Space Quest Incinerations - New Fan-Game Released

edited January 2012 in General Chat
Hello, good people of Telltale!

SQInc_ReleasePoster.png

Following hot in the footsteps of my team-made fan-game "Vohaul Strikes Back" and IA's "SQ2 Remake", I'm proud to finally announce the release of the free fan-game "Space Quest: Incinerations."

Based on the Sierra game series from Scott Murphy and Mark Crowe, SQInc is an adventure game six years in the making. It re-imagines the SQ universe in the style of a modern sci-fi action-thriller, featuring 3D-rendered sprites and backgrounds, over 45 minutes of fully-animated cinematics, alternate endings, trophies, and over an hour's worth of original music.

As an animator, this game has been a real thrill ride to make. I want to thank everyone who's supported it, along with the talented people who've contributed their efforts to making it happen. I also want to thank the adventure game community for staying alive and staying strong.

Click here to visit the site and start downloading!

And while you're downloading, enjoy the release trailer!

Chris

Comments

  • edited January 2012
    For a fan game, that trailer looks amazing. I might actually give this a go!

    (I'm guessing it continues the fine tradition of killing you all the time)
  • edited January 2012
    (I'm guessing it continues the fine tradition of killing you all the time)
    You shall not be disappointed.

    But if you're particularly hungry for Roger's deaths, be sure to check out Vohaul Strikes Back as well - in the release trailer alone, he dies in eight different ways :D
    The full game has around 70 of them (we literally lost count).
  • edited January 2012
    It wouldn't be Space Quest without it!
  • edited January 2012
    I downloaded Incinerations, but Norton thought it was a threat and removed it!
  • edited January 2012
    Virus programs: complete waste of time.
  • edited January 2012
    From what I've played so far, no, there aren't any traditional Space Quest deaths. The one death I've managed to find immediately takes you back to where you were before. There wasn't even a special death window or message or anything. And then the narrator actually says, "Naw, we wouldn't do that to you." So... yeah. There were a couple of other things I encountered that I thought might result in some good death sequences, but the game simply told me something like "That wouldn't be a very good idea" when I tried to do them, LucasArts-style.
  • edited January 2012
    Well, if the game doesn't really penalise you for the death and just gives you a slap on the wrist while telling you not to do it again, then I can see the sense in that. You still have the death sequences that fans crave, while not punishing people for exploring.
  • edited January 2012
    Well that's disappointing. Severely disappointing.
  • edited January 2012
    Being able to start where I left off didn't bother me so much as the message, "Naw, we wouldn't do that to you." Wha? This is a Space Quest game! Of course you'd do that to me! And then some!
  • edited January 2012
    I love the "falling off the edge"-joke at the end of both trailers (VSB and Incinerations).
  • edited January 2012
    Being able to start where I left off didn't bother me so much as the message, "Naw, we wouldn't do that to you." Wha? This is a Space Quest game! Of course you'd do that to me! And then some!

    Sure I'd do that to you. I'd even pour you hot cocoa to make you feel better. All the while, the game's checking off your failure on its "death counter" in the background and quietly chuckling to itself.

    The reason I went for the auto-retry method was because the game needs to track your deaths for the end-game, and restoring would've screwed it up. I think AGDI handled this system much better in last year's KQ3+, of course.
  • edited January 2012
    Ah. So it's building up to something? Maybe I should just shut up and keep playing.
  • edited January 2012
    I know there's one room in particular that only has one type of death, but about 14 different ways to get it. :)

    I'll admit, my game is lighter on deaths than is tradition (disemboweling a 3D model of Roger is harder and more time-consuming than it sounds). In a future release, I'd like to go back and add in all the deaths I cut corners on (i.e. getting sucked into a paper shredder or attacking the general with a nail file). But I'd also love to hear about what things you tried to kill Roger as well.
  • edited January 2012
    Well that's disappointing. Severely disappointing.

    This. Also, did I spot Gordon Freeman in a trailer for this? Pass.
  • edited January 2012
    I'd say the game's definitely worth checking out. I've encountered quite a few more deaths at this point. The story's pretty interesting so far, even if it feels bit a little fan fiction-y at times. The puzzles started out pretty easy, but I feel like they've been getting a little trickier, cleverer, and more interesting as the game's progressed. The music's great. The cinematic cut scenes are absolutely brilliant and are really where the game shines. They're extremely well-animated and professional-looking. Are you a professional animator, Datadog? I think if you ever wanted to get a job as an animator at Telltale or something, this game is the only resume you'd need.
  • edited January 2012
    Datadog wrote: »
    Following hot in the footsteps of my team-made fan-game "Vohaul Strikes Back" and IA's "SQ2 Remake", I'm proud to finally announce the release of the free fan-game "Space Quest: Incinerations."

    Wow, you worked on both "Vohaul Strikes Back" and this game, too? I really enjoyed "Vohaul Strikes Back", and I plan to play "Incinerations" soon.

    This has been like an embarrassment of Space Quest riches around here -- Here's to all the folks who are giving us these amazing games for free!
  • edited January 2012
    Are you a professional animator, Datadog? I think if you ever wanted to get a job as an animator at Telltale or something, this game is the only resume you'd need.

    Thanks! I haven't done any serious commercial work yet (still in school), but working with Telltale would be a dream job of mine. Glad to hear you're enjoying it so far! :)
  • edited January 2012
    I have to say, for a fan game, there was a lot of effort put into the animation and I particularly enjoyed the puzzles. They may not have been as complex as some adventure games I've played, but then again they were challenging enough not to take away from the storyline. If it wasn't for legal implications on infringement (If you were making a profit on this) I would certainly consider paying for this.

    Good luck to you on your future after school. I do hope you have a chance to provide us with more of your imagination in future work!
  • edited January 2012
    This looks fantastic. I'll probably check it out this weekend when I have some time.
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