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Topics - Mad Manny

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Chit Chat! / My blackwell locations tour in New York :)
« on: May 16, 2018, 10:54:17 AM »
Check it out!  8)
Found at least 5-6 places, althought some can't be bothered uploading pics of

Chit Chat! / Where will VO go from here?
« on: August 29, 2012, 06:36:53 AM »
If I remember correctly Dave mentioned something in the Resonance commentary how he will change the VO equipment for next game, would be curious to know more about that.

I think the problem he mentioned was so that the actors could occasionally raise their voice into the mic without cap, not sure how he plans to fix that.

Personally I found that I had to turn off my sub-woofer when playing Resonance, because every time someone said a word with the letter 'p' my sub really popped, but looking at the youtube VO clip it looks like they are using a high quality metal pop-filter so I'm not sure why it's doing that.
Perhaps pro audio-guys has that problem too only they cut away the low-end, idunno..

Anyway reason I'm wondering is because I'm tempted to get a Blue Yeti myself.

Chit Chat! / How do you make the trailers?
« on: July 24, 2012, 04:48:13 AM »
I've always enjoyed watching WE trailers because I really like the attempt at turning something as anti-climatic as a slow adventure-game into a cinematic-looking trailer;
the result hasn't been particularly cinematic, but I enjoy watching the attempts.

But more recently I'm finding with Geminie Rue and especially with Resonance that the trailers are getting really cinematic, so I'm really curious about that.

Is it Dave who makes the trailers or each individual developer?
Have you any tips to share that you've learned in making these?
Is the music from the games, specially composed for the trailer or licensed stock-music?

Resonance / You should expose Gamespot!
« on: July 15, 2012, 08:29:40 AM »
Edit: Nevermind, Dave is right, as always... :P

Resonance / (spoilers) Complete list of foreshadowing:
« on: July 14, 2012, 06:44:33 PM »
This story has some of the best foreshadowing I've ever encountered, I'm talking better than 6th sense or Fight Club!
For example the developer could have gone the easy route and completely hidden Ed's goal to get close with Anna at the subway, but instead they put it BLATANTLY in full sight having him say "it's now or never, come on.. talk to her" but it was so brilliantly executed that we were lead to believe that he was just trying to gather up the courage to talk to a hot girl, so when his true intentions were revealed I was just in shock at how I could have missed all the signs that were thrown right in my face!

I would be curious to see if we could compile a full list of all the foreshadowing, I'll start:
*(as I said) Ed's thoughts reveals his plan to talk to Anna on the subway.
  *And he even had knowledge that it was her stop. (I assumed he was just a bit creepy akward).
*The subway map clearly shows that Ed and Anna would not be on the same subway track on their way to work.
*Ed's apartment doesn't look like someone who's trying to meet girls, it looks like a hide-out for a evil mastermind.
*Ed leaning his head down in shame after some conversations (I forget which).
*The entire story starts out with Ed learning about the Uncles plans to ruin the research, that's a motive right there thrown in your face within the first couple of seconds.
*When you pick up the notepad in the vault I specifically saw with my own eyes that the extra "blame the cop"-note was NOT there when Ed had it, only when Anna received it, yet I STILL assumed that ray (who went in first) had put it there.
*Ed is blonde, blonde males are always evil in a cowardly fashion (or so Hollywood has taught me).

Can you think of any more?

(Btw also I REALLY apprieciate how rather than just revealing the twist in a cutscene he forced us to figure it out ourselves, it took me a while but it was worth it!)

The Blackwell series / Curious about aspect-ratio decision.
« on: October 24, 2011, 02:46:36 AM »
Ever since your first Shivah game I've thought to myself "this 4:3 ratio is pretty annoying but I'm sure he'll move into widescreen for his next game" yet now many years later you've created an entire well-established company using only this aspect-ratio from the 1950'ies :P

So at this point I'm really curious if this is perhaps a conscious business decision? That video-podcast where you told about your "stales statistics" was really interesting so I thought perhaps the aspect-ratio is part of that finding as well?
Like for example maybe there's a "occupation"-textfield in the order-form where 65% of your customers have written "antique dealer". ;)

Btw. they must look at you funny in the cafe-shops when you take out your 10 year old 7kg 4:3 laptop on the table. :P

The Blackwell series / Deception's conspiracy theme.
« on: October 23, 2011, 09:56:30 AM »
I realized instantly that Deception would be a big hit from the moment I read Dave's blog-post about the story being inspired by his real-life attempt to infiltrate NY's psychic-conspiracy with hidden secret-agent cameras, not a lot of developers can pull up life-stories like THAT for inspiration :D
Most devs would only say "Uhh I was watching TV one day in my underwear and decided to steal the plot from the show I was watching". :P

Although personally I would have liked it even more if the main villain was just another greedy selfish bastard rather than some 200 year old magical vampire, but that's just my own personal style that I prefer to deal with real-life problems.

I've always suspected that psychics do a lot of 200$ scams here and there it wasn't until this game when I opened my eyes and realized there probably is a lot of cases in real-life where those scam-artists gets their hooks into some wealthy old lady's will and bring in HUGE sums, now THAT's the kind of conspiracy I want to crack wide open. :D

Now let's all put on our tinfoil-hats and be developers at day and conspiracy-busters at night, just like Dave! :D

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