![]() ![]() Her fantastic insights and reviews can be watched over on her YouTube Channel.TEX MURPHY: UNDER A KILLING MOON WALKTHROUGH - PART 2 WRITTEN BY FREAKY HOBBIT ******************************************* ![]() Pam has kept the spark alive, continuing her thorough analysis not only in the Tex Murphy universe, but for adventure games as a whole. We tip our fedoras at the research that went into this assignment. ![]() In the year 2022 we’ve got some catching up to do! She recently shared with us images of a school assignment she did on Under a Killing Moon, which her mom dug up from long ago! Pam aptly recognizes the Ritz as the “Run down, used to be classy hotel.” Gamers like Pam from CannotBeTamed are one such example of our fantastic fanbase. Without folks like you, we would never have maintained the passion and dedication towards this franchise. We want to depart from The Pandora Directive briefly to recognize the great Tex Murphy fanbase and supporters. This amazing machine has been burning on all cores (CPU and GPU) for almost eight months straight now! The i9 RTeX Box – now with 1,000x more ram than the original. In the meantime, we would like to tip our fedoras to the amazing TexBox. So, by the time all upscales are completed, we should already have a good chunk of the video sequences ready to be replaced with their shiny 4K 60fps counterparts! Adrian Carr has already been cutting together the video sequences using the source tapes as a reference. The good news is that the second pass is on track not to take as long as the first and may be completed in as little as three months. The result will ensure we have the best of both models to work with. As explained in our previous article, the first upscale pass took seven months to complete, and the second pass will use a different algorithm and model to make up for shortcomings in certain scenes and objects from the first pass. We are about two weeks into our second upscale pass on the original Pandora Directive Beta SP and MII tapes. To see the above animation in 4K, you can watch it on the Big Finish Games YouTube channel here: Doug Vandegrift and Mat Van Rhoon have been working closely on re-creating the mood and style of the original games while also introducing new technology to enhance the overall aesthetic. The above example showcases some of the real-time lighting introduced into most of the scenes. We don’t want players to say, “this looks great,” we want them to say, “this is Tex Murphy!” From sunset to moonrise, and a black sun ascending… This is why the original design team (and some of the franchises’ most dedicated newer blood) is heavily focused on the aesthetic and ambiance. We’ve learned that Tex’s original sophistication is the best way to approach recreating and remastering the game. We must avoid getting carried away with the possibilities or losing sight of the flair that made the original so great. But to create “the” street and “the” office is a whole other story. One of the things we’ve determined is the most important for maintaining the feel of the original games is “style.” It’s one thing to use the tech to re-create “a” street, or any office, especially when the technology enables you to do many more things compared to what was possible back in the 90s. ![]()
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