Penny Arcade Adventures Discussed
6:00 AM | Cord Kruse | Comment on this story
Adventure Classic Gaming has published a new interview with Hothead Games' Joel DeYoung and Penny Arcade's Jerry Holkins and Mike Krahulik about the episodic adventure game based on the popular comic series. The interview includes discussion of the game's 1920's setting, the combat system, and the Torque Game Engine.
To what extent are past stories from the webcomic related to the story in the game? Aside from Tycho and Gabe, what other characters from the comic will appear in the game?Visit the site below to read the entire Q&A.
Adventure Classic Gaming: Penny Arcade Adventures Q&As
On the Rain-Slick Precipice of Darkness is a totally new setting for Gabe and Tycho. Think of it as placing them in an alternate universe. Sitting around on a couch talking about video games didn’t exactly make for the most riveting gameplay, so they are instead placed in a story as operators of a detective agency that specializes in the occult. You play alongside Gabe and Tycho as you unravel the mysteries in the 1920s setting.
You’ve already seen the Fruit F*cker and Anne-Claire (Annarchy) and we’ve hinted at another character who will be making an appearance in Episode Two. But we’re staying quiet on who else you’ll recognize from the strip—it’s part of the fun to discover these things for yourself. Suffice it to say that there will be many familiar faces throughout the series that we’re sure you’ll enjoy.
Why did you choose to use a combination of real-time and turn-based combat for the game?
We call it a dynamic turn-based system. The turn-based aspects are meant to appeal to players that like working out the best strategy to fight enemies. But we didn’t want the player to be sitting around just watching moves play out. So we made some aspects of the combat more run-time to always keep the action going. Add to that the block mechanic and the special attack mini-games, and the player is very involved in the heat of battle.
Why was the decision made to use the Torque Game Engine for the 3D framework? Did Mike Krahulik draw out a 3D sketch of his 2D characters to be used in the modeling?
We chose Torque for two reasons. It helped us get up and running very quickly which gave us more time to focus on core gameplay, the game’s fun factor, and getting the look right. It also supports Mac and Linux out of the box and that was really important to us.
Mike didn’t create any art in 3D as he works exclusively in 2D. However, He did work very closely with our 3D artists to ensure that the translation was loyal to his original work. He was also very involved in feedback on the style of the 2D cutscenes since those were designed to look like the comic.
Penny Arcade Adventures
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