You´ve got the tension element, then there is humor and later on also the melodramatic aspect. The range of things your games delivered to the player is pretty wide in general. I was quite overwhelmed by that fact, because it never got to a cheesy point, but added even more depth to the Tex Murphy universe. I noticed that 'Tex Murphy: Overseer' had a certain melodramatic undertone added to the game (at times). I especially enjoyed working with Michael York and Henry Darrow, both AMAZING actors. To be honest, there was some disagreement about the direction of the story – I felt it was getting a bit too dramatic (it was still a GAME, after all), but it was an interesting process and I feel like the end result was excellent. For one, we spent a lot more time on the FMV, especially in the casting and filming. Making 'Overseer' was very different from the other games. People forget that it takes years to develop a videogame, so the story ideas have to come early in the process. As we were creating the game, 'The X-Files' show kept having episodes that were really close to what we were doing, so we were a bit worried that people would think we were ripping them off. One thing I remember about the 'PD development' was that I had come up with three different story ideas and Chris and I decided on the alien/Mayan/NSA plot. The story, characters, gameplay…everything was at a much higher level. I think 'The Pandora Directive' was a HUGE leap over 'UKM' in every way. I’m proud of the game and the work I did on it, but I definitely had a lot of room for improvement as both a writer and game designer. Tex murphy the pandora directive review full#It was pretty exciting to be doing a CD-ROM game with full motion video and a fully 3d world! I’d done some writing before, but nothing with the size and scope of 'UKM', so it was definitely a learning experience. 'Under a Killing Moon' was the first game I worked on, so everything about it was a highlight. Tex is no super hero – he makes his fair share of mistakes and bad decisions, but his good heart and (spotty) PI skills always seem to make things work out in the end.ĭo you have any personal highlights from the creation process of each Tex Murphy game you made? He’s a bit of an anachronism and the people he interacts with usually find this either charming or annoying. Tex Murphy is a PI living in the 2040s, who wishes he’d been born 100 years earlier. But for those that don´t know Tex, please describe the character a bit. You could say he is one of the biggest stars of our new classic section as well (referring to the superb grades the games got in our classic reviews). There is no doubt, that Tex is one of the most remarkable adventure heroes of all time. We wanted to reward their patience and support. The Tex Murphy fans are the best, most loyal fans in the world! They’re one of the reasons why we’ve kept trying all these years to get a new game made. Ain´t it a blast to see such an overwhelming response to your work, and to see that people still care about the characters you and Chris Jones introduced us to? Especially if you consider, that your last (adventure) game 'Tex Murphy: Overseer' was released in 1998. I can´t really think of any comparable exchange of thoughts, between fans and game creators like in this case. And in fact, you never stopped coming back to the site, telling people the current status of your projects, how everything else is going along, doing chats with the community, announcing your new game 'Three Cards To Midnight' etc. For a lot of years an established community has grown on the Unofficial Tex Murphy Message Board. Most Tex Murphy fans probably know that the community is more than alive. First of all, thanks a lot for your very kind and immediate will to do this interview.
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