle Eastern feel, the halls and courts of a fascistic palace lifted straight out of Triumph of the Will, the crawl-ways and garbage bins of a rattletrap spaceship… all very, very Star Wars, all pulsing with that unmistakable Star Wars soundtrack.

Just as Dark Forces was a direct response to DOOM, in technological terms Jedi Knight was LucasArts’s reply to id’s Quake, which was released about fifteen months before it. DOOM and Dark Forces are what is sometimes called “2.5D games” — superficially 3D, but relying on a lot of cheats and shortcuts, such as pre-rendered sprites standing in for properly 3D-modelled characters and monsters in the world. The Quake engine and the “Sith” engine that powers Jedi Knight are, by contrast, 3D-rendered from top to bottom, taking advantage not only of the faster processors and more expansive memories of the computers of their era but the new hardware-accelerated 3D graphics cards. Not only do they look better for it, but they play better as well; the vertical dimension which LucasArts so consistently emphasized benefits especially. There’s a lot of death-defying leaping and controlled falling in Jedi Knight, just as in Dark Forces, but it feels more natural and satisfying here. Indeed, Jedi Knight in general feels so much more modern than Dark Forces that it’s hard to believe the two games were separated in time by only two and a half years. Gone, for example, are the arcade-like limited lives of Dark Forces, replaced by the ability to save wherever you want whenever you want, a godsend for working adults like yours truly whose bedtime won’t wait for them to finish a level.

If you ask me, though, the area where Jedi Knight improves most upon its predecessor has nothing to do with algorithms or resolutions or frame rates, nor even convenience features like the save system. More than anything, it’s the level design here that is just so, so much better. Jedi Knight’s levels are as enormous as ever, whilst being if anything even more vertiginous than the ones of Dark Forces. And yet they manage to be far less confusing, having the intuitive through-line that the levels of Dark Forces lacked. Very rarely was I more than momentarily stumped about where to go next in Jedi Knight; in Dark Forces, on the other hand, I was confused more or less constantly.

Maybe I should clarify something at this point: when I play an FPS or a Star Wars game, and especially when I play a Star Wars FPS, I’m not looking to labor too hard for my fun. I want a romp; “Easy” mode suits me just fine. You know how in the movies, when Luke and Leia and the gang are running around getting shot at by all those Stormtroopers who can’t seem to hit the broadside of a barn, things just kind of work out for them? A bridge conveniently collapses just after they run across, a rope is hanging conveniently to hand just when they need it, etc. Well, this game does that for you. You go charging through the maelstrom, laser blasts ricocheting every which way, and, lo and behold, there’s the elevator platform you need to climb onto to get away, the closing door you need to dive under, the maintenance tunnel you need to leap into. It’s frantic and nerve-wracking and then suddenly awesome, over and over and over again. It’s incredibly hard in any creative field, whether it happens to be writing or action-game level design, to make the final product feel effortless. In fact, I can promise you that, the more effortless something feels, the more hard work went into it to make it feel that way. My kudos, then, to project leader Justin Chin and the many other hands who contributed to Jedi Knight, for being willing to put in the long, hard hours to make it look easy.

Of those two pieces of fan service that were deemed essential in this sequel — a multiplayer mode and lightsabers — I can only speak of the second from direct experience. By their own admission, the developers struggled for some time to find a way of implementing lightsabers in a way that felt both authentic and playable. In the end, they opted to zoom back to a Tomb Raider-like third-person, behind-the-back perspective whenever you pull out your trusty laser sword. This approach generated some controversy, first within LucasArts and later among FPS purists in the general public, but it works pretty well in my opinion. Still, I must admit that when I played the game I stuck mostly with guns and other ranged weapons, which run the gamut from blasters to grenades, bazookas to Chewbacca’s crossbow.

The exceptions — the places where I had no choice but to swing a lightsaber — were the one-on-one duels with other Jedi. These serve as the game’s bosses, coming along every few levels until the climax arrives in the form of a meeting with the ultimate bad guy, the Dark Jedi Jerec whom you’ve been in a race with all along to locate the game’s McGuffin, a mysterious Valley of the Jedi. (Don’t ask; it’s really not worth worrying about.) Like everything else here, these duels feel very, very Star Wars, complete with lots of villainous speechifying beforehand and lots of testing of Kyle’s willpower: “Give in to the Dark Side, Kyle! Use your hatred!” You know the drill. I enjoyed their derivative enthusiasm just as much as I enjoyed the rest of the game.

A Jedi duel in the offing.

Almost more interesting than the lightsabers, however, is the decision to implement other types of Force powers, and with them a morality tracker that sees you veering toward either the Dark or the Light Side of the Force as you play. If you go Dark by endangering or indiscriminately killing civilians and showing no mercy to your enemies, you gradually gain access to Force powers that let you deal out impressive amounts of damage without having to lay your hand on a physical weapon. If you go Light by protecting the innocent and sparing your defeated foes, your talents veer more toward the protective and healing arts — which, given the staggering amounts of firepower at your disposal in conventional-weapon form, is probably more useful in the long run. Regardless of which path you go down, you’ll learn to pull guns right out of your enemies’ hands from a distance and to “Force Jump” across gaps you could never otherwise hope to clear. Doing so feels predictably amazing.

Kyle can embrace the Dark Side to some extent. But as usually happens with these sorts of nods toward free will in games with mostly linear plot lines, it just ends up meaning that he foils the plans of the other Dark Jedi for his own selfish purposes rather than for selfless reasons. Cue the existentialist debates…

I’m going to couch a confession inside of my praise at this point: Jedi Knight is the first FPS I’ve attempted whilst writing these histories that I’ve enjoyed enough to play right through to the end. It took me about a week and a half of evenings to finish, the perfect length for a game like this in my book. Obviously, the experience I was looking for may not be the one that other people who play this game have in mind; those people can try turning up the difficulty level, ferreting out every single secret area, killing every single enemy, or doing whatever else they need to in order to find the sort of challenge they’d prefer. They might also want to check out the game’s expansion pack, which caters more to the FPS hardcore by eliminating the community-theater cut scenes and making everything in general a little bit harder. I didn’t bother, having gotten everything I was looking for out of the base game.

That said, I do look forward to playing more games like Jedi Knight as we move on into a slightly more evolved era of the FPS genre as a whole. While I’m never likely to join the hardcore blood-and-guts contingent, action-packed fun like this game offers up is hard for even a reflex-challenged, violence-ambivalent old man like me to resist.


Epilogue: The Universe Shrinks

Students of history like to say that every golden age carries within it the seeds of its demise. That rings especially true when it comes to the heyday of the Expanded Universe: the very popularity of the many new Star Wars novels, comics, and games reportedly did much to convince George Lucas that it might be worth returning to Star Wars himself. And because Lucas was one of the entertainment world’s more noted control freaks, such a return could bode no good for this giddy era of fan ownership.

We can pin the beginning of the end down to a precise date: November 1, 1994, the day on which George Lucas sat down to start writing the scripts for what would become the Star Wars prequels, going so far as to bring in a film crew to commemorate the occasion. “I have beautiful pristine yellow tablets,” he told the camera proudly, waving a stack of empty notebooks in front of its lens. “A nice fresh box of pencils. All I need is an idea.” Four and a half years later, The Phantom Menace would reach theaters, inaugurating for better or for worse — mostly for the latter, many fans would come to believe — the next era of Star Wars as a media phenomenon.

Critics and fans have posited many theories as to why the prequel trilogy turned out to be so dreary, drearier even than clichés about lightning in a bottle and not being able to go home again would lead one to expect. One good reason was the absence in the editing box of Marcia Lucas, whose ability to trim the fat from her ex-husband’s bloated, overly verbose story lines was as sorely missed as her deft way with character moments, the ones dismissed by George as the “dying and crying” scenes. Another was the self-serious insecurity of the middle-aged George Lucas, who wanted the populist adulation that comes from making blockbusters simultaneously with the respect of the art-house cognoscenti, who therefore decided to make the prequels a political parable about “what happens to you if you’ve got a dysfunctional government that’s corrupt and doesn’t work” instead of allowing them to be the “straightforward, wholesome, fun adventure” he had described the first Star Wars movie to be back in 1977. Suffice to say that Lucas displayed none of Timothy Zahn’s ability to touch on more complicated ideas without getting bogged down in them.

But whatever the reasons, dreary the prequels were, and their dreariness seeped into the Expanded Universe, whose fannish masterminds saw the breadth of their creative discretion steadily constricted. A financially troubled West End Games lost the license for its Star Wars tabletop RPG, the Big Bang that had gotten the universe expanding in the first place, in 1999. In 2002, the year that the second of the cinematic prequels was released, Alan Dean Foster, the author of the very first Star Wars novel from 1978, agreed to return to write another one. “It was no fun,” he remembers. The guidance he got from Lucasfilm “was guidance in the sense that you’re in a Catholic school and nuns walk by with rulers.”

And then, eventually, came the sale to Disney, which in its quest to own all of our childhoods turned Star Wars into just another tightly controlled corporate property like any of its others. The Expanded Universe was finally put out of its misery once and for all in 2014, a decade and a half past its golden age. It continues to exist today only in the form of a handful of characters, Grand Admiral Thrawn among them, who have been co-opted by Disney and integrated into the official lore.

The corporate Star Wars of these latter days can leave one longing for the moment when the first film and its iconic characters fall out of copyright and go back to the people permanently. But even if Congress is willing and the creek don’t rise, that won’t occur until 2072, a year I and presumably many of you as well may not get to see. In the meantime, we can still use the best artifacts of the early Expanded Universe as our time machines for traveling back to Star Wars‘s last age of innocent, uncalculating fun.

Where did it all go wrong?



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Rocket Jump: Quake and the Golden Age of First-Person Shooters by David L. Craddock, How Star Wars Conquered the Universe by Chris Taylor, and The Secret History of Star Wars by Michael Kaminski. Computer Gaming World of May 1995, October 1996, January 1997, December 1997, and March 1998; PC Zone of May 1997; Retro Gamer 138; Chicago Tribune of May 24 2017.

Online sources include Wes Fenlon’s Dark Forces and Jedi Knight retrospective for PC Gamer. The film George Lucas made to commemorate his first day of writing the Star Wars prequels is available on YouTube.

Jedi Knight is available for digital purchase at GOG.com. Those who want to dive deeper may also find the original and/or remastered version of Dark Forces to be of interest.

Footnotes

Footnotes
1 A reworked and remastered version of Dark Forces has recently been released as of this writing; it undoubtedly eases some of the issues I’m about to describe. These comments apply only to the original version of the game.
 

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The Dig

As you would imagine, a lot of the things you can do in a comedy game just don’t work when trying to remain serious. You can’t cover up a bad puzzle with a funny line of self-referential dialog. Er, not that I ever did that. But anyway, it was also a challenge to maintain the tone and some semblance of a dramatic arc. Another challenge was cultural — we were trying to build this game in an environment where everyone else was building funny games, telling jokes, and being pretty outlandish. It was like trying to cram for a physics final during a dorm party. It would have been a lot easier to join the party.

— Sean Clark, fifth (and last) project lead on The Dig

On October 17, 1989, the senior staff of LucasArts[1]LucasArts was known as Lucasfilm Games until the summer of 1992. To avoid confusion, I use the name “LucasArts” throughout this article. assembled in the Main House of Skywalker Ranch for one of their regular planning meetings. In the course of proceedings, Noah Falstein, a designer and programmer who had been with the studio almost from the beginning, learned that he was to be given stewardship of an exciting new project called The Dig, born from an idea for an adventure game that had been presented to LucasArts by none other than Steven Spielberg. Soon after that bit of business was taken care of, remembers Falstein, “we felt the room start to shake — not too unusual, we’d been through many earthquakes in California — but then suddenly it got much stronger, and we started to hear someone scream, and some glass crash to the floor somewhere, and most of us dived under the mahogany conference table to ride it out.” It was the Loma Prieta Earthquake, which would kill 63 people, seriously injure another 400, and do untold amounts of property damage all around Northern California.

Perhaps Falstein and his colleagues should have taken it as an omen. The Dig would turn into a slow-motion fiasco that crushed experienced game developers under its weight with the same assiduity with which the earthquake collapsed Oakland’s Nimitz Freeway. When a finished version of the game finally appeared on store shelves in late 1995, one rather ungenerous question would be hard to avoid asking: it took you six years to make this?



In order to tell the full story of The Dig, the most famously troubled project in the history of LucasArts, we have to wind the clock back yet further: all the way back to the mid-1980s, when Steven Spielberg was flying high on the strength of blockbusters like Raiders of the Lost Ark and E.T.: The Extra-Terrestrial. During this period, many years before the advent of Prestige TV, Spielberg approached NBC with a proposal for a new anthology series named Amazing Stories, after the pulp magazine that had been such an incubator of printed science fiction in the 1930s and 1940s. He would direct the occasional episode himself, he promised, but would mostly just throw out outlines which could be turned into reality by other screenwriters and directors. Among those willing to direct episodes were some of the most respected filmmakers in Hollywood: people like Martin Scorsese, Irvin Kershner, Robert Zemeckis, and Clint Eastwood. Naturally, NBC was all over it; nowhere else on the television of the 1980s could you hope to see a roster of big-screen talent anything like that. The new series debuted with much hype on September 29, 1985.

But somehow it just never came together for Amazing Stories; right from the first episodes, the dominant reaction from both critics and the public was one of vague disappointment. Part of the problem was each episode’s running time of just half an hour, or 22 minutes once commercials and credits were factored in; there wasn’t much scope for story or character development in that paltry span of time. But another, even bigger problem was that what story and characters were there weren’t often all that interesting or original. Spielberg kept his promise to serve as the show’s idea man, personally providing the genesis of some 80 percent of the 45 episodes that were completed, but the outlines he tossed off were too often retreads of things that others had already done better. When he had an idea he really liked — such as the one about a group of miniature aliens who help the residents of an earthbound apartment block with their very earthbound problems — he tended to shop it elsewhere. The aforementioned idea, for example, led to the film Batteries Not Included.

The episode idea that would become the computer game The Dig after many torturous twists and turns was less original than that one. It involved a team of futuristic archaeologists digging in the ruins of what the audience would be led to assume was a lost alien civilization. Until, that is, the final shot set up the big reveal: the strange statue the archaeologists had been uncovering would be shown to be Mickey Mouse, while the enormous building behind it was the Sleeping Beauty Castle. They were digging at Disneyland, right here on Planet Earth!

The problem here was that we had seen all of this before, most notably at the end of Planet of the Apes, whose own climax had come when its own trio of astronauts stranded on its own apparently alien world had discovered the Statue of Liberty half-buried in the sand. Thus it was no great loss to posterity when this particular idea was judged too expensive for Amazing Stories to produce. But the core concept of archaeology in the future got stuck in Spielberg’s craw, to be trotted out again later in a very different context.

In the meantime, the show’s ratings were falling off quickly. As soon as the initial contract for two seasons had been fulfilled, Amazing Stories quietly disappeared from the airwaves. It became an object lesson that nothing is guaranteed in commercial media, not even Steven Spielberg’s Midas touch.

Fast-forward a couple of years, to when Spielberg was in the post-production phase of his latest cinematic blockbuster, Indiana Jones and the Last Crusade, which he was making in partnership with his good friend George Lucas. Noah Falstein of the latter’s very own games studio had been drafted to design an adventure game of the movie. Despite his lack of a games studio of his own, Spielberg was ironically far more personally interested in computer games than Lucas; he followed Falstein’s project quite closely, to the point of serving as a sort of unofficial beta tester. Even after the movie and game were released, Spielberg would ring up LucasArts from time to time to beg for hints for their other adventures, or sometimes just to shoot the breeze; he was clearly intrigued by the rapidly evolving world of interactive media. During one of these conversations, he said he had a concept whose origins dated back to Amazing Stories, one which he believed might work well as a game. And then he asked if he could bring it over to Skywalker Ranch. He didn’t have to ask twice.

The story that Spielberg outlined retained futuristic archaeology as its core motif, but wisely abandoned the clichéd reveal of Mickey Mouse. Instead the archaeologists would be on an actual alien planet, discovering impossibly advanced technology in what Spielberg conceived as an homage to the 1950s science-fiction classic Forbidden Planet. Over time, the individual archaeologists would come to distrust and eventually go to war with one another; this part of the plot hearkened back to another film that Spielberg loved, the classic Western The Treasure of the Sierra Madre. Over to you, Noah Falstein — after the unpleasant business of the earthquake was behind everybody, that is.

Noah Falstein

The offices of LucasArts were filled with young men who had grown up worshiping at the shrines of Star Wars and Indiana Jones, and who now found themselves in the completely unexpected position of going to work every day at Skywalker Ranch, surrounded by the memorabilia of their gods and sometimes by the deities themselves. Their stories of divine contact are always entertaining, not least for the way that they tend to sound more like a plot from one of Spielberg’s films than any plausible reality; surely ordinary middle-class kids in the real world don’t just stumble into a job working for the mastermind of Star Wars, do they? Well, it turns out that in some cases they do. Dave Grossman, an aspiring LucasArts game designer at the time, was present at a follow-up meeting with Spielberg that also included Lucas, Falstein, and game designer Ron Gilbert of Maniac Mansion and Monkey Island fame. His account so magnificently captures what it was like to be a starstruck youngster in those circumstances that I want to quote it in full here.

The Main House at Skywalker is a pretty swanky place, and the meeting is in a boardroom with a table the size of a railroad car, made of oak or mahogany or some other sort of expensive wood. I’m a fidgety young kid with clothes that come pre-wrinkled, and this room makes me feel about as out of place as a cigarette butt in a soufflé. I’m a little on edge just being in here.

Then George and Steven show up and we all say hello. Now, I’ve been playing it cool like it’s no big deal, and I know they’re just people who sneeze and drop forks like everybody else, but… it’s Lucas and Spielberg! These guys are famous and powerful and rich and, although they don’t act like any of those things, I’m totally intimidated. (I should mention that although I’ve been working for George for a year or so at this point, this is only the second time I’ve met him.) I realize I’m really fairly nervous now.

George and Steven chit-chat with each other for a little bit. They’ve been friends a long time and it shows. George seems particularly excited to tell Steven about his new car, an Acura I think – they’re not even available to the public yet, but he’s managed to get the first one off the boat, and it’s parked conspicuously right in front of the building.

Pretty soon they start talking about ideas for The Dig, and they are Rapid-Fire Machine Guns of Creativity. Clearly they do this a lot. It’s all very high-concept and all over the map, and I have no idea how we’re going to make any of it into a game, but that’s kind of what brainstorming sessions are all about. Ron and Noah offer up a few thoughts. I have a few myself, but somehow I don’t feel worthy enough to break in with them. So I sit and listen, and gradually my nervousness is joined by embarrassment that I’m not saying anything.

A snack has been provided for the gathering, some sort of crumbly carbohydrate item, corn bread, if I remember correctly. So I take a piece – I’m kind of hungry, and it gives me something to do with my hands. I take a bite. Normally, the food at Skywalker Ranch is absolutely amazing, but this particular corn bread has been made extra dry. Chalk dry. My mouth is already parched from being nervous, so it takes me a while before I’m able to swallow the bite, and as I chomp and smack at it I’m sure I’m making more noise than a dozen weasels in a paper bag, even though everyone pretends not to notice. There are drinks in the room, but they have been placed out of the way, approximately a quarter-mile from where we’re sitting, and I can’t get up to get one without disrupting everything, and I’m sure by now George and Steven are wondering why I’m in the meeting in the first place.

I want to abandon the corn bread, but it’s begun falling apart, and I can’t put it down on my tiny napkin without making a huge mess. So I eat the whole piece. It takes about twenty minutes. I myself am covered with tiny crumbs, but at least there aren’t any on the gorgeous table.

By now the stakes are quite high. Because I’ve been quiet so long, the mere fact of my speaking up will be a noteworthy event, and anything I say has to measure up to that noteworthiness. You can’t break a long silence with a throwaway comment, it has to be a weighty, breathtaking observation that causes each person in the room to re-examine himself in its light. While I’m waiting for a thought that good, more time goes by and raises the bar even higher. I spend the rest of the meeting in a state of near-total paralysis, trying to figure out how I can get out of the room without anyone noticing, or, better yet, how I can go back in time and arrange not to be there in the first place.

So, yes, I did technically get to meet Steven Spielberg face-to-face once while we were working on The Dig. I actually talked to him later on, when he called to get hints on one of our other games (I think it was Day of the Tentacle), which he was playing with his son. (One of the lesser-known perks of being a famous filmmaker is that you can talk directly to the game designers for hints instead of calling the hint line.) Nice guy.

The broader world of computer gaming’s reaction to Spielberg’s involvement in The Dig would parallel the behavior of Dave Grossman at this meeting. At the same time that some bold industry scribes were beginning to call games a more exciting medium than cinema, destined for even more popularity thanks to the special sauce of interactivity, the press that surrounded The Dig would point out with merciless clarity just how shallow their bravado was, how deep gaming’s inferiority complex really ran: Spielberg’s name was guaranteed to show up in the first paragraph of every advertisement, preview, or, eventually, review. “Steven Spielberg is deigning to show an interest in little old us!” ran the implicit message.

It must be said that the hype was somewhat out of proportion to his actual contribution. After providing the initial idea for the game — an idea that would be transformed beyond all recognition by the time the game was released — Spielberg continued to make himself available for occasional consultations; he met with Falstein and his colleagues for four brainstorming sessions, two of which also included his buddy George Lucas, over the course of about eighteen months. (Thanks no doubt to the prompting of his friend, Lucas’s own involvement with The Dig was as hands-on as he ever got with one of his games studio’s creations.) Yet it’s rather less clear whether these conversations were of much real, practical use to the developers down in the trenches. Neither Spielberg nor Lucas was, to state the obvious, a game designer, and thus they tended to focus on things that might yield watchable movies but were less helpful for making a playable game. Noah Falstein soon discovered that heading a project which involved two such high-profile figures was a less enviable role than he had envisioned it to be; he has since circumspectly described a project where “everyone wanted to put their two cents in, and that can be extremely hard to manage.”

In his quest for a game that could be implemented within the strictures of SCUMM, LucasArts’s in-house point-and-click adventure engine, Falstein whittled away at Spielberg’s idea of two teams of archaeologists who enter into open war with one another. His final design document, last updated on January 30, 1991, takes place in “the future, nearly 80 years since the McKillip Drive made faster-than-light travel a possibility, and only 50 years since the first star colonies were founded.” In another nod back to Spielberg’s old Amazing Stories outline that got the ball rolling, an unmanned probe has recently discovered an immense statue towering amidst other alien ruins on the surface of a heretofore unexplored planet; in a nod to the most famous poem by Percy Shelley, the planet has been named Ozymandias. Three humans have now come to Ozymandias to investigate the probe’s findings — but they’re no longer proper archaeologists, only opportunistic treasure hunters, led by a sketchy character named Major Tom (presumably a nod to David Bowie). The player can choose either of Major Tom’s two subordinates as her avatar.

A series of unfortunate events ensues shortly after the humans make their landing, over the course of which Major Tom is killed and their spaceship damaged beyond any obvious possibility of repair. The two survivors have an argument and go their separate ways, but in this version of the script theirs is a cold rather than a hot war. As the game goes on, the player discovers that a primitive race of aliens living amidst the ruins are in fact the descendants of far more advanced ancestors, who long ago destroyed their civilization and almost wiped out their entire species with internecine germ warfare. But, the player goes on to learn, there are survivors of both factions who fought the apocalyptic final war suspended in cryogenic sleep beneath the surface of the planet. Her ultimate goal becomes to awaken these survivors and negotiate a peace between them, both because it’s simply the right thing to do and because these aliens should have the knowledge and tools she needs to repair her damaged spaceship.

This image by Ken Macklin is one of the few pieces of concept art to have survived from Noah Falstein’s version of The Dig.

For better or for worse, this pared-down but still ambitious vision for The Dig never developed much beyond that final design document and a considerable amount of accompanying concept art. “There was a little bit of SCUMM programming done on one of the more interesting puzzles, but not much [more],” says Falstein. He was pulled off the project very early in 1991, assigned instead to help Hal Barwood with Indiana Jones and the Fate of Atlantis. And when this, his second Indiana Jones game, was finished, he was laid off despite a long and largely exemplary track record.

Meanwhile The Dig spent a year or more in limbo, until it was passed to Brian Moriarty, the writer and designer of three games for the 1980s text-adventure giant Infocom and of LucasArts’s own lovely, lyrical Loom. Of late, he’d been drafting a plan for a game based on The Young Indiana Jones Chronicles, the franchise’s slightly disappointing foray into television, but a lack of personal enthusiasm for the project had led to a frustrating lack of progress. Moriarty was known as one of the most “literary” of game designers by temperament; his old colleagues at Infocom had called him “Professor Moriarty,” more as a nod to his general disposition than to the milieu of Sherlock Holmes. And indeed, his Trinity is as close as Infocom ever got to publishing a work of high literature, while his Loom possesses almost an equally haunting beauty. Seeing himself with some justification as a genuine interactive auteur, he demanded total control of every aspect of The Dig as a condition of taking it on. Bowing to his stellar reputation, LucasArts’s management agreed.

Brian Moriarty

Much of what went on during the eighteen months that Moriarty spent working on The Dig remains obscure, but it plainly turned into a very troubled, acrimonious project. He got off on the wrong foot with many on his team by summarily binning Falstein’s vision — a vision which they had liked or even in some cases actively contributed to. Instead he devised an entirely new framing plot.

Rather than the far future, The Dig would now take place in 1998; in fact, its beginning would prominently feature the Atlantis, a Space Shuttle that was currently being flown by NASA. A massive asteroid is on a collision course with Earth. Humanity’s only hope is to meet it in space and plant a set of nuclear bombs on its surface. Once exploded, they will hopefully deflect the asteroid just enough to avoid the Earth. (The similarity with not one but two terrible 1998 movies is presumably coincidental.) You play Boston Low, the commander of the mission.

But carrying the mission out successfully and saving the Earth is only a prelude to the real plot. Once you have the leisure to explore the asteroid, you and your crew begin to discover a number of oddities about it, evidence that another form of intelligent being has been here before you. In the midst of your investigations, you set off a booby trap which whisks you and three other crew members light years away to a mysterious world littered with remnants of alien technology but bereft of any living specimens. Yet it’s certainly not bereft of danger: one crew member gets killed in gruesome fashion almost immediately when he bumbles into a rain of acid. Having thus established its bona fides as a serious story, a million light years away from the typical LucasArts cartoon comedy, the game now begins to show a closer resemblance to Falstein’s concept. You must explore this alien world, solve its puzzles, and ferret out the secrets of the civilization that once existed here if you ever hope to see Earth again. In doing so, you’re challenged not only by the environment itself but by bickering dissension in your own ranks.

This last element of the plot corresponded uncomfortably with the mood inside the project. LucasArts had now moved out of the idyllic environs of Skywalker Ranch and into a sprawling, anonymous office complex, where the designers and programmers working on The Dig found themselves in a completely separate building from the artists and administrators. Reading just slightly between the lines here, the root of the project’s troubles seems to have been a marked disconnect between the two buildings. Moriarty, who felt compelled to create meaningful, thematically ambitious games, became every accountant and project planner’s nightmare, piling on element after element, flying without a net (or a definitive design document). He imagined an interface where you would be able to carry ideas around with you like physical inventory items, a maze that would reconfigure itself every time you entered it, a Klein bottle your characters would pass through with strange metaphysical and audiovisual effects. To make all this happen, his programmers would need to create a whole new game engine of their own rather than relying on SCUMM. They named it StoryDroid.

A screenshot from Moriarty’s version of The Dig. Note the menu of verb icons at the bottom of the screen. These would disappear from later versions in favor of the more streamlined style of interface which LucasArts had begun to employ with Sam and Max Hit the Road.

There were some good days on Moriarty’s Dig, especially early on. Bill Tiller, an artist on the project, recalls their one in-person meeting with Steven Spielberg, in his office just behind the Universal Studios Theme Park. Moriarty brought a demo of the work-in-progress, along with a “portable” computer the size of a suitcase to run it. And he also brought a special treat for Spielberg, who continued to genuinely enjoy games in all the ways George Lucas didn’t. Tiller:

Brian brought an expansion disk for one of the aerial battle games Larry Holland was making. Spielberg was a big computer-game geek! He was waiting for this upgrade/mission expansion thing. He called his assistant in and just mentioned what it was. She immediately knew what he meant and said she’d send it home and tell someone to have it installed and running for him when he arrived. I decided at that moment I would have an assistant like that someday.

Anyway, when we were through we told him we had a few hours to kill and wondered what rides we should get on back at the theme park. He said the E.T. ride, since he helped design it. It was brand new at the time. His people said that he was really crazy about it and wanted to show it off to everyone. One of his assistants took us there on a back-lot golf cart. We didn’t have to get another taxi. We didn’t even have to stand in line! They took us straight to the ride and cut us in the line in front of everyone, like real V.I.P.s. Everyone had to stand back and watch, probably trying to figure out who we were. All I remember is Brian with the stupid giant suitcase going through the ride.

But the best part of the whole thing for me was [Spielberg’s] enthusiasm. He really likes games. This wasn’t work to him to have to hear us go on about The Dig.

Brian Moriarty’s version of The Dig was more violent than later versions, a quality which Steven Spielberg reportedly encouraged. Here an astronaut meets a gruesome end after being exposed to an alien acid rain.

But the bonhomie of the Universal Studios visit faded as the months wore on. Moriarty’s highfalutin aspirations began to strike others on the team — especially the artists who were trying to realize his ever-expanding vision — as prima-donna-ish; at the end of the day, after all, it was just a computer game they were making. “I used to tell Brian, when he got all excited about what people would think of our creation, that in ten years no one will even remember The Dig,” recalls Bill Eaken, the first head artist to work under him. He believes that Moriarty may even have imagined Spielberg giving him a screenwriting or directing job if The Dig sufficiently impressed him. Eaken:

I liked Brian. Brian is a smart and creative guy. I still have good memories of sitting in his office and just brainstorming. The sky was the limit. That’s how it should be. Those were good times. But I think as time went on he had stars in his eyes. I think he wanted to show Spielberg what he could do and it became too much pressure on him. After a while he just seemed to bog down under the pressure. When all the politics and Hollywood drama started to impede us, when it wasn’t even a Hollywood gig, I [got] temperamental.

The programming was a complete disaster. I had been working for several years at LucasArts at that time and had a very good feel for the programming. I taught programming in college, and though I wasn’t a programmer on any games, I understood programming enough to know something was amiss on The Dig. I went to one of my friends at the company who was a great programmer and told him my concerns. He went and tried to chat with the programmers about this or that to get a look at their code, but whenever he walked into the room they would shut off their monitors, things like that. What he could see confirmed my worries: the code was way too long, and mostly not working.

The project was “completely out of control and management wouldn’t listen to me about it,” Eaken claims today. So, he quit LucasArts, whereupon his role fell to his erstwhile second-in-command, the aforementioned Bill Tiller. The latter says that he “liked and disliked” Moriarty.

Brian was fun to talk with and was very energetic and was full of good ideas, but he and I started to rub each other the wrong way due to our disagreement over how the art should be done. I wanted the art organized in a tight budget and have it all planned out, just like in a typical animation production, and so did my boss, who mandated I push for an organized art schedule. Brian bristled at being restricted with his creativity. He felt that the creative process was hindered by art schedules and strict budgets. And he was right. But the days of just two or three people making a game were over, and the days of large productions and big budgets were dawning, and I feel Brian had a hard time adjusting to this new age.

Games were going through a transition at that time, from games done by a few programmers with little art, to becoming full-blown animated productions where the artists outnumber the programmers four to one. Add to the mix the enormous pressure of what a Spielberg/Lucas project should be like [and] internal jealousy about the hype, and you have a recipe for disaster.

He wanted to do as much of the game by himself as possible so that it was truly his vision, but I think he felt overwhelmed by the vastness of the game, which required so much graphics programming and asset creation. He was used to low-res graphics and a small intimate team of maybe four people or less. Then there is the pressure of doing the first Spielberg/Lucas game. I mean, come on! That is a tough, tough position for one guy to be in.

One of LucasArt’s longstanding traditions was the “pizza orgy,” in which everyone was invited to drop whatever they were doing, come to the main conference room, eat some pizza, and play a game that had reached a significant milestone in its development. The first Dig pizza orgy, which took place in the fall of 1993, was accompanied by an unusual amount of drama. As folks shuffled in to play the game for the very first time, they were told that Moriarty had quit that very morning.

We’re unlikely ever to know exactly what was going through Moriarty’s head at this juncture; he’s an intensely private individual, as it is of course his right to be, and is not at all given to baring his soul in public. What does seem clear, however, is that The Dig drained from him some fragile reservoir of heedless self-belief which every creative person needs in order to keep creating. Although he’s remained active in the games industry in various roles, those have tended to be managerial rather than creative; Brian Moriarty, one of the best pure writers ever to explore the potential of interactive narratives, never seriously attempted to write another one of them after The Dig. In an interview he did in 2006 for Jason Scott’s film Get Lamp, he mused vaguely during a pensive interlude that “I’m always looking for another Infocom. But sometimes I think we won’t give ourselves permission.” (Who precisely is the “we” here?) This statement may, I would suggest, reveal more than Moriarty intended, about more of his career than just his time at Infocom.

At any rate, Moriarty left LucasArts with one very unwieldy, confused, overambitious project to try to sort out. It struck someone there as wise to give The Dig to Hal Barwood, a former filmmaker himself who had been friends with Steven Spielberg for two decades. But Barwood proved less than enthusiastic about it — which was not terribly surprising in light of how badly The Dig had already derailed the careers of two of LucasArts’s other designers. Following one fluffy interview where he dutifully played up the involvement of Spielberg for all it was worth — “We’re doing our best to capture the essence of the experience he wants to create” — he finagled a way off the project.

At this point, the hot potato was passed to Dave Grossman, who had, as noted above, worked for a time with Noah Falstein on its first incarnation. “I was basically a hedge trimmer,” he says. “There was a general feeling, which I shared, that the design needed more work, and I was asked to fix it up while retaining as much as possible of what had been been done so far — starting over yet again would have been prohibitively expensive. So I went in with my editing scissors, snip snip snip, and held a lot of brainstorming meetings with the team to try to iron out the kinks.” But Grossman too found something better to do as quickly as possible, whereupon the game lay neglected for the better part of a year while much of Moriarty’s old team went to work on Tim Schafer’s Full Throttle: “a project that the company loved,” says Bill Tiller, drawing an implicit comparison with this other, unloved one.

In late 1994, The Dig was resurrected for the last time, being passed to Sean Clark, a long-serving LucasArts programmer who had moved up to become the producer and co-designer of Sam and Max Hit the Road, and who now saw becoming the man who finally shepherded this infamously vexed project to completion as a good way to continue his ascent. “My plan when I came in on the final incarnation was to take a game that was in production and finish it,” he says. “I didn’t get a lot of pressure or specific objectives from management. I think they were mainly interested in getting the project done so they could have a product plan that didn’t have The Dig listed on it.” Clark has admitted that, when he realized what a sorry state the game was actually in, he went to his bosses and recommended that they simply cancel it once and for all. “I got a lot of resistance, which surprised me,” he says. “It was hard to resist the potential [of having] a game out there with a name like Spielberg’s on it.” In a way, George Lucas was a bigger problem than Spielberg in this context: no one wanted to go to the boss of bosses at LucasArts and tell him they had just cancelled his close friend’s game.

Sean Clark with a hot slice. Pizza was a way of life at LucasArts, as at most games studios. Asked about the negative aspects of his job, one poor tester said that he was “getting really, really tired of pizza. I just can’t look at pizza anymore.”

So, Clark rolled up his sleeves and got to work instead. His first major decision was to ditch the half-finished StoryDroid engine and move the project back to SCUMM. He stuck to Brian Moriarty’s basic plot and characters, but excised without a trace of hesitation or regret anything that was too difficult to implement in SCUMM or too philosophically esoteric. His goal was not to create Art, not to stretch the boundaries of what adventure games could be, but just to get ‘er done. Bill Tiller and many others from the old team returned to the project with the same frame of reference. By now, LucasArts had moved offices yet again, to a chic new space where the programmers and artists could mingle: “Feedback was quick and all-encompassing,” says Tiller. If there still wasn’t a lot of love for the game in the air, there was at least a measure of esprit de corps. LucasArts even sprang for a couple more (reasonably) big names to add to The Dig‘s star-studded marque, hiring the science-fiction author Orson Scott Card, author of the much-admired Ender’s Game among other novels, to write the dialogue, and Robert Patrick, Arnold Schwarzenegger’s principal antagonist from Terminator 2, to head up the cast of voice actors. Remarkably in light of how long the project had gone on and how far it had strayed from his original vision, Steven Spielberg took several more meetings with the team. “He actually called me at home one evening as he was playing through a release candidate,” says Sean Clark. “He was all excited and having fun, but was frustrated because he had gotten stuck on a puzzle and needed a hint.”

Clark’s practicality and pragmatism won the day where the more rarefied visions of Falstein and Moriarty had failed: The Dig finally shipped just in time for the Christmas of 1995. LucasArts gave it the full-court press in terms of promotion, going so far as to call it their “highest-profile product yet.” They arranged for a licensed strategy guide, a novelization by the king of tie-in novelists Alan Dean Foster, an “audio drama” of his book, and even a CD version of Michael Land’s haunting soundtrack to be available within weeks of the game itself. And of course they hyped the Spielberg connection for all it was worth, despite the fact that the finished game betrayed only the slightest similarity to the proposal he had pitched six years before.

Composer Michael Land plays timpani for The Dig soundtrack. One can make a strong argument that his intensely atmospheric, almost avant-garde score is the best thing about the finished game. Much of it is built from heavily processed, sometimes even backwards-playing samples of Beethoven and Wagner. Sean Clark has described, accurately, how it sounds “strange and yet slightly familiar.”


But the reaction on the street proved somewhat less effusive than LucasArts might have wished. Reviews were surprisingly lukewarm, and gamers were less excited by the involvement of Steven Spielberg than the marketers had so confidently predicted. Bill Tiller feels that the Spielberg connection may have been more of a hindrance than a help in the end: “Spielberg’s name was a tough thing to have attached to this project because people have expectations associated with him. The general public thought this was going to be a live-action [and/or] 3D interactive movie, not an adventure game.” The game wasn’t a commercial disaster, but sold at less than a third the pace of Full Throttle, its immediate predecessor among LucasArts adventures. Within a few months, the marketers had moved on from their “highest-profile product yet” to redouble their focus on the Star Wars games that were accounting for more and more of LucasArts’s profits.

One can certainly chalk up some of the nonplussed reaction to The Dig to its rather comprehensive failure to match the public’s expectations of a LucasArts adventure game. In a catalog that consisted almost exclusively of cartoon comedies, it was a serious, even gloomy game. In a catalog of anarchically social, dialog-driven adventures that were seen by many gamers as the necessary antithesis to the sterile, solitary Myst-style adventure games that were now coming out by the handful, it forced you to spend most of its length all alone, solving mechanical puzzles that struck many as painfully reminiscent of Myst. Additionally, The Dig‘s graphics, although well-composed and well-drawn, reflected the extended saga of its creation; they ran in low-resolution VGA at a time when virtually the whole industry had moved to higher-resolution Super VGA, and they reflected as well the limitations of the paint programs and 3D-rendering software that had been used to create them, in many cases literally years before the game shipped. In the technology-obsessed gaming milieu of the mid-1990s, when flash meant a heck of a lot, such things could be ruinous to a new release’s prospects.

But today, we can presumably look past such concerns to the fundamentals of the game that lives underneath its surface technology. Unfortunately, The Dig proves far from a satisfying experience even on these terms.

An adventure game needs to be, if nothing else, reasonably good company, but The Dig fails this test. In an effort to create “dramatic” characters, it falls into the trap of merely making its leads unlikable. All of them are walking, talking clichés: the unflappable Chuck Yeager-type who’s in charge, the female overachiever with a chip on her shoulder who bickers with his every order, the arrogant German scientist who transforms into the villain of the piece. Orson Scott Card’s dialog is shockingly clunky, full of tired retreads of action-movie one-liners; one would never imagine that it comes from the pen of an award-winning novelist if it didn’t say so in the credits. And, even more unusually for LucasArts, the voice acting is little more inspired. All of which is to say that it comes as something of a relief when everyone else just goes away and leaves Boston Low alone to solve puzzles, although even then you still have to tolerate Robert Patrick’s portrayal of the stoic mission commander; he approaches an unknown alien civilization on the other side of the galaxy with all the enthusiasm of a gourmand with a full belly reading aloud from a McDonald’s menu.

Alas, one soon discovers that the puzzle design isn’t any better than the writing or acting. While the puzzles may have some of the flavor of Myst, they evince none of that game’s rigorous commitment to internal logic and environmental coherence. In contrast to the free exploration offered by Myst, The Dig turns out to be a quite rigidly linear game, with only a single path through its puzzles. Most of these require you just to poke at things rather than to truly enter into the logic of the world, meaning you frequently find yourself “solving” them without knowing how or why.

But this will definitely not happen in at least two grievous cases. At one point, you’re expected to piece together an alien skeleton from stray bones when you have no idea what said alien is even supposed to look like. And another puzzle, involving a cryptic alien control panel, is even more impossible to figure out absent hours of mind-numbing trial and error. “I had no clue that was such a hard puzzle,” says Bill Tiller. “We all thought it was simple. Boy, were we wrong.” And so we learn the ugly truth: despite the six years it spent in development, nobody ever tried to play The Dig cold before it was sent out the door. It was the second LucasArts game in a row of which this was true, indicative of a worrisome decline in quality control from a studio that had made a name for themselves by emphasizing good design.

At the end of The Dig, the resolution of the alien mystery is as banal as it is nonsensical, a 2001: A Space Odyssey with a lobotomy. It most definitely isn’t “an in-depth story in which the exploration of human emotion plays as important a role as the exploration of a game world,” as LucasArts breathlessly promised.

So, The Dig still manages to come across today as simultaneously overstuffed and threadbare. It broaches a lot of Big Ideas (a legacy of Falstein and Moriarty’s expansive visions), but few of them really go anywhere (a legacy of Grossman and Clark’s pragmatic trimming). It winds up just another extended exercise in object manipulation, but it doesn’t do even this particularly well. Although its audiovisuals can create an evocative atmosphere at times, even they come across too often as disjointed, being a hodgepodge of too many different technologies and aesthetics. Long experience has taught many of us to beware of creative expressions of any stripe that take too long to make and pass through too many hands in the process. The Dig only proves this rule: it’s no better than its tortured creation story makes you think it will be. Its neutered final version is put together competently, but not always well, and never with inspiration. And so it winds up being the one thing a game should never be: it’s just kind of… well, boring.

As regular readers of this site are doubtless well aware, I’m a big fan of LucasArts’s earlier adventures of the 1990s. The one complaint I’ve tended to ding them with is a certain failure of ambition — specifically, a failure to leave their designers’ wheelhouse of cartoon comedy. And yet The Dig, LucasArts’s one concerted attempt to break that mold, ironically winds up conveying the opposite message: that sometimes it’s best just to continue to do what you do best. The last of their charmingly pixelated “classic-look” adventure games, The Dig is sadly among the least satisfying of the lot, with a development history far more interesting than either its gameplay or its fiction. A number of people looked at it with stars in their eyes over the six years it remained on LucasArts’s list of ongoing projects, but it proved a stubbornly ill-starred proposition for all of them in the end.

(Sources: the book The Dig: Official Player’s Guide by Jo Ashburn; Computer Gaming World of March 1994, September 1994, September 1995, October 1995, December 1995, and February 1996; Starlog of October 1985; LucasArts’s customer newsletter The Adventurer of Spring 1993, Winter 1994, Summer 1994, Summer 1995, and Winter 1995. Online sources include Noah Falstein’s 2017 interview on Celebrity Interview, Falstein’s presentation on his history with Lucasfilm Games for Øredev 2017, the “secret history” of The Dig at International House of Mojo, the same site’s now-defunct Dig Museum,” ATMachine’s now-defunct pages on the game, Brian Moriarty’s 2006 interview for Adventure Classic Gaming, and Moriarty’s Loom postmortem at the 2015 Game Developers Conference. Finally, thank you to Jason Scott for sharing his full Get Lamp interview archives with me years ago.

The Dig is available for digital purchase on GOG.com.)

Footnotes

Footnotes
1 LucasArts was known as Lucasfilm Games until the summer of 1992. To avoid confusion, I use the name “LucasArts” throughout this article.
 

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Full Throttle

The adventure makers at LucasArts had a banner 1993. One of the two games they released that year, Day of the Tentacle, was the veritable Platonic ideal of a cartoon-comedy graphic adventure; the other, Sam and Max Hit the Road, was merely very, very good.

Following a quiet 1994 on the adventure front, LucasArts came roaring back in the spring of 1995 with Full Throttle, a game that seemed to have everything going for it: it was helmed by Tim Schafer, one of the two lead designers from Day of the Tentacle, and boasted many familiar names on the art and sound front as well. Yet it wasn’t just a retread of what had come before. This interactive biker movie had a personality very much its own. Many soon added it to the ranks of LucasArts’s most hallowed classics.

Sadly, though, I’m not one of these people…



It’s easy — perhaps a bit too easy — to read LucasArts’s first post-DOOM adventure game as a sign of the changes that id Software’s shareware shooter wrought on the industry after its debut in December of 1993. Action and attitude were increasingly in, complexity and cerebration more and more out. One can sense throughout Full Throttle its makers’ restlessness with the traditional adventure form — their impatience with convoluted puzzles, bulging inventories, and all of the other adventure staples. They just want to have some loud, brash fun. What other approach could they possibly bring to a game about outlaw motorcycle gangs?

The new attitude is initially bracing. Consider: after a rollicking credits sequence that plays out behind over-driven, grungy rock and roll, you gain control of your biker avatar outside a locked bar. Your first significant task is to get inside the bar. Experimenting with the controls, you discover that you have just three verb icons at your disposal: a skull (which encompasses eyes for seeing and a mouth for talking), a raised fist, and a leather boot. Nevertheless, the overly adventure-indoctrinated among you may well spend quite some time trying to be clever before you realize that the solution to this first “puzzle” is simply to kick the door in. Full Throttle is a balm for anyone who’s ever seethed with frustration at being told by an adventure game that “violence isn’t the answer to this one.” In this game, violence — flagrant, simple-minded, completely non-proportional violence — very often is the answer.

But let’s review the full premise of the game before we go further. Full Throttle takes place in the deserts of the American Southwest during a vaguely dystopian future — albeit not, Tim Schafer has always been at pains to insist, a post-apocalyptic one. You play Ben, a stoic tough guy of few words in the Clint Eastwood mold, the leader of a biker gang who call themselves the Polecats. “The reason bikers leaped out at me is that they have a whole world associated with them,” said Schafer in a contemporary interview, “but it’s not a commonplace environment. It’s a fantastic, bizarre, wild, larger-than-life environment.” And indeed, everything and everyone in this game are nothing if not larger than life.

Ben, the hero of Full Throttle.

The plot hinges on Corley Motors, the last manufacturer of real motorcycles in the country — for the moment, anyway: a scheming vice president named Adrian Ripburger is plotting to seize control of the company from old Malcolm Corley and start making minivans instead. When the Polecats get drawn into Ripburger’s web, Ben has to find a way to stop him in order to save his gang, his favorite model of motorcycle, and the free-wheeling lifestyle he loves. The story plays out as a series of boisterous set-pieces, a (somewhat) interactive Mad Max mixed with liberal lashings of The Wild One. Although I’m the farthest thing from a member of the cult of Harley Davidson — I’m one of those tree huggers who wonders why it’s even legal to noise-pollute like some of those things do — I can recognize and enjoy a well-done pastiche when I see one, and Full Throttle definitely qualifies.

Certainly none of this game’s faults are failures of presentation. As one might expect of the gaming subsidiary of Lucasfilm, LucasArt’s audiovisual people were among the best in the industry. They demonstrated repeatedly that the label “cartoon-comedy graphic adventure” could encompass a broader spectrum of aesthetics than one might first assume. While Day of the Tentacle was inspired by the classic Looney Tunes shorts, and Sam and Max Hit the Road by the underground comic books of the 1980s, Full Throttle‘s inspirations were the post-Watchmen world of graphic novels and trendy television: the game’s hyperactive jump cuts, oblique camera angles, and muddy color palette were all the rage on the MTV of Generation Grunge.


In fact, Schafer tried to convince Soundgarden, one of the biggest rock bands of the time, to let him use their music for the soundtrack — only to be rejected when their record company realized that “we weren’t going to give them any money” for the privilege, as he wryly puts it. Instead he recruited a San Francisco band known as the Gone Jackals, who were capable of a reasonable facsimile of Soundgarden’s style, to write and perform several original songs for the game. Bone to Pick, their 1995 album which included the Full Throttle tracks, would sell several hundred thousand copies in its own right on the back of the game’s success. All of this marked a significant moment in the mainstreaming of games, a demonstration that they were no longer siloed off in their own nerdy pop-culture ghetto but were becoming a part of the broader media landscape. The days when big pop-music acts would lobby ferociously to have their work selected for a big game’s in-world radio station were not that far away.

The Gone Jackals. Like so many rock bands who haven’t quite made it, they always seem to be trying just a bit too hard in their photographs…

Full Throttle‘s writing too has all the energy and personality one could ask for. If the humor is a bit broad and obvious, that’s only appropriate; Biker Ben is not exactly the subtle type. The voice acting and audio production in general are superb, as was the norm for LucasArts thanks to their connections to Hollywood and Skywalker Sound. Particular props must go to a little-known character actor named Roy Conrad, who delivers Ben’s lines in a perfect gravelly deadpan, and to Mark Hamill of Star Wars fame, who, twelve years removed from his last gig as Luke Skywalker, was enjoying a modest career renaissance in cartoons and an ever-increasing number of videogames. He shows why he was so in-demand as a voice actor here, tearing into the role of the villain Ripburger with a relish that belies his oft-wooden performances as an actor in front of cameras.

The sweetest story connected with Full Throttle is that of Roy Conrad, a mild-mannered advertising executive who decided to reconnect with his boyhood dream of becoming an actor at age 45 in 1985, and went on to secure bit parts in various television shows and movies. As you can see, he looked nothing like a leader of a motorcycle gang, but his voice was so perfect for the role of Ben that LucasArts knew they’d found their man as soon as they heard his audition tape. Conrad died in 2002.

But for all its considerable strengths, Full Throttle pales in comparison to the LucasArts games that came immediately before it. It serves as a demonstration that presentation can only get you so far in a game — that a game is meant to be played, not watched. And alas, actually playing Full Throttle is too often not much fun at all.

The heart of Full Throttle‘s problem is a mismatch between the type of game it wants to be and the type of game its technology allows it to be. To be sure, LucasArts tried mightily to adapt said technology to Tim Schafer’s rambunctious rock-and-roll vision. They grafted onto SCUMM (“Script Creation Utility for Maniac Mansion“), their usual adventure-game engine, a second, action-oriented engine called INSANE (“INteractive Streaming ANimation Engine”), which had been developed for 1993’s Star Wars: Rebel Assault, a 3D vehicular rail shooter. This allowed them to interrupt the staid walking-around-talking-and-solving-puzzles parts of Full Throttle with blasts of pure action. “We didn’t think it would fly if we told players they were a bad-ass biker,” says LucasArts animator Larry Ahern, “and then made them sit back and watch every time Ben did a cool motorcycle stunt, and then gave them back the cursor when it was time for him to run errands. With Full Throttle, I think the combination [of action and traditional adventure elements] made a lot of sense, but I think the implementation just didn’t live up to the idea.”

It most definitely did not: the action mini-games range from tedious to excruciating. Schafer elected to partially reverse LucasArts’s longstanding “no deaths and no dead ends” policy, sacrosanct since 1990’s The Secret of Monkey Island, by allowing the former if not the latter in Full Throttle. This decision was perhaps defensible in light of the experience he was hoping to create, but boy, can it get exhausting in practice. The second-to-worst mini-game is an interminable sequence inspired by the 1991 console hit Road Rash, in which you’re riding on your motorcycle trying to take out other bikers by using exactly the right weapon on each of them, wielded with perfect timing. Failure on either count results in having to start all over from the beginning. To be fair, the mini-game looks and sounds great, with electric guitars squealing in the background and your chopper’s straight pipes throbbing under you like a 21-gun salute every few seconds. It’s just no fun to play.

LucasArts sound man Clint Bajakian captures the sound of a straight-piped Harley. Full Throttle was the first LucasArts game, and one of the first in general, to have an “all-digital” soundtrack: i.e., all of the sound in the game, including all of the music, was sampled from the real world rather than being synthesized on the computer. This was another significant moment in the evolution of computer games.

The very worst of the action mini-games, on the other hand, is a rare moment where even Full Throttle‘s aesthetics fail it. Near the end of the game, you find yourself in a demolition derby that for my money is the worst single thing ever to appear in any LucasArts adventure. The controls, which are apparently meant to simulate slipping and sliding in the mud of a fairground arena, are indeed impossible to come to grips with. Worse, you have no idea what you’re even trying to accomplish. The whole thing is an elaborate exercise in reading the designers’ mind to set up an ultra-specific, ultra-unlikely chain of happenstance. I shudder to think how long one would have to wrestle with this thing to stumble onto the correct ordering of events. (Personally, I used a walkthrough — and it still took me quite some time even once I knew what I was trying to do.) Most bizarrely of all, the mini-game looks like a game from five or eight years prior to this one, as if someone pulled an old demo down off the shelf and just threw it on the CD. It’s a failure on every level.

The demolition derby, also known as The Worst LucasArts Thing Ever. No, really: it’s incomprehensibly, flabbergastingly bad.

All told, the action mini-games manage to accomplish the exact opposite of what they were intended to do: instead of speeding the story along and making it that much more exciting, they kill its momentum dead.

What, then, of the more traditional adventure-game sections threaded between the action mini-games and the many lengthy cut-scenes? Therein lies a somewhat more complicated tale.

Some parts of Full Throttle are competently, even cleverly designed. The afore-described opening sequence, for example, is a textbook lesson in conveying theme and expectation to the player through interactivity. It teaches her that any convoluted solutions she might conceive to the dilemmas she encounters are not likely to be the correct ones, and that this will be an unusually two-fisted style of adventure game, admitting of possibilities that its more cerebral cousins would never even consider. The first extended adventure section in the game sends you into a dead-ender town in search of a welding torch, a set of handlebars, and some gasoline, all of which you need to get your damaged bike back on the road after Ripburger’s goons have sabotaged it. The game literally tells you that you need these things and waits for you to go out and find them; it doesn’t attempt to be any trickier than that. And this is fine, being thoroughly in keeping with its ethos.

But threaded among the straightforward puzzles are a smattering that fail to live up to LucasArts’s hard-won reputation for always giving their players a fair shake. At one point in that first town, you have to trigger an event, then run and hide behind a piece of scenery. But said scenery isn’t implemented as an object that might bring it to your attention, and it’s very difficult to discover that you can walk behind it at all. In some adventure games, the ones that promise to challenge you at every turn and make you poke around to discover every single possibility, this puzzle might fit the design brief. Here, however, it’s so at odds with the rest of the game that it strikes me more as a design oversight than a product of even a mistaken design intent. Such niggles continue to crop up as you play further, and continue to pull you out of the fiction. One particularly infamous “puzzle” demands that Ben kick a wall over and over at random to discover the one tiny spot that makes something happen.

Do you see that thing shaped a bit like a gravestone just where the streetlight is pointing? It turns out you can walk behind that. Crazy world, isn’t it?

As time goes on, Full Throttle comes to rely more and more on one of my least favorite kinds of adventure puzzles: the pseudo-action sequence, where the designer has a series of death-defying action-movie events, improvisations, and coincidences in mind, and you have to muddle your way through by figuring just how he wants his bravura scene to play out. In other words, you have to fail again and again, using your failures as a way to slowly deduce what the designer has in mind. Fail-until-you-succeed gameplay can feel rewarding in some circumstances, but not when it’s just an exercise in methodically trying absolutely everything until something works, as it tends to be here. The final scene of the game, involving a gigantic cargo plane teetering on the edge of a cliff with a staggering quantity of explosives inside, becomes the worst of all of them by adding tricky timing to the equation.

It’s in places like this one that the mismatch between the available technology and the desired experience really comes to the fore. In a free-roaming 3D engine with the possibility of emergent behavior, the finale could be every bit as rousing as Schafer intended it to be. But in a point-and-click adventure engine whose world simulation goes little deeper than the contents of your inventory… not so much. Executing, say, a death-defying leap out of the teetering plane’s cargo hold on your motorcycle rather loses its thrill when said leap is the only thing the designer has planned for you to do — the only thing you’re allowed to do other than getting yourself killed. The leap in question is the designer’s exciting last-minute gambit, not yours; you’re just the stooge bumbling and stumbling to recreate it. So, you begin to wish that all of the game’s action sequences were proper action sequences — but then you remember how very bad the action-oriented mini-games that do exist actually are, and you have no idea what you want, other than to be playing a different, better game.



What happened? How did a game with such a promising pedigree turn out to be so underwhelming? There is no single answer, but rather a number of probable contributing factors.

One is simply the way that games were sold in 1995. Without its more annoying bits, Full Throttle would offer little more than two hours of entertainment. There’s room for such a game today — a game that could be sold for a small price but in big quantities through digital storefronts. In 1995, however, a game that cost this much to make could reach consumers only as a premium-priced boxed product; other methods of distribution just didn’t exist yet. And consumers who paid $30, $40, or $50 for a game had certain expectations as to how long it should occupy them, as was only reasonable. Thus the need to pad its length to make it suit the realities of the contemporary marketplace probably had more than a little something to do with Full Throttle‘s failings.

Then there’s the Star Wars factor. Many of the people who worked for LucasArts prior to 1993 have commented on what a blessing in disguise it was for George Lucas’s own games studio not to be able to make Star Wars games, a happenstance whose roots can be found in the very first contract Lucas signed to make Star Wars toys just before the release of the very first film in 1977. When another series of accidents finally brought the rights back to Lucasfilm, and by extension to LucasArts, in 1992, the latter jumped on Star Wars with a vengeance, releasing multiple games under the license every year thereafter. This was by no means an unmitigatedly bad thing; at least one of their early Star Wars games, TIE Fighter, is an unimpeachable classic, on par in its own way with any LucasArts adventure game, while many of them evince a free-spirited joie de vivre that’s rather been lost from the franchise’s current over-saturated, overly Disneyfied personification. But it did lead in time to a decline in attention to the non-Star Wars graphic adventures that had previously been the biggest part of LucasArts’s identity. So, it was probably not entirely a coincidence that the LucasArts adventure arm peaked in 1993, just as the Star Wars arm was getting off the ground. In the time between Sam and Max Hit the Road and Full Throttle, adventure games suddenly became a sideline for LucasArts, with perhaps a proportional drop-off in their motivation to make everything in a game like Full Throttle just exactly perfect.

Another factor, one which I alluded to earlier, was the general sense in the industry that the market was now demanding faster paced, more immediate and visceral experiences. And, I rush to add, games with those qualities are fine in themselves. It’s just that that set of design goals may not have been a good pairing with an engine and a genre known for a rather different set of qualities.

These generalized factors were accompanied by more specific collisions of circumstance. When studying the development history of Day of the Tentacle, one comes away with the strong impression that Tim Schafer was the creator most enamored with the jokes and the goofy fiction of the game, while his partner Dave Grossman obsessed mostly over its interactive structure and puzzle design. Perhaps we should not be surprised, then, that when Schafer struck out on his own we got a game with a sparkling fictional presentation and lousy interactive elements.

Full Throttle was not made on the cheap. Far from it: it was the first LucasArts adventure to cost over $1 million to produce. But the money that was thrown at it wasn’t accompanied by a corresponding commitment to the process of making good games. Its development was instead chaotic, improvised rather than planned; Tim Schafer personally took on the titles of Writer, Designer, and Project Leader, and seems to have been well out of his depth on at least the last of them. As a result, the game, which had originally been slated for a Christmas 1994 release, fell badly behind schedule and overran its budget, and what Larry Ahern describes as a “huge section” of it had to be cut out before all was said and done. (Another result of Full Throttle‘s protracted creation was its use of vanilla VGA graphics, which made it something of an anachronism in the spring of 1995, what with the rest of the industry’s shift to higher-resolution SVGA; fortunately, LucasArts’s artists were so talented that their work couldn’t be spoiled even by giant pixels.) During the making of Day of the Tentacle, the design team had regularly brought ordinary folks in off the street to play the latest build and give their invaluable feedback. This didn’t happen for Full Throttle. Instead there was just a mad rush to complete and release a game that nobody had ever really tried to play cold. Alas, this is an old story in the history of adventure games, and a more depressingly typical one than that of the carefully built, meticulously tested game. The only difference on this occasion was that it hadn’t used to be a story set in LucasArts’s offices.

Still, LucasArts paid little price at this time for departing from their old ethos that Design Matters. Full Throttle was greeted by glowing reviews from magazine scribes who were dazzled by its slick, hip presentation, so different from anything else on the gaming scene. For example, the usually thoughtful Charles Ardai of Computer Gaming World gave it four and a half out of five stars even as he acknowledged that “its weakest point is its gameplay.” For all that this might strike us today as the very definition of judging a book by its cover, such formulations were par for the course during the madcap multimedia frenzy of the mid-1990s. Tim Schafer claims that the game sold an eventual 1 million copies, enough to make MTV seriously consider turning it into a television cartoon.

Many of those buyers remember Full Throttle fondly today, although a considerable number of naysayers with complaints similar to the ones I’ve aired in this article have also joined the discussion since the game was remastered and re-released in 2017. It seems to me that attitudes toward this game in particular tend to neatly delineate two broad categories of adventure players. There are those who aren’t overly chuffed about puzzles and other issues of design, who consider a modicum of obtuseness to be almost an intrinsic part of the genre, and who thus don’t hesitate to reach for a walkthrough at the first sign of trouble. This is fair enough in itself; as I’ve said many times, there is no wrong way to play any game as long as you’re having fun. I, however, don’t tend to have much fun playing this way. I consider a good interactive design to be a prerequisite to a good game of any stripe. And when I reach for a walkthrough, I do so knowing I’m going to be angry afterward at either myself or the game. If it turns out to be a case of the latter… well, I’d rather just watch a movie.

And indeed, that has to be my final verdict on Full Throttle for those of you who share my own adventure-game predilections: just find yourself a video playthrough to watch, thereby to enjoy its buckets of style and personality without having to wrestle with all of the annoyances. If nothing else, Full Throttle makes for a fun cartoon. Pity about the gameplay.

(Sources: the book Full Throttle: Official Player’s Guide by Jo Ashburn; Computer Gaming World of November 1994 and August 1995; LucasArts customer newsletter The Adventurer of Winter 1994/1995 and Summer 1995; Retro Gamer 62; the “director’s commentary” from the 2017 re-release of Full Throttle. Online sources include interview with Tim Schafer by Celia Pearce and Chris Suellentrop.

A “remastered” version of Full Throttle is available for digital purchase.)

 

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