It’s been two years since we started on our quest for the MASSIVE CHALICE, and we’re excited to say that our journey is nearly at an end! After many months of designing, building, reading through our early access feedback, and playing the game for hours on end, we’re finally in lockdown. That means the team is in the final stages of production now; working purely on bug fixing, performance, and polishing things up, in between sending builds off to Microsoft for certification.
With all that in mind then, we’re super happy to announce that MASSIVE CHALICE will be officially leaving early access and launching on June 1st, with the Xbox One version appearing around then or soon afterwards!
What’s new for 1.0?
Whilst we’ve got a lot of fixes and polish heading in your direction, version 1.0 won’t just be about making the game shinier, we’ve also got some final features to send your way too.
After listening to lots and lots of useful feedback on the mid to endgame, the team has spent a considerable amount of time rebalancing the game to be more fun, fair, challenging, or punishing, depending on how you look at it. Thanks to everyone who helped us with this fine tuning, we got some invaluable feedback from you guys.
Controller support for the Steam version will also appear in 1.0, enabling you to play from the comfort of your couch with the same polished control scheme and UI navigation as the Xbox One version. We’ve added achievements into the game for all those completists out there, but probably most excitingly of all we’ll also be enabling access to Backer Relics!
Launch Day Teamstream June 1st!
We’ve had a lot of fun with the Teamstreams throughout this project, so one more for the road seemed like the right thing to do. Join us on June 1st for one final MASSIVE CHALICE Teamstream, time to be confirmed, but please do prepare for silliness.
Grim Fandango Remastered is a loving restoration of one of the most acclaimed adventure games of all time, with new special features that bring it back to life looking and sounding better than ever.
It released earlier this year for PC / Mac / Linux and PS4, but today we’re delighted to announce that it’s out right now on the App Store for both iPad and iPhone, and also should appear soon on the Google Play store for Android.
An epic tale of crime and corruption in the land of the dead, Grim Fandango is a world of unforgettable characters with a theme that uniquely blends Mexican folklore and Film Noir. Lovingly remastered by the game’s original creators, Grim Fandango is playable again for the first time in over a decade, now with improved visuals, a re-recorded orchestral soundtrack, making of commentary, and new touch controls.
Grim Fandango Remastered on mobile is $14.99, but is on sale for $9.99 in launch week! We’ve also discounted Grim on Steam and PS Plus by 33% this week too. Pointy-clicky-tappy-fun awaits you in the land of the dead!
Remastered and Rerecorded by Peter McConnell and the Melbourne Symphony Orchestra, the Sultry, Latin Jazz score from Grim Fandango Remastered is now available as a digital download on iTunes, Google Music and coming soon to Steam. Buy the Grim Remastered OST for $9.99, or get the soundtrack and game together for $19.99 (Once Steam updates!)
Engadget spent two hours streaming Broken Age yesterday, and they were joined by Superstars Nathan ‘Bagel’ Stapley and Peter McConnell who some time chatting about how they made the art and music for the game. As I listened I couldn’t help but notice how the two of them almost embody Shay and Vella, by living two very different lives on opposite coasts—Bagel over in the heart of New York City, and Peter out in the wilds of California. As far as I know neither of them has had any involvement in ritual sacrifices, but you never can tell these things.
Before that they were in the UK though, where our friends at Media Molecule very generously let us use their studio, and its fancy pink couches, to meet some members of the European press. In the video below, Tim speaks with Hollie from PlayStation Access to chat about Broken Age making its debut on the PlayStation platforms, and about a weird tattoo we kinda wish was actually going to happen.
Whoops! In their efforts to save the future from Dr Orel White and his plan to outlaw Halloween, it seems that Wren and Reynold have taken a wrong turn and ended up in the wrong season… Lock up your leftover Easter Eggs folks, it’s surprise Halloween!
Our spooky, time-traversing RPG Costume Quest 2 is finally getting released in Europe on PS4 TOMORROW, and with it comes a free sack-cellent costume add-on, which is available for PlayStation fans around the world…
There he is, my old pal Sackboy from LittleBigPlanet, the little chap with a million costumes of his own, now available as a costume for Trick or Treaters everywhere!
To unlock Sackboy players must seek out four hidden costume pieces before they can don their burlap creation, and unleash his ‘LittleBigBeatdown’ on any unfortunate Grubbins who try to stand in his way.
Sackboy will be on the worldwide PlayStation stores this week as a free add-on for PS3 and PS4, and Costume Quest 2 for PS4 will be available in Europe when the stores update, starting with tomorrow in the UK.
Oh my word what have we here, two episodes of the Double Fine Adventure! These things are coming out on such a speedy schedule that I totally failed to share one of them with you in a timely manner, for which you have my apologies.
Without any further delay, please allow me to present Episode 14 “I think this is a winner” in which Tim reads through the mock review feedback from Broken Age and digs out the old marketing research for the “unoriginal, childish, and overly complex” Psychonauts.
Also Episode 15 “Evergreen Games” in which Act 1 is launched, embargoes are broken, the team worry about sales figures, and the art jamming for Act 2 begins!
Ignite Gaming (the self proclaimed greatest gaming blog of Chicago) has posted an interview with our friends Nick and Max, two fine fellows we hired to work on the story for MASSIVE CHALICE.
Here they are, look how fine they are. And Two of them? Double Fine.
What was your favorite part of the process? What was the most difficult?
Nick: The world building. It’s stressful because barely anything has been set in stone and there’s a deadline constantly over you, but it’s so much fun when you’re just bouncing ideas back and forth about stuff: like what the ending can be, how to tie in the themes, why is that Chalice so ridiculously huge, and so on. The most difficult thing… Names. Oh my god there were so many meetings about the names for the enemies, regions, and classes that we’d even bring in the whole team at some points so we could all brainstorm at the same time.