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Changed line(s) 22,23 (click to see context) from:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force Tim Schafer to abandon the entire game mechanics and change it to a VideoGame/GuitarHero game. During this time, Schafer was, according to Bobby Kotick, missing every milestone and was consistently late in presenting the product. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. Tim Schafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
to:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force Tim Schafer to abandon the entire game mechanics and change it to a VideoGame/GuitarHero game. During this time, Schafer was, according to Bobby Kotick, missing every milestone and was consistently late in presenting the product. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. Tim Schafer then took the game to ElectronicArts, Creator/ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
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The sequel to ''VideoGame/BrutalLegend'' was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, he had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.
to:
The sequel to ''VideoGame/BrutalLegend'' was canceled by ElectronicArts Creator/ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, he had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.
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Changed line(s) 6,7 (click to see context) from:
Describe Tim Schafer. [NOW / LATER]
to:
Describe Tim Schafer.Timothy John Schafer (born July 26, 1967). [NOW / LATER]
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Changed line(s) 48,57 (click to see context) from:
* VideoGame/TheSecretOfMonkeyIsland (1990)
* VideoGame/MonkeyIsland2LeChucksRevenge (1991)
* VideoGame/DayOfTheTentacle (1993)
* VideoGame/FullThrottle (1995)
* VideoGame/GrimFandango (1998)
* VideoGame/{{Psychonauts}} (2005)
* VideoGame/BrutalLegend (2009)
* VideoGame/CostumeQuest (2010)
* VideoGame/{{Stacking}} (2011)
* [[{{VideoGame/IronBrigade}} Iron Brigade/Trenched]] (2011)
* VideoGame/MonkeyIsland2LeChucksRevenge (1991)
* VideoGame/DayOfTheTentacle (1993)
* VideoGame/FullThrottle (1995)
* VideoGame/GrimFandango (1998)
* VideoGame/{{Psychonauts}} (2005)
* VideoGame/BrutalLegend (2009)
* VideoGame/CostumeQuest (2010)
* VideoGame/{{Stacking}} (2011)
* [[{{VideoGame/IronBrigade}} Iron Brigade/Trenched]] (2011)
to:
* VideoGame/TheSecretOfMonkeyIsland ''VideoGame/TheSecretOfMonkeyIsland'' (1990)
*VideoGame/MonkeyIsland2LeChucksRevenge ''VideoGame/MonkeyIsland2LeChucksRevenge'' (1991)
*VideoGame/DayOfTheTentacle ''VideoGame/DayOfTheTentacle'' (1993)
*VideoGame/FullThrottle ''VideoGame/FullThrottle'' (1995)
*VideoGame/GrimFandango ''VideoGame/GrimFandango'' (1998)
*VideoGame/{{Psychonauts}} ''VideoGame/{{Psychonauts}}'' (2005)
*VideoGame/BrutalLegend ''VideoGame/BrutalLegend'' (2009)
*VideoGame/CostumeQuest ''VideoGame/CostumeQuest'' (2010)
*VideoGame/{{Stacking}} ''VideoGame/{{Stacking}}'' (2011)
*[[{{VideoGame/IronBrigade}} ''[[{{VideoGame/IronBrigade}} Iron Brigade/Trenched]] Brigade/Trenched]]'' (2011)
*
*
*
*
*
*
*
*
*
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Changed line(s) 48,57 (click to see context) from:
* VideoGame/TheSecretOfMonkeyIsland: 1990
* VideoGame/MonkeyIsland2LeChucksRevenge: 1991
* VideoGame/DayOfTheTentacle: 1993
* VideoGame/FullThrottle: 1995
* VideoGame/GrimFandango: 1998
* VideoGame/{{Psychonauts}}: 2005
* VideoGame/BrutalLegend: 2009
* VideoGame/CostumeQuest: 2010
* VideoGame/{{Stacking}}: Feb 9 2011
* [[{{VideoGame/IronBrigade}} Iron Brigade/Trenched]]: Summer 2011
* VideoGame/MonkeyIsland2LeChucksRevenge: 1991
* VideoGame/DayOfTheTentacle: 1993
* VideoGame/FullThrottle: 1995
* VideoGame/GrimFandango: 1998
* VideoGame/{{Psychonauts}}: 2005
* VideoGame/BrutalLegend: 2009
* VideoGame/CostumeQuest: 2010
* VideoGame/{{Stacking}}: Feb 9 2011
* [[{{VideoGame/IronBrigade}} Iron Brigade/Trenched]]: Summer 2011
to:
* VideoGame/TheSecretOfMonkeyIsland: 1990
VideoGame/TheSecretOfMonkeyIsland (1990)
*VideoGame/MonkeyIsland2LeChucksRevenge: 1991
VideoGame/MonkeyIsland2LeChucksRevenge (1991)
*VideoGame/DayOfTheTentacle: 1993
VideoGame/DayOfTheTentacle (1993)
*VideoGame/FullThrottle: 1995
VideoGame/FullThrottle (1995)
*VideoGame/GrimFandango: 1998
VideoGame/GrimFandango (1998)
*VideoGame/{{Psychonauts}}: 2005
VideoGame/{{Psychonauts}} (2005)
*VideoGame/BrutalLegend: 2009
VideoGame/BrutalLegend (2009)
*VideoGame/CostumeQuest: 2010
VideoGame/CostumeQuest (2010)
*VideoGame/{{Stacking}}: Feb 9 2011
VideoGame/{{Stacking}} (2011)
* [[{{VideoGame/IronBrigade}} IronBrigade/Trenched]]: Summer 2011Brigade/Trenched]] (2011)
*
*
*
*
*
*
*
*
* [[{{VideoGame/IronBrigade}} Iron
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->"Please stop e-mailing me for a quote."
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Hmm. To get the ball rolling, let's dub him the Patron Deity of CrazyAwesome VideoGames, then follow up with an informal description cribbed from ThatOtherWiki. Sic Parvis Magna; Greatness From Small Beginnings.
to:
Hmm. To get the ball rolling, let's dub him the Patron Deity of CrazyAwesome VideoGames, then follow up with an informal description cribbed from ThatOtherWiki.Wiki/ThatOtherWiki. Sic Parvis Magna; Greatness From Small Beginnings.
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Changed line(s) 44 (click to see context) from:
In late 2015, Schafer and Double Fine [[DevelopmentHell after years and years]], finally managed to fund ''Psychonauts 2'' using Fig, with a VR simulator interquel called ''Psychonauts In The Rhombus Of Ruin'' also in development.
to:
In late 2015, Schafer and Double Fine [[DevelopmentHell after years and years]], finally managed to fund ''Psychonauts 2'' ''VideoGame/Psychonauts2'' using Fig, with a VR simulator interquel called ''Psychonauts In The Rhombus Of Ruin'' ''VideoGame/PsychonautsInTheRhombusOfRuin'' also released in development.2017.
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His application for LucasArts was somewhat disastrous; he mentioned he was a fan of ''Ballblaster'', at which point the interviewer, [[VideoGame/ZakMcKrackenAndTheAlienMindbenders David Fox]], informed him that this was the pirated version of ''Ballblazer''. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
to:
His application for LucasArts Creator/LucasArts was somewhat disastrous; he mentioned he was a fan of ''Ballblaster'', at which point the interviewer, [[VideoGame/ZakMcKrackenAndTheAlienMindbenders David Fox]], informed him that this was the pirated version of ''Ballblazer''. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
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Eventually, LucasArts started shifting away from Adventure games. Not to be deterred, Schafer jumped ship with a bunch of his buddies to start Creator/DoubleFine Productions. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.
to:
Eventually, LucasArts Creator/LucasArts started shifting away from Adventure games. Not to be deterred, Schafer jumped ship with a bunch of his buddies to start Creator/DoubleFine Productions. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.
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Changed line(s) 42,44 (click to see context) from:
''Broken Age,'' however, would mark the downturn of Schafer's popularity. The DevelopmentHell the game went through (As detailed in full on the relevant ''Broken Age'' pages), despite achieving a significant sum more than it asked for in the Kickstarter, resulted in some fans wondering if the project had died. The game being eventually released in parts (With a year long gap between the episodes), apparently to help fund Part 2, had multiple fans wondering where the hell the funding went for the Kickstarter. Regardless of the overall quality of ''Broken Age'', Schafer's popularity took a heavy downturn, and the ''Psychonauts'' revival was met not with excitement by many players, but trepidation that history would repeat ([[https://www.youtube.com/watch?v=hFX0f_YUn1I Fig's shady reputation]] has not quelled these murmurs). Time will ultimately tell if Schafer can reclaim his glory days.
Recently, Schafer and Double Fine [[DevelopmentHell after years and years]], finally managed to fund ''Psychonauts 2'' using Fig, with a VR simulator interquel called ''Psychonauts In The Rhombus Of Ruin'' also in development.
Recently, Schafer and Double Fine [[DevelopmentHell after years and years]], finally managed to fund ''Psychonauts 2'' using Fig, with a VR simulator interquel called ''Psychonauts In The Rhombus Of Ruin'' also in development.
to:
''Broken Age,'' however, would mark the downturn of Schafer's popularity. The DevelopmentHell the game went through (As detailed in full on the relevant ''Broken Age'' pages), despite achieving a significant sum more than it asked for in the Kickstarter, resulted in some fans wondering if the project had died. The game being eventually released in parts (With a year long gap between the episodes), apparently to help fund Part 2, had multiple fans wondering where the hell the funding went for the Kickstarter. Regardless of History would repeat with ''Spacebase DF-9'', a game that received its budget from Kickstarter before being released in 2015... in an unfinished state, as the overall quality game had run out of ''Broken Age'', money. Worse still, the developers released the modding tools, which many took to effectively mean "Finish our game for us." Schafer's popularity took a heavy downturn, downturn as a consequence of these two games, and the ''Psychonauts'' revival was met not with excitement by many players, but trepidation that history would repeat ([[https://www.youtube.com/watch?v=hFX0f_YUn1I Fig's shady reputation]] has not quelled these murmurs). Time will ultimately tell if Schafer can reclaim his glory days.
Recently, In late 2015, Schafer and Double Fine [[DevelopmentHell after years and years]], finally managed to fund ''Psychonauts 2'' using Fig, with a VR simulator interquel called ''Psychonauts In The Rhombus Of Ruin'' also in development.
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Since I don't think anyone likes whitewashed history, and the page previously overlooked the Broken Age Scandal
Changed line(s) 22,25 (click to see context) from:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force Tim Schafer to abandon the entire game mechanics and change it to a VideoGame/GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. Tim Schafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
He's openly mocked Activision and Bobby Kotick, calling him "a total prick."
He's openly mocked Activision and Bobby Kotick, calling him "a total prick."
to:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force Tim Schafer to abandon the entire game mechanics and change it to a VideoGame/GuitarHero game. During this time, Schafer was, according to Bobby Kotick, missing every milestone and was consistently late in presenting the product. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. Tim Schafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
He's openly mocked Activision and Bobby Kotick, calling him "a total prick."
" Kotick [[http://www.eurogamer.net/articles/2010-09-27-bobby-kotick-slags-off-tim-schafer fired back a few months later,]] countering that he had never even met Schafer, and had only sat in on a meeting where it was decided that ''Brutal Legend'' wasn't worth the time being put into it.
He's openly mocked Activision and Bobby Kotick, calling him "a total prick.
Added DiffLines:
''Broken Age,'' however, would mark the downturn of Schafer's popularity. The DevelopmentHell the game went through (As detailed in full on the relevant ''Broken Age'' pages), despite achieving a significant sum more than it asked for in the Kickstarter, resulted in some fans wondering if the project had died. The game being eventually released in parts (With a year long gap between the episodes), apparently to help fund Part 2, had multiple fans wondering where the hell the funding went for the Kickstarter. Regardless of the overall quality of ''Broken Age'', Schafer's popularity took a heavy downturn, and the ''Psychonauts'' revival was met not with excitement by many players, but trepidation that history would repeat ([[https://www.youtube.com/watch?v=hFX0f_YUn1I Fig's shady reputation]] has not quelled these murmurs). Time will ultimately tell if Schafer can reclaim his glory days.
Is there an issue? Send a MessageReason:
None
Recently, Schafer and Double Fine [[DevelopmentHell after years and years]], finally managed to fund ''Psychonauts 2'' using Fig, with a VR simulator interquel called ''Psychonauts In The Rhombus Of Ruin'' also in development.
* CultClassic: A small BerserkButton of his. Many of his games ended up this way, having devoted fans but not making the greatest sales.
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* WidgetSeries: All of his games are weird. That's part of the appeal.
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* Author Appeal: [[CoolCar Cool cars]], as seen in ''VideoGame/FullThrottle'', ''VideoGame/GrimFandango'', and ''VideoGame/BrutalLegend''.
to:
* Author Appeal: AuthorAppeal: [[CoolCar Cool cars]], as seen in ''VideoGame/FullThrottle'', ''VideoGame/GrimFandango'', and ''VideoGame/BrutalLegend''.
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Changed line(s) 16,19 (click to see context) from:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to ''Maniac Mansion'' titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''VideoGame/FullThrottle'' and afterlife adventure ''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until Its Udders Turn Into Little Black Stalactites Department".]]
Not to be deterred, Schafer jumped ship with a bunch of his buddies to start Creator/DoubleFine Productions. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.
Not to be deterred, Schafer jumped ship with a bunch of his buddies to start Creator/DoubleFine Productions. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.
to:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to ''Maniac Mansion'' titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''VideoGame/FullThrottle'' and afterlife adventure ''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation ''VideoGame/GrimFandango''.
Eventually, LucasArtsdecided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until Its Udders Turn Into Little Black Stalactites Department".]]
started shifting away from Adventure games. Not to be deterred, Schafer jumped ship with a bunch of his buddies to start Creator/DoubleFine Productions. ''VideoGame/{{Psychonauts}}'' was born here, but like all {{Cult Classic}}s, it took some time to find its audience.
Eventually, LucasArts
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Changed line(s) 22,23 (click to see context) from:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force Tim Schafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. Tim Schafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
to:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force Tim Schafer to abandon the entire game mechanics and change it to a GuitarHero VideoGame/GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. Tim Schafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
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Also, game titles go in italics, and pages should never link to themselves.
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Describe Creator/TimSchafer. [NOW / LATER]
to:
Describe Creator/TimSchafer.Tim Schafer. [NOW / LATER]
Changed line(s) 16,17 (click to see context) from:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''VideoGame/FullThrottle'' and afterlife adventure ''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until Its Udders Turn Into Little Black Stalactites Department".]]
to:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion ''Maniac Mansion'' titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''VideoGame/FullThrottle'' and afterlife adventure ''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until Its Udders Turn Into Little Black Stalactites Department".]]
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Schafer spent the next four years working on a project he'd had in the back of his head for almost two decades; the heavy-metal high fantasy adventure ''[[VideoGame/BrutalLegend Brütal Legend]]''. "I've always seen [[HeavyMithril this overlap between medieval warfare and heavy metal]]. You see heavy metal singers and they'll have like a brace around their arm and they'll be [[Music/ThreeInchesOfBlood singing about Orcs.]] So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it."
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
to:
Schafer spent the next four years working on a project he'd had in the back of his head for almost two decades; the heavy-metal high fantasy adventure ''[[VideoGame/BrutalLegend Brütal Legend]]''.''VideoGame/BrutalLegend''. "I've always seen [[HeavyMithril this overlap between medieval warfare and heavy metal]]. You see heavy metal singers and they'll have like a brace around their arm and they'll be [[Music/ThreeInchesOfBlood singing about Orcs.]] So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it."
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to forceTimSchafer Tim Schafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. TimSchafer Tim Schafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force
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The four games are smaller and shorter, with smaller budgets. At least one will be a retail title, and the others will be downloadable games. All of them use the VideoGame/BrutalLegend game engine. In his own words [[TheDeterminator "Trying to kill us made us multiply."]] Two of the games are published by the recently created THQ Partners. The other two games were published by Warner Brothers Interactive (for Once Upon A Monster) and Microsoft Game Studios (Trenched/Iron Brigade).
TimSchafer has expressed frustrations over his games being cult hits and hates labels such as "[[CultClassic arthouse]]" or [[StarvingArtist Tortured Artist]].“There’s definitely not any sort of drive to become exclusive, art-house content” Schafer told Games TM magazine. “I think we’re making very accessible games, and I think we’ll keep doing that until one of them is a huge hit and then people won’t say that anymore. They’ll say, ‘Double Fine sold out!’ And we’ll say, ‘We were trying to sell out with every game we made since the first one!’”
TimSchafer has expressed frustrations over his games being cult hits and hates labels such as "[[CultClassic arthouse]]" or [[StarvingArtist Tortured Artist]].“There’s definitely not any sort of drive to become exclusive, art-house content” Schafer told Games TM magazine. “I think we’re making very accessible games, and I think we’ll keep doing that until one of them is a huge hit and then people won’t say that anymore. They’ll say, ‘Double Fine sold out!’ And we’ll say, ‘We were trying to sell out with every game we made since the first one!’”
to:
The four games are smaller and shorter, with smaller budgets. At least one will be a retail title, and the others will be downloadable games. All of them use the VideoGame/BrutalLegend ''VideoGame/BrutalLegend'' game engine. In his own words [[TheDeterminator "Trying to kill us made us multiply."]] Two of the games are published by the recently created THQ Partners. The other two games were published by Warner Brothers Interactive (for Once Upon A Monster) and Microsoft Game Studios (Trenched/Iron Brigade).
TimSchafer Tim Schafer has expressed frustrations over his games being cult hits and hates labels such as "[[CultClassic arthouse]]" or [[StarvingArtist Tortured Artist]].“There’s Artist]]. "There's definitely not any sort of drive to become exclusive, art-house content” content," Schafer told Games TM magazine. “I "I think we’re we're making very accessible games, and I think we’ll we'll keep doing that until one of them is a huge hit and then people won’t say that anymore. They’ll say, ‘Double 'Double Fine sold out!’ out!' And we’ll we'll say, ‘We 'We were trying to sell out with every game we made since the first one!’”
one!'"
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The third game was a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet''' known as ''Once Upon A Monster''. Regardless if this was a fantastic choice or not, it left a lot of people scratching their heads.
The final game in this sequence, ''VideoGame/{{Trenched}}'', was a combination TowerDefense/Shooter led by Brad Muir, lead designer of the ''VideoGame/BrutalLegend'' stage battles.
He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Website/Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use in creating a 2D adventure game called ''VideoGame/{{Broken Age}}''.
The final game in this sequence, ''VideoGame/{{Trenched}}'', was a combination TowerDefense/Shooter led by Brad Muir, lead designer of the ''VideoGame/BrutalLegend'' stage battles.
He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Website/Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use in creating a 2D adventure game called ''VideoGame/{{Broken Age}}''.
to:
The third game was a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet''' ''Series/SesameStreet'' known as ''Once Upon A Monster''. Regardless if this was a fantastic choice or not, it left a lot of people scratching their heads.
The final game in this sequence, ''VideoGame/{{Trenched}}'', was a combinationTowerDefense/Shooter TowerDefense[=/=]Shooter led by Brad Muir, lead designer of the ''VideoGame/BrutalLegend'' stage battles.
He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Website/Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use in creating a 2D adventure game called''VideoGame/{{Broken Age}}''.''VideoGame/BrokenAge''.
The final game in this sequence, ''VideoGame/{{Trenched}}'', was a combination
He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Website/Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use in creating a 2D adventure game called
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* [[VideoGame/BrutalLegend Brütal Legend]]: 2009
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* [[VideoGame/BrutalLegend Brütal Legend]]: VideoGame/BrutalLegend: 2009
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* Author Appeal: [[CoolCar Cool cars]], as seen in VideoGame/FullThrottle, VideoGame/GrimFandango, and VideoGame/BrutalLegend.
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* Author Appeal: [[CoolCar Cool cars]], as seen in VideoGame/FullThrottle, VideoGame/GrimFandango, ''VideoGame/FullThrottle'', ''VideoGame/GrimFandango'', and VideoGame/BrutalLegend.''VideoGame/BrutalLegend''.
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* BlackHumor: All over the place, especially in the VideoGame/{{Psychonauts}} [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where he and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.
to:
* BlackHumor: All over the place, especially in the VideoGame/{{Psychonauts}} ''VideoGame/{{Psychonauts}}'' [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where he and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.
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* RunningGag: In the VideoGame/{{Psychonauts}} commentary, he acknowledges he's not an artist and frequently asks Scott Campbell to explain art terms to him, referring to such techniques as "forestratening" and "embiggening". Also, Coach Oleander's box of math.
* SmokingIsCool: Prevalent in VideoGame/GrimFandango due to the 1950's noir setting, as well as Sasha Nein in VideoGame/{{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.
* SmokingIsCool: Prevalent in VideoGame/GrimFandango due to the 1950's noir setting, as well as Sasha Nein in VideoGame/{{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.
to:
* RunningGag: In the VideoGame/{{Psychonauts}} ''VideoGame/{{Psychonauts}}'' commentary, he acknowledges he's not an artist and frequently asks Scott Campbell to explain art terms to him, referring to such techniques as "forestratening" and "embiggening". Also, Coach Oleander's box of math.
* SmokingIsCool: Prevalent inVideoGame/GrimFandango ''VideoGame/GrimFandango'' due to the 1950's noir setting, as well as Sasha Nein in VideoGame/{{Psychonauts}}, ''VideoGame/{{Psychonauts}}'', to show that he's a detached German super-spy from the 1960's-70's.
* SmokingIsCool: Prevalent in
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\"Its\" and \"it\'s\" are NOT interchangeable. Please learn the difference between them.
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In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''VideoGame/FullThrottle'' and afterlife adventure ''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
to:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''VideoGame/FullThrottle'' and afterlife adventure ''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Its Udders Turn Into Little Black Stalactites Department".]]
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His application for LucasArts was somewhat disastrous; he mentioned he was a fan of ''Ballblaster'', at which point the interviewer, [[VideoGame/ZakMcKrackenandtheAlienMindbenders David Fox]], informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
to:
His application for LucasArts was somewhat disastrous; he mentioned he was a fan of ''Ballblaster'', at which point the interviewer, [[VideoGame/ZakMcKrackenandtheAlienMindbenders [[VideoGame/ZakMcKrackenAndTheAlienMindbenders David Fox]], informed him that this was the pirated version of Ballblazer.''Ballblazer''. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
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None
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During the production of ''VideoGame/BrutalLegend'', Double Fine took a break from their work for a motivational exercise. TimSchafer called it "Amnesia Fortnights," because it made it mandatory that Double Fine forget what they were working on for two weeks. In those two weeks, Double Fine broke up into four teams, each one trying to make a game.
The sequel to ''VideoGame/BrutalLegend'' was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.
The sequel to ''VideoGame/BrutalLegend'' was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation, TimSchafer had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.
to:
During the production of ''VideoGame/BrutalLegend'', Double Fine took a break from their work for a motivational exercise. TimSchafer He called it "Amnesia Fortnights," because it made it mandatory that Double Fine forget what they were working on for two weeks. In those two weeks, Double Fine broke up into four teams, each one trying to make a game.
The sequel to ''VideoGame/BrutalLegend'' was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation,TimSchafer he had no projects to pitch and was in a DespairEventHorizon. He built up a massive team over the years and dreaded laying people off, or worse, shutting down Double Fine. In a final AuthorsSavingThrow, Double Fine pitched those four simple games created in two weeks as demos, and all four titles were signed by publishers, saving Double Fine.
The sequel to ''VideoGame/BrutalLegend'' was canceled by ElectronicArts into early production, and EA refuses to release the patches that Double Fine made for the first game, acting as if the game never happened. After the cancellation,
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The four games are created by four of Tim Schafer's most trusted leads in Creator/DoubleFine. The first of the four games was called ''VideoGame/CostumeQuest'', created by the lead animator of ''VideoGame/BrutalLegend'', Tasha Harris. A former {{Pixar}} animator, she left specifically to make video games. The second was ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.
to:
The four games are created by four of Tim Schafer's his most trusted leads in Creator/DoubleFine. The first of the four games was called ''VideoGame/CostumeQuest'', created by the lead animator of ''VideoGame/BrutalLegend'', Tasha Harris. A former {{Pixar}} {{Creator/Pixar}} animator, she left specifically to make video games. The second was ''VideoGame/{{Stacking}}'', created by lead artist Lee Petty.
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He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use in creating a 2D adventure game called ''VideoGame/{{Broken Age}}''.
to:
He also was personally behind the idea of resurrecting the perceived-as long dead AdventureGame genre, asking for funds garnered through {{Kickstarter}}.{{Website/Kickstarter}}. The goal was set at $400,000 dollars, which it broke in less than 24 hours of the Kickstarter going up. Tim Schafer and Double Fine raised 3.3 ''million'' dollars (roughly eight times what they were expecting to get), which has been put into good use in creating a 2D adventure game called ''VideoGame/{{Broken Age}}''.
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* {{Trenched}}/IronBrigade: Summer 2011
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* {{Trenched}}/IronBrigade: [[{{VideoGame/IronBrigade}} Iron Brigade/Trenched]]: Summer 2011
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* Author Appeal: [[CoolCar Cool cars]], as seen in FullThrottle, GrimFandango, and BrutalLegend.
* AuthorTract: If [[{{Psychonauts}} these]] [[IronBrigade two]] are of any indication, he has a low opinion on television.
* AuthorTract: If [[{{Psychonauts}} these]] [[IronBrigade two]] are of any indication, he has a low opinion on television.
to:
* Author Appeal: [[CoolCar Cool cars]], as seen in FullThrottle, GrimFandango, VideoGame/FullThrottle, VideoGame/GrimFandango, and BrutalLegend.
VideoGame/BrutalLegend.
* AuthorTract: If[[{{Psychonauts}} [[{{VideoGame/Psychonauts}} these]] [[IronBrigade [[VideoGame/IronBrigade two]] are of any indication, he has a low opinion on television.
* AuthorTract: If
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* CelebrityResemblance: Has been said to resemble Creator/JackBlack and [[GiantBomb Ryan Davis]].
to:
* CelebrityResemblance: Has been said to resemble Creator/JackBlack and [[GiantBomb [[Website/GiantBomb Ryan Davis]].
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* SmokingIsCool: Prevalent in GrimFandango due to the 1950's noir setting, as well as Sasha Nein in VideoGame/{{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.
to:
* SmokingIsCool: Prevalent in GrimFandango VideoGame/GrimFandango due to the 1950's noir setting, as well as Sasha Nein in VideoGame/{{Psychonauts}}, to show that he's a detached German super-spy from the 1960's-70's.
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* CelebrityResemblance: Has been said to resemble JackBlack and [[GiantBomb Ryan Davis]].
to:
* CelebrityResemblance: Has been said to resemble JackBlack Creator/JackBlack and [[GiantBomb Ryan Davis]].
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Altering horribly outdated tenses.
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[[PlayingAgainstType Apparently,]] the third game will be a [[http://www.strategyinformer.com/news/11015/double-fine-working-on-sesame-street-game-for-kinect Kinect game]] based off '''Series/SesameStreet'''. This game being the brainchild of Nathan Martz. Regardless if this is a fantastic choice or not, it's left a lot of people scratching their heads. The final game, ''VideoGame/{{Trenched}}'', was a combination TowerDefense/Shooter led by Brad Muir, lead designer of the ''VideoGame/BrutalLegend'' stage battles.
to:
The final
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No longer accurate; just about all their games now have PC ports via Steam
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Ever since the beginning of Double Fine, the only game to move from console to PC was ''VideoGame/{{Psychonauts}}''. PC fans have complained that TimSchafer used to work exclusively on PC games, and they are now left out. TimSchafer has now added his response to that exact complaint to a permanent part of his [[http://www.doublefine.com/about/ FAQ.]] It is the [[MoneyDearBoy decision of his publishers]] to whether or not his games leave consoles. Thankfully, now that Double Fine are slowly regaining the rights to their games back from publishers, they're hunkering down on PC ports, starting with ''VideoGame/CostumeQuest''.
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Changed line(s) 58 (click to see context) from:
* BlackHumor: All over the place, especially in the VideoGame/{{Psychonauts}} [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where him and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.
to:
* BlackHumor: All over the place, especially in the VideoGame/{{Psychonauts}} [[DVDCommentary Vault Viewer commentary]] app for the iPhone, where him he and artist Scott Campbell somehow make war, trauma, and [[spoiler:dead orphans]] hilarious.
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-->-- '''Tim Schafer''' on ''VideoGame/DuckTales''
to:
-->-- '''Tim Schafer''' on ''VideoGame/DuckTales''
''VideoGame/DuckTales'' Remastered
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The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by {{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
to:
The game went through five long years of DevelopmentHell. The game was cheerfully supported by Sierra, who was then bought out by {{Activision}}.Creator/{{Activision}}. Finding out it had it combined Action with RealTimeStrategy elements (RTS being a "naughty word" in the industry), they tried to force TimSchafer to abandon the entire game mechanics and change it to a GuitarHero game. After a failed attempt, ''VideoGame/BrutalLegend'' was canceled. TimSchafer then took the game to ElectronicArts, who although supported the game and used Focus Tests to find out the game really was fun for players of any skill level, they were so scared to admit it was part-RTS, they chose to heavily advertise it as just a Single Player action game. Producing a massive InternetBackdraft from players whose expectations were driven in the wrong direction. Despite high reviews (from those who actually touched the multiplayer), the game did not sell well.
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Schafer spent the next four years working on a project he'd had in the back of his head for almost two decades; the heavy-metal high fantasy adventure ''[[VideoGame/BrutalLegend Brütal Legend]]''. "I've always seen [[HeavyMithril this overlap between medieval warfare and heavy metal]]. You see heavy metal singers and they'll have like a brace around their arm and they'll be [[ThreeInchesOfBlood singing about Orcs.]] So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it."
to:
Schafer spent the next four years working on a project he'd had in the back of his head for almost two decades; the heavy-metal high fantasy adventure ''[[VideoGame/BrutalLegend Brütal Legend]]''. "I've always seen [[HeavyMithril this overlap between medieval warfare and heavy metal]]. You see heavy metal singers and they'll have like a brace around their arm and they'll be [[ThreeInchesOfBlood [[Music/ThreeInchesOfBlood singing about Orcs.]] So let's just make a world where that all happens. That all gets put together, the heavy metal, and the rock, and the battling, actually does happen. Let's not flirt around with this let's just do it."
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None
Changed line(s) 16,17 (click to see context) from:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
to:
In his first lead role on a game project (along with [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''FullThrottle'' ''VideoGame/FullThrottle'' and afterlife adventure ''GrimFandango''.''VideoGame/GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
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None
Changed line(s) 16,17 (click to see context) from:
In his first lead role on a game project (along with [[TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
to:
In his first lead role on a game project (along with [[TelltaleGames [[Creator/TelltaleGames Dave Grossman]]), Schafer returned to MadScience themes with a sequel to Maniac Mansion titled ''VideoGame/DayOfTheTentacle'', a time-travel comedy adventure. [[CaptainObvious It was awesome]]. After that, Schafer was given relatively free rein, resulting in the biker adventure ''FullThrottle'' and afterlife adventure ''GrimFandango''. Then [[WebAnimation/ZeroPunctuation LucasArts decided to axe the "Cleverness Division" in favour of the "Milking the Star Wars License Until It's Udders Turn Into Little Black Stalactites Department".]]
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None
Changed line(s) 14,15 (click to see context) from:
He began as a play tester for the ''VideoGame/IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''VideoGame/ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''VideoGame/TheSecretOfMonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''VideoGame/TheSecretOfMonkeyIsland'' became one of the most acclaimed games of its kind. The same team created the sequel, ''VideoGame/MonkeyIsland2LeChucksRevenge''.
to:
He began as a play tester for the ''VideoGame/IndianaJonesAndTheLastCrusade'' action game. Afterward he assisted with the NES version of ''VideoGame/ManiacMansion''. Then lightning struck when Schafer was assigned as a writer and programmer to the production of the pirate-themed adventure game ''VideoGame/TheSecretOfMonkeyIsland''. Though originally conceived by Creator/RonGilbert as a blatant rip-off of ''TreasureIsland'' ''Literature/TreasureIsland'' with a rather serious tone, this came to a gut-bustingly funny end when Schafer's place-holder dialogue was read. Changing horses in midstream, the game was then re-written as a straight-up comedy. ''VideoGame/TheSecretOfMonkeyIsland'' became one of the most acclaimed games of its kind. The same team created the sequel, ''VideoGame/MonkeyIsland2LeChucksRevenge''.
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Changed line(s) 12,13 (click to see context) from:
His application for LucasArts was somewhat disastrous; he mentioned he was a fan of ''Ballblaster'', at which point the interviewer, [[{{Zak McKracken and the Alien Mindbenders}} David Fox]], informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
to:
His application for LucasArts was somewhat disastrous; he mentioned he was a fan of ''Ballblaster'', at which point the interviewer, [[{{Zak McKracken and the Alien Mindbenders}} [[VideoGame/ZakMcKrackenandtheAlienMindbenders David Fox]], informed him that this was the pirated version of Ballblazer. He was still permitted to send in his resume and a cover letter, so to make up for the phone interview, he sent in a comic of himself applying for and getting the job at Lucasfilm Games, drawn as a text adventure. It worked, and the rest is history.
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None
Changed line(s) 6,7 (click to see context) from:
Describe TimSchafer. [NOW / LATER]
to:
Describe TimSchafer.Creator/TimSchafer. [NOW / LATER]