PC DVD-ROM Broken Sword : The Shadow of Templars

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420sinds 18 feb. '22, 16:18
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Video game designer, writer and director Charles Cecil began working on the scenario for Broken Sword, Revolution Software's third game following Lure of the Temptress (1992) and Beneath a Steel Sky (1994), in 1992, which would be set in Paris with a Knights Templar storyline.[6][7] After visiting Paris and reading The Holy Blood and the Holy Grail, Cecil was certain the Templars would be a good subject for a game.[8][9] Cecil, Dave Cummins and Jonathan L. Howard began work on the story and design.[9] Cecil and Cummins attended a film-writing course and their script was read by senior BBC scriptwriter and dramatist Alan Drury.[10] Steve Ince, who created initial location sketches for the game before working on Beneath a Steel Sky,[11] was promoted to producer halfway through the project.[11] In 1994 Cecil and Noirin Carmody met with Sean Brennan, then-head of publishing at Virgin Interactive, and Virgin agreed to publish the game's PC version,[12] but were not interested in publishing the game on the PlayStation, feeling that only 3D games would sell for the console.[13] As a result, Cecil contacted Sony Computer Entertainment, who agreed to publish the game for the console.[13] Tony Warriner and David Sykes were the game's designer-programmer Carmody the executive producer.[14] The game uses the Virtual Theatre engine,[14] as do Revolution's previous two games.[15]
One of Cecil's goals was to depart from the humour-based adventure games more popular at the time by creating a game with good pacing and a complex storyline, a reason he thought the Knights Templar would be an ideal subject.[9] Broken Sword offered a unique "conversation icon" system which would not reveal to the player what the protagonist was about to say; Cecil's intention was to make the game more cinematic.[16] Although aiming at designing a game with a cinematic feel, Cecil felt the game should not resemble interactive movies of that time, which he felt were "mimicking movies".[9] He wanted to create two protagonists who would exchange ideas, helping drive the game along.[9] He made George American and Nico French to appeal to US and European markets.[9] Revolution believed they needed to utilise the best of other creative industries.[12] Hand drawn artwork was animated by artists including Don Bluth Studios' Eoghan Cahill and Neil Breen and Red Rover Studio's Mike Burgess,[12] resulting in graphics animated in a style resembling classic animated films.[17] The game's final cost was one million pounds.[9]
Zoekertjesnummer: m1811229046