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Latest Comments by Cheeseness
Space combat game 'ASTROKILL' has been patched with improved Linux support
8 Sep 2017 at 1:03 pm UTC Likes: 1

Quoting: AlveKattWhat I want to know is, is it a 6DOF game?
Sort of - as much as FS2 is. It's not Descent or Sublevel Zero or NeonXZ where 6DOF effectively means a zero gravity FPS-style experience, but you can rotate and move along all three axes.

Unlike Freespace 2 and just about every other space combat sim, AstroKill has inertia (you can turn to face a different direction from the one you're travelling in, and it takes extra thrust to counteract that if you want to change directions), and that impacts heavily on how those 6 degrees of freedom can be used.

Sunless Skies has released with day-1 Linux support, quick thoughts on this unfinished title
30 Aug 2017 at 9:18 pm UTC Likes: 4

It does revert my fullscreen setting on each run though, making me put it back into fullscreen each time, but that's a minor niggle.
This was done as a workaround for the fullscreen input bug [External Link].

I'd been talking with Failbetter about getting this resolved, but it didn't end up happening before Early Access launched. From what I understand, they're on track to upgrade to a Unity version that contains that fix as soon as they can, and the forcing of windowed mode at launch on Linux will go away.

After playing through Full Throttle Remastered, here are some thoughts
11 Aug 2017 at 12:58 am UTC Likes: 1

Thanks for the kind words, people. I'm glad to hear the game is running well for you all!

Regarding the fighting and derby sequences, I think that they're very much the result of exploring new ground - sometimes stuff works, sometimes stuff doesn't. Full Throttle took a lot of gambles and pushed a lot of boundaries. Mixing pre-rendered 3D assets with sprites, mixing the INSANE and SCUMM engines, getting rid of the verb bar and going full screen, telling a shorter but more dense story, etc. were all gambles. Some paid off more than others.

I personally feel that the fighting stuff could work a lot better with animation tweaks for stronger signaling of attack range, attack duration, and successful/unsuccessful blocks, but I also didn't mind them when I first played the game in the 90s. Different people have different tastes :)

Full Throttle Remastered Rides onto Linux
2 Aug 2017 at 3:08 am UTC

Quoting: ShmerlIn this context, readme.txt which was probably drafted from Day of The Tentacle remastered, isn't exactly correct:
Ha ha, yeah. If someone did get that error, that'd still be the right thing to do though :D

Full Throttle Remastered Rides onto Linux
2 Aug 2017 at 2:27 am UTC

Quoting: ShmerlThe reason why GOG didn't make an installer, and used simple tarball [External Link].
Ah ha! That explains that then. Thanks for sharing - I don't think I'd have spotted that thread otherwise.

Full Throttle Remastered Rides onto Linux
1 Aug 2017 at 4:59 am UTC Likes: 3

Aaand it's up on GOG [External Link] now too \o/

Full Throttle Remastered Rides onto Linux
31 Jul 2017 at 8:16 am UTC

If anybody was keen to pick it up on itch [External Link], I sorted out what was going on with the discount there and got that extended by a day (it would've ended today).

Double Fine confirm that Full Throttle Remastered will see a Linux version after the Windows release
31 Jul 2017 at 2:51 am UTC Likes: 3

On the off chance that there's anybody subscribed to these comments who hasn't caught wind that the Linux port is out now, here's a relevant post :)

Full Throttle Remastered Rides onto Linux
30 Jul 2017 at 6:42 am UTC

Quoting: Shmerl
Quoting: CheesenessRight, there was preproduction work done on at least two iterations that I know of (this Bill Tiller interview [External Link] touches on both of those), but neither of those had Tim's involvement - he heard about it via rumour in the office and that eventually played a role in him leaving LucasArts (touched on in this interview [External Link].
Yep, I remember that Bill Tiller interview, it's pretty good. Here is also a good article [External Link] about what happened to the sequel (it also talks about the history of Full Throttle itself).
That's a great article - the Campo Santo Quarterly is always full of good stuff. When I read it, I didn't come away with the impression that it really touched on what happened to the sequel(s). It pretty much just says that they were cancelled. It is a good look at Full Throttle's origins and identity, though!

Full Throttle Remastered Rides onto Linux
30 Jul 2017 at 6:07 am UTC

Quoting: Shmerl
Quoting: CheesenessI can't speak for Double Fine on that front, but I think it's pretty safe to say that there's zero chance of BL2 being on the table before Psychonauts 2 ships. With BL2 being such an expensive game (music licencing costs alone would be astronomical), it's possible that it'd never get made. That said, who knows what might happen in the future if the stars align right!
I'm actually more interested in the sequel to Full Throttle :) It was originally planned in various forms, but never materialized.
Right, there was preproduction work done on at least two iterations that I know of (this Bill Tiller interview [External Link] touches on both of those), but neither of those had Tim's involvement - he heard about it via rumour in the office and that eventually played a role in him leaving LucasArts (touched on in this interview [External Link].

I think that Day of the Tentacle and The Curse of Monkey Island are examples of how a sequel without the involvement of its original team/creative lead can be interesting and compelling, but I think that both of those are also good examples of how such a project can depart significantly from its origins.