![]() Or it also works as great original material because all the settings and characters from the chapters we ended up cutting were original. ![]() : "And that gives us a bunch of unused material that could make a great sequel! You know, if we can work a deal out in the future that would allow us to make a commercial game in the King's Quest universe. We don't have anything that's just wasting time or filling space in the game now." Obviously it does mean things were cut, but things fit together more tightly now, you get a better sense of urgency to Graham's quest. So we condensed the plot that we had and streamlined it to fit into the episodes we have now. : "When we realised just how overly ambitious we'd been with the story and cut it down, we still wanted to give the players and fans a complete and satisfying story. Does this mean the game will end on a cliff-hanger, or has the storyline been streamlined? We understand that game was originally divided into nine chapters, but only the first two will be developed. Demon's Souls did it recently and I loved that game." Having five different isles at your disposal and being able to visit each one at any time, without ever feeling stuck in the game, was something I really appreciated in the game! And it's something I still do. There was something in that game that resulted from the combination of the incredible talent of Roberta Williams and Jane Jensen working as a team that is just pure brilliance! That game is to me, and many others, one of the best games Sierra ever made. : "We chose the Green Isles because King's Quest VI is by far the fan's favourite. : "You'll get a few looks at some older locations, but primarily the action is all in the Green Isles." Will the game revisit other locations from the series' history? Starting by the crazy amount of exposure and great publicity our company is getting."įrom the preview footage you have released, much of the action appears to take place in the Land of the Green Isles from King's Quest VI. What changed was the fact that we became very ambitious and wanted to make something really great! A lot of people say that it's a shame that we cannot make any money out of this, but, although we'd love to be paid so that we can fully dedicate to it, there are too many great things about this. : " The Silver Lining was born from the desire of fans to bring back what was taken from us, and it was always, from the day of its conception, intended to be a free game. We've always known the IP isn't ours and that it would illegal to do otherwise." Was the game always intended to be a free-to-download release? : "Basically, we have to make it clear this is not an official sequel or Activision product, neither of which were things we ever claimed or intended to do anyways, that we only host the game on our site, and that we do not make any profit off of it, which again we never intended to do." What terms did Activision request when you discussed reviving the project? They were very open to our suggestions and helped us with some of the material. twice! Working with Activision was also great. : "The fans were amazing in their support and we'll always be grateful to them for what they've done. After that, it was just a matter of ironing out a few details and getting the contract signed." The directors contacted Activision again to see if we could find a way to make the situation work for both parties, and Activision came back to us saying they had reconsidered and wanted to grant us a non-commercial licence after all! They were great to work with on this, and we're thrilled it did work out. They started a 'Save The Silver Lining' campaign, had an online petition, a letter-writing campaign, they even had people calling Activision's offices! So there was a huge fan outcry about what had happened, in addition to our situation getting noticeable media coverage. : "After we received the C&D and complied with it, our fans rallied to support us and tried to get things turned around almost immediately. DS caught up with co-designer/PR manager Katie Hallahan and producer/designer Cesar Bittar to find out how the game has endured countless setbacks and managed to survive cease and desist orders from Vivendi Games and later Activision.īack in February when Activision issued that cease and desist order, The Silver Lining looked dead in the water. Designed by Phoenix Online Studios, an indie developer made up of avid adventure gamers, it has been hailed as one of the most ambitious fan-made projects in history since its conception in 2002. Almost three decades since Sir Graham quested for the crown, the series will awaken from its lengthy slumber (albeit unofficially) with King's Quest: The Silver Lining. Sierra's King's Quest series played an instrumental part in shaping the adventure game throughout the '80s and '90s.
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