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Rogue Squadron photo
Rogue Squadron

Factor 5's canceled Rogue Squadron compilation sounds incredible


There was also going to be a multiplayer Rogue Squadon
Oct 10
// Jordan Devore
As if we don't have enough canceled Star Wars games to mourn already, here's a couple more. During a recent Nintendo Voice Chat appearance, Factor 5 president Julian Eggebrecht opened up about a Rogue Squadron compilation and...
Maniac Mansion photo
Maniac Mansion

Ron Gilbert releases original design document of Maniac Mansion


Meanwhile, I can't contain my excitement
Jul 22
// Brittany Vincent
I absolutely love the SCUMM period of Lucasfilm Games (later LucasArts) development and this document gives insight into the game that started it all. It's interesting to see that although the Edison family stayed much the sa...
Day of the Tentacle photo
Day of the Tentacle

Watch Tim Schafer play through Day of the Tentacle after a 10-year lull


Yes, I squeed like a little girl
May 14
// Brittany Vincent
This glorious video before us is a Let's Play of Tim Schafer himself playing Day of the Tentacle. The 40-minute video features Tim narrating a playthrough and sharing little tidbits of information regarding production, voice...
Star Wars  photo
Star Wars

Knights of the Old Republic and other Star Wars media no longer considered canon


Your fanart and fanfics aren't canon, either
Apr 25
// Brittany Vincent
That's a nice extended universe you've got there, Star Wars. It'd be a shame if it were invalidated. Actually, that's exactly what's happening. Lucasfilm announced just that today via the official Star Wars blog, where it wa...

The Perils of Man brings an adventure across time to iOS

Mar 26 // Alessandro Fillari
[embed]272436:53128:0[/embed] Developed by IF Games, The Perils of Man takes players on an adventure through time as Ana Eberling, who must uncover the mystery behind the disappearance of her father and other members of her family. While exploring her family mansion, she uncovers a secret lab possessing technology for time travel. Following clues left behind by her father, she travels to various areas in the past looking for answers. During your adventure, you'll collect clues, interact with the environment, and talk with NPC characters to uncover the mystery. With lead writer and designer for 1954: Alcatraz Gene Mocsy providing the story, IF Games wanted to illustrate the narrative's density while at the same time giving players the opportunity to find solutions to puzzles and other obstacles. "We wanted to convey depth and richness for the dialog," said producer Nathan Ornick. "There's a number of opportunities for investigation, and more dialog trees open up revealing more about the characters, and it shows just how much depth is there for interaction." Initially, players will explore the family mansion, using wits and other neat tricks to solve the mystery but, eventually, Ana and her clockwork bird companion will travel back in time to such locations as Chicago, London, and the South China Sea. With every new location, the investigation changes up and interactions with characters become more difficult, as Ana's modern-day personality doesn't necessarily mesh well with others in the past. The developers of The Perils of Man were keen on creating a game that was rich in story content, but also one that is accessible and intuitive to control. IF Games went with iOS, as it can provide both. "We knew this would be a game we wanted to release onto mobiles first -- it's been designed from the bottom up for touch interface," said Ornick. "The interface fits for point-and-click-style games, but also the way you interact with this narrative game. It's very much like a story book." I fancy myself an admirer of the adventure genre, and this title seems to channel much of the charm and magic from the past. One of the benefits of this adventure game renaissance we're in now is that we're seeing a lot of talent return to the genre, and The Perils of Man looks to be another charming, fun title for devotees of the genre. Currently, a demo of The Perils of Man is out now on the App Store for the iPad. The full game, clocking in at around 10-12 hours of length, is expected for release sometime this summer for the iPad and other Apple devices.
The Perils of Man photo
LucasArts veteran Bill Tiller brings new adventure title to mobile
The adventure genre has seen a bit of an upswing in recent times. With Telltale Games and Double Fine's recent efforts helping to revitalize the genre, a new generation of gamers are experiencing a type of game that was once ...

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Star Wars: Assault Team is a turn-based mobile game


Involving card-battle elements
Jan 29
// Hamza CTZ Aziz
Disney Interactive and LucasArts have announced Star Wars: Assault Team for iOS, Windows 8, and Android. It's a turn-based combat game involving card-battling elements. You'll collect characters from the Star Wars universe an...
Star Wars photo
Star Wars

Disney abandons its Star Wars 1313 trademark


I'd like to move on, but it's not easy
Jan 20
// Jordan Devore
After Disney shut down LucasArts, I thought I had completely given up all hope for Star Wars 1313 ever getting made. I have. But that's not to say the project can't affect me from beyond the grave. There was that story about ...
Star Wars photo
Star Wars

Star Wars: Tiny Death Star is out now for mobile


I love how Emperor Palpatine looks like a pufferfish
Nov 07
// Jordan Devore
Seeing familiar Star Wars characters in this cutesy pixelated style from NimbleBit is enough to cut down any cynicism I might've had going into Star Wars: Tiny Death Star. We've enjoyed the studio's sim games for a while now...
Cosplay photo
Cosplay

The Force is strong with this cosplay


I'd play a Star Wars game starring Jaina Solo
Sep 28
// Wesley Ruscher
Knights of the Old Republic is easily one of the greatest Star Wars games ever conceived. It took all that we loved with the universe and harkened back on the classic feeling that was desperately void in the cinematic prequel...
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LucasArts canceled a bunch of Star Wars projects


Even an HD version of Day of the Tentacle
Sep 27
// Hamza CTZ Aziz
Kotaku too a look at how LucasArts fell apart, and among the information they dug up was details on several major projects the now defunct studio was working on. First, they were working on an Origin-like service designed to ...
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New story details and art revealed for Star Wars 1313


And it's never coming out
Sep 25
// Hamza CTZ Aziz
Oh Star Wars 1313, you were the hope of so many Star Wars fans. With LucasArts no more, there's little hope of this Boba Fett adventure ever coming. What would it have been about? IGN was shown 15 minutes of a demo that would...
KOTOR photo
An end to the trilogy may yet see the light of day
Knights of the Old Republic II: The Sith Lords was a stellar Star Wars RPG that shone despite its bugs and rushed production schedule. It left me wanting to a sequel and, speaking to Eurogamer, Obsidian's Chris Avellone also ...

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Star Wars: Battlefront expected in summer 2015


Remember when EA killed this franchise along with Pandemic?
Jul 31
// Hamza CTZ Aziz
Electronic Arts CFO Blake Jorgensen stated during a investor call today that they expect to release Star Wars: Battlefront “alongside the new Star Wars films, probably in summer 2015.” Not much, but at least we h...
Cancelled photo
Cancelled

Get sad: Over an hour of Star Wars Battlefront 3 footage


More gameplay of cancelled 2008 game
May 06
// Allistair Pinsof
Free Radical's Star Wars Battlefront sequel has made many appearances on various streams and video hosting channels since cancellation in 2008, but this weekend saw one of the most generous videos: an hour-long playthrough o...
Carnival of Monkey Island photo
Carnival of Monkey Island

Carnival of Monkey Island is a fanmade, hand-drawn sequel


Please don't Cease and Desist this, Disney!
Apr 10
// Allistair Pinsof
I want a new Monkey Island. So does some guy on the Adventure Game Studio forum, who announced Carnival of Monkey Island, which is a fanmade entry that will take place inbetween the second and third MI games (is that a m...
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Boba Fett, Blood Dragon, and Battleblock Theater


The Destructoid Show argues about chicken wings on Twitter
Apr 05
// Max Scoville
Hey gang! Unfortunately, we didn't do a live Destructoid Show today, but we still did one. And it's probably a little bit weird.  The big sad news is that Disney carried out Order 66 on LucasArts. Sadder still, Star War...
Star Wars 1313 photo
Star Wars 1313

It hurts: Star Wars 1313 would have been about Boba Fett


Fate of the game doesn't sound too great
Apr 04
// Jordan Devore
The closure of LucasArts was painful to see both in terms of the studio's legacy and the projects it had in the pipeline. One such game was Star Wars 1313, a visually-impressive title that showed up a couple of times and vani...

Looking back at Star Wars, Monkey Island, and LucasArts

Apr 04 // Allistair Pinsof
I sometimes wonder why more games don't feature extensive use of time travel, and then Iremember that Day of the Tentacle exists, so they don't need to. Dave Grossman and Tim Schafer's first game as lead designers is adventure game perfection. It's set in one location yet covers three distinct time periods. It won't melt your brain with time travelling quandaries like Primer, instead it focuses on humor and puzzles that, while steeped in loony adventure game logic, never threaten to become unintuitive.My original copy of Day of the Tentacle was the floppy version, but there was a second CD-ROM version that came with the wonderful voice acting I no longer know how I could have lived without. When my folks finally upgraded to a computer not stuck in the past, the first purchase I made was the “better” Day of the Tentacle, and what a delight that second playthrough was.This was LucasArts at its peak, and it's how I always want to remember the company. Not as a bully of a publisher, not as a company that milked Star Wars dry, and certainly not dissolved, but as a studio that churned out some of the most hilarious and clever games I've ever had the pleasure to play. - Fraser Brown Our family didn't have a decent PC until the mid-90s, so the majority of my gaming had been done on the NES and SNES. Once my dad dropped the cash for a blazing fast Pentium 75, I knew one of the first games I absolutely needed was X-Wing.The X-Wing series (followed by TIE Fighter, the multiplayer X-Wing vs. TIE Fighter, and finally X-Wing Alliance) were space combat sims that put you in the cockpit of a Rebel (or Imperial) starfighter. While I'd loved the vector based Star Wars arcade game when I was younger, the X-Wing games' free flight, varying missions, and realistic (for the time) graphics blew it out of the water. There was nothing more exhilarating than deciding "screw the mission objectives" and dodging banks of turbolasers to single-handedly take down a Star Destroyer. This series was also responsible for my undying hatred of escort missions.The catalog included with X-Wing introduced me to some of LucasArt's non-Star Wars stuff, including my personal favorite: the adventure title Sam & Max Hit the Road. Based on Steve Purcell's comic about a fedora-wearing dog and his psychotic lagomorph partner, you control the duo on a road trip across the country searching for a stolen bigfoot. It made me realize that games could not only be funny, but downright hilarious. Although the follow-up Sam & Max: Freelance Police was sadly cancelled in 2004, thankfully Telltale Games (made up mostly of former LucasArts employees including Purcell) picked up the ball the next year and gave us two great episodic sequels. - Aaron Yost I have a fond place in my heart for a lot of LucasArts games, but if I had to pick one favorite, it'd be Indiana Jones and the Fate Of Atlantis. I ordered it out of a Scholastic Book Fair catalog from my school, in spite of the fact that it wasn't remotely a book. At the time, I was having a miserable beginning to junior high school, and had moved from living next door to my best friend in a fun neighborhood, to an old house miles from anything in the middle of the woods. 1996 was a rough year for me, especially the cold and dark Connecticut winter spent in that lonely house, and some of my fondest memories from that time are exploring Crete, The Azores, and Monte Carlo with Indiana Jones. Even when stumped by some intensely frustrating (no, seriously, they still piss me off) puzzles, I still managed to entertain myself by trying to make Indy jam a broken ship rib into Sophia Hapgood's Atlantean necklace. "I don't think that will work."We all have a game or two that makes us get all sentimental, for reasons that transcend your run-of-the-mill nostalgia, and Indiana Jones And The Fate Of Atlantis is one of mine, and that's enough to make me pour one out for LucasArts. If nothing else, it's an Indiana Jones sequel that didn't involve Shia LaBouef swinging around with CGI monkeys. - Max Scoville Maniac Mansion completely changed the way I looked at games. Just utterly destroyed it. Up until that fateful day in the late 1980's when I brought the game home for my recently acquired Commodore 64 computer, the concept of different playable characters requiring their own approach to problem solving had never really crossed my mind before. I had probably had the experience by this point without really thinking about it (the North American release of Super Mario Bros. 2 was already out by this time and I'm sure I had played it somewhere), but seeing the various combinations of kids that were possible and the realization that every group would require me to find other ways to rescue Sandy from the clutches of the mad Dr. Edison blew my young mind. It was so effective that I never even noticed how startlingly inappropriate the game's content was for a nine year-old. No child should be exposed to the tragedy that was the Ford Edsel.It became something of an obsession, ultimately, and I still have a batch of 5/14" floppy discs with save files for every possible combination of kids. I wonder if I ever finished with Jeff and Michael... - Conrad Zimmerman   Maniac Mansion changed my idea of what videogames could be, and in doing so, changing the trajectory of my life in a permanent way, but it was Zak McKracken the really blew the lid off for me. The game worked to parody aspects of American culture that had already seemed ridiculous to my 12 year old mind, while effectively giving me a believably "realistic" adult world to safely explore. These two aspects worked together in perfect sync. The more believable the world, the more effective (and hilarious) the parody, the more drive to explore the world, and so forth. The power in that formula is unquestionable. This is a videogame that made me believe, even if for only the briefest of moments, that aliens might be using telephones to make me stupider, and that someday, little plastic cards may replace paper money. What am I saying "had"? I still believe those things to this day, and for arguably good reason. More than anything though, Zak Mckracken amazed me with how unique, original, and personable it was. Unlike Maniac Mansion before it, and Monkey Island after, Zak Mckracken didn't rely on film genre gags and tropes to get by. It was a wholly original madcap adventure, released for Commodore 64, in the year 1988. That in itself is amazing. This was a time before the internet, before Adult Swim, before any non-Monty Python Frankenstein-ing of ludicrous surrealism sewn together with cultural satire was known to be potentially palatable for the mass market in any form, let alone in the largely untested medium of videogames. And here was a game about a tabloid reporter who meets a two-headed squire, digs a into solid rock with french bread, travels the world, infiltrates a secret alien headquarters, trades brains with a dolphin, and goes to mars, all of which with nearly no death or violence to be found. I couldn't believe it was real. To be so consistently surprised, amused, and enlightened by a game was a first for me, and it's a feeling I've been chasing ever since. I can only hope that the original creators of Zak McKracken will reacquire the license for the property, so that Zak's adventures may outlive the flawed, trailblazing, and now sadly departed studio that birthed it. - Jonathan Holmes The first time I played through The Dig I did so huddled in front of my parents' 486, my two brothers and neighbor at my side. We didn't care that it was voiced by the dude who played T-1000, produced by Steven Spielberg, or written by that guy who wrote Ender's Game; we were there for one reason and one reason only -- the thrill of discovery. And boy did The Dig thrill.The production values were astounding, the world was exciting, and goddamn if some of these puzzles weren't downright hard. In fact, to this day I still have the original game manual filled with our notes and solutions to the puzzles, and when it was finally released on Steam not too long ago, I was able to fly through the entire adventure in a matter of minutes -- a far cry from the days upon days we spent on that original outing.The Dig was the first adventure game I ever remember really investing myself in, and the first game I played through from start to finish with my brothers and friend (who would later become my gaming compatriots), and for that I will always hold it dear to my heart. - Andy Dixon If there was ever a game that was eligible for the "most improved sequel" award, it would be Dark Forces II. Although the original Dark Forces is a serviceable first-person-shooter, Jedi Knight really took the genre by the throat, turned it on its head, force-gripped it, and threw it off the ledge.What was the simple innovation you ask? Lightsabers. By adding a third person lightsaber mechanic into the game, Lucasarts wowed PC fans everywhere and let them give into their darkest Jedi fantasies right in their own living rooms.But it wasn't just melee combat that made you feel like a badass -- the power to wield the Force -- either dark, light or neutral (a rarity for any Star Wars game) -- allowed you to customize the experience to suit your playstyle. With my group of friends through LAN play, all of us were able to craft our own unique way of experiencing the game -- ages before "perks" were a widespread first-person-shooter mainstay.To this day, no one really does lightsaber combat quite like the Jedi Knight franchise, and it will be sorely missed. - Chris Carter George Lucas always talked about how the Stars Wars franchise -- the comic books, the toys, the games, the lackluster prequels -- are there to allow him to make experimental films, returning to his roots established in his USC short films and on the set of THX 1138. He never made good on this promise, but game developer and publisher LucasArts sure did. While Star Wars games -- many of which were experimental and incredibly influential in their own right -- continued throughout the years, LucasArts used the revenue to invest into some of the most memorable and peculiar games of the '90s. I still don't know how to play Afterlife, I still think Outlaws sounds and looks like nothing else, and I still want to set aside time to check out Gladius and Herc's Adventure, one of these days. What I'll think about most, when it comes to the LucasArts name, are all the days spent playing its adventure titles. I still return to The Curse of Monkey Island, Full Throttle, and Grim Fandango, and instead of being let down by nostalgia, I find so much more to appreciate now that I know how rare it is to find quality storytelling, good humor, and innovative art direction in games. When I load them up on my Nexus 7, it still feels like the future to me and everyone else is just struggling to catch-up. - Allistair Pinsof [image via AllGamesBeta]
LucasArts Retrospective photo
'Death makes sad stories of us all.'
With the Stars Wars license and money behind LucasArts, the studio only needed to follow. Instead, they innovated for 31 years. Not only did the studio have a hand in adventure, first-person shooter, real-time strategy, and f...

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Raven shares source code for Jedi Knight games


Homage paid to LucasArts memory
Apr 04
// Jim Sterling
In the wake of LucasArts' death at the hands of Disney, Raven Software and Activision have decided to release the source code for the Jedi Knight games -- Jedi Academy and Jedi Outcast.  "Raven is sad to hear about the c...

Disney shuts down LucasArts

Apr 01 // Jim Sterling
LucasArts shut down photo
Studio axed as name becomes a "licensing model"
Disney has today announced that it's decided to close down LucasArts as a game studio, transitioning it into a "licensing model." This effectively means that LucasArts is dead, likely to exist as little more than a legacy nam...

Star Wars photo
Star Wars

Star Wars: First Assault gameplay footage


It's about what you would expect
Mar 13
// Jordan Devore
Following the recent leaks, Kotaku is back with more information on Star Wars: First Assault, a multiplayer shooter that was planned for digital distribution but has since found itself stuck in limbo. The outlet has gameplay ...
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The DTOID Show: Bros Before Hos, PS4, & Dishonored DLC!


Now starring Max "I'm Wearing a Shirt" Scoville
Mar 12
// Tara Long
Greetings! If you're watching today's show and wondering why Max happens to look so much like Adam Sessler, it's because he recently got a full-body makeover to look like Adam Sessler. Don't act like you wouldn't either, if ...
Double Fine photo
Double Fine

Ron Gilbert announces departure from Double Fine


The adventure veteran is working on an iOS game, until his next project
Mar 12
// Allistair Pinsof
In 1990, Ron Gilbert made the genre-defining Secret of Monkey Island with Tim Schafer. Two decades later, Gilbert joined Schafer's studio, Double Fine Productions. And now, after releasing his latest adventure, The Cave, Gilb...
Almost Battlefield III photo
Almost Battlefield III

Downloadable predecessor to Battlefront III in the works


Though it may never release
Mar 11
// Patrick Hancock
Kotaku has a bunch of juicy details on the previously leaked title, Star Wars: First Assault. According to the outlet's source, if Star Wars First Assault is released and if it sells well, then Star Wars: Battl...
Star Wars 1313 update photo
Star Wars 1313 update

Star Wars 1313 is still in production


Although, the future is cloudy
Mar 01
// Chris Carter
Despite the fact that there's already some gameplay on display, we haven't seen much from Star Wars 1313 since its initial buzz. Kotaku reports that after reaching out to LucasArts to see how development was going, they stat...
PAX Australia photo
PAX Australia

Ron Gilbert to be keynote speaker at first PAX Australia


Monkey Island co-creator will be in Melbourne this July
Feb 13
// Alasdair Duncan
Aussie adventure game fans are in for a treat this July as it's been confirmed that famed game designer Ron Gilbert will be the opening "story time" keynote speaker at the first PAX Australia. The creator of Monkey Island and...
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The DTOID Show's Halloween Special! Gaming News! OoOoO!


Boo.
Oct 31
// Max Scoville
Happy Halloween everyone! On today's SPOOKTACULAR episode of The Destructoid Show, we talk about some festively spooky video game stuff. Because we didn't report on it enough this week, Grand Theft Auto V is coming out t...
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Disney to acquire Lucasfilm for $4.05 billion


Star Wars Episode 7 targeting 2015
Oct 30
// Jordan Devore
As announced today in a press release, The Walt Disney Company has agreed to acquire Lucasfilm for $4.05 billion (approximately half paid in cash, and 40 million shares issued). Perhaps more relevant to our interests as gamer...
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Box art surfaces for XBLA game Star Wars: First Assault


Oct 01
// Jordan Devore
In a thread on NeoGAF, user milkybar1983 posted a bunch of images of box art for upcoming Xbox Live Arcade titles. One such game is Star Wars: First Assault which, curiously enough, has not yet been announced. The cover art i...
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Star Wars: Knights of the Old Republic II now on Steam


Aug 23
// Alasdair Duncan
Finally! As much as I enjoyed the original Knights of the Old Republic, it was its much-maligned sequel that I felt a greater connection to. Considering my Xbox copy is residing overseas, it's handy that KOTOR II - The Sith L...

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