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Broken age act 2 vella7/31/2023 ![]() ![]() The drawings were inspired by the ending of My Neighbor Totoro, and they kept us from having to shoehorn a lot of wrap up shots into the ending cutscene. The ending was all planned out, as you can see in the documentary, well before the first act shipped. How early was the ending locked in? Did you always anticipate tying up some loose ends with drawings in the credits? So totally different creepy breeding stories!Ībove: You can watch the first episode of the documentary here, and the rest are available for free on YouTube. The creepy eugenics of the Thrush is more about blueblood inbreeding and the dangers therein. Massive Chalice bloodline management feels more akin to Mendel's Peas-with positive and negative traits getting passed down through the generations. I really wanted the player to have to take notes on paper, like I did when navigating mazes in Zork.Įven though I know the development of the game didn't come into play until deep into Broken Age's development, was the story's emphasis on pure bloodlines influenced at all by the bloodline-focused Massive Chalice strategy game that Double Fine is also working on? And the wiring puzzles aren’t that difficult if you take notes. Backers are who you have to please, first and foremost. They wanted them more difficult than Act 1 and they got it. I’m happy with the backer’s response to the puzzle difficulty in Act 2. She describes how the Thrush called for volunteers to leave home and spend the rest of their lives on a Dandelion Cruiser, and that leaving her life behind was the great sacrifice.Īre you satisfied with the response to the increased difficulty of the second act? Those wiring puzzles can be a real pain in the ass how inspired were you by your obsession with Rubik's cubes? Yes, but she follows up on it in Act 2 if you talk to her. ![]() What was Shay's mom referring to with her story of the "sacrifice girl?" Was it about her decision to leave Loruna? Was it designed to mislead players about the mom potentially being Vella in the future? There’s a point in our lives where we all realize our parents are human beings, you know? He just hadn’t thought about them that way for a long time. She was just so busy running the ship, she only spoke to Shay through the ship’s intercom system, the fish-eyed lens of her “Control Sphere.” As he says in Act 2, he always knew they were people. Shay's dad said he was busy working on the outside of the ship, but why did his mom disguise herself as a computer? Wouldn't Shay remember that they were people from when that family photo was taken? That was a little nod to the theories that appeared in our forums after the first act was released. The other super backer was board-game publisher Days of Wonder, and that’s how the conductor from Ticket to Ride got onto Shay’s spaceship.Īnd on that note, were the jokes about Alex possibly being Shay from the future always planned or was that based on speculation from fans after playing the first act? And it worked! He did a great job, and many people list him as their favorite character. ![]() I thought if I wrote it as basically Alex himself, speaking in his own voice, he wouldn’t have to act and he could be more than just a cameo. How did Alex Rigopolous from Harmonix get involved with the project? Did you always envision him having such a large role in the story?Īlex was one of our two generous “super backers.” They backed at a level where they got to become a character in the game. So they just walk up to each other and smile, and you can decide for yourself what they’re thinking. ![]() Some people see it as a romantic relationship, some platonic, and some people see it as a psychic kinship almost. Is there a reason neither character speaks during the ending scene of Act I?īy the end of the game, I felt that the player would have projected his or her own impression of the relationship between Vella and Shay onto those characters and I didn’t want to contradict that. So we didn’t have to change a thing to make it work. The story had this natural break right in the middle where the whole world gets turned around and the story moves in a different direction, and that’s actually what gave us the idea to split the game into two releases. Was the twist at the end of the first act originally going to take place later in the story? How much was the story changed to accommodate for the division? There was so much debate about splitting the game in half, but the dividing line looks so clean and obvious now. We asked Double Fine's president Tim Schafer some of the lingering questions we had after finishing the game. With Broken Age's lucrative Kickstarter, the fantastic game development documentary series, and the positive reviews for the second half, the saga of the "Double Fine Adventure" is almost over. ![]()
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