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	<title>monkey island &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>15 Strange Ways Video Games Tried Stopping You From Playing</title>
		<link>https://gamingbolt.com/15-strange-ways-video-games-tried-stopping-you-from-playing</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 27 Jun 2018 16:24:31 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=342375</guid>

					<description><![CDATA[Sometimes you just want to keep going but the game has other ideas.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">V</span>ideo games are truly interesting creations. As much as developers want you to play a game, they also introduce creative methods to halt less-than-moral ways of playing it. Of course, some games tend to halt your progress in creative ways, even if you ultimately find a way through. Let&#8217;s take a look at 15 insane ways video games tried to stop you from playing.</p>
<p><b>No Faith &#8211; Mirror&#8217;s Edge</b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2014/01/mirrors_edge.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-183972" src="https://gamingbolt.com/wp-content/uploads/2014/01/mirrors_edge.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/01/mirrors_edge.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2014/01/mirrors_edge-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2014/01/mirrors_edge-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>In a game that&#8217;s primarily about parkour, what happens when the protagonist can&#8217;t effectively rim? Such was the anti-piracy measure introduced in Mirror&#8217;s Edge. Every time Faith is close to a jump, she&#8217;ll slow down. This makes it impossible to go anywhere past the opening rooftop in the first stage. At least there&#8217;s the gorgeous view to admire.</p>
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		<title>&#8220;The Cave&#8221;, From Monkey Island Creator Has Silent Characters, Self-Discovery</title>
		<link>https://gamingbolt.com/the-cave-from-monkey-island-creator-has-silent-characters-self-discovery</link>
					<comments>https://gamingbolt.com/the-cave-from-monkey-island-creator-has-silent-characters-self-discovery#comments</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 12 Nov 2012 14:20:05 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Double Fine]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=121834</guid>

					<description><![CDATA[Learn about yourself via video games, why don't ya?]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2012/11/The-Cave.jpg"><img decoding="async" src="https://gamingbolt.com/wp-content/uploads/2012/11/The-Cave.jpg" alt="" width="505" height="286" class="aligncenter size-full wp-image-121836" /></a><br />
Check it out: What&#8217;s better than an adventure game published by Sega and developed by Double Fine, the minds behind Psychonauts and Brutal Legend, and helmed by the creator of Monkey Island himself Ron Gilbert? When it&#8217;s a reality, like The Cave is. Sega recently held a Q&amp;<a href="http://blogs.sega.com/2012/11/09/ron-gilbert-answers-your-questions-about-the-cave/"></a>A with fans, where they asked Gilbert questions regarding the game. Some of the replies revealed interesting details about the game&#8217;s story and elements.</p>
<p>As Gilbert states, &#8220;The story is about a sentient talking cave that draws people to it so they can enter and hopefully discover something about themselves. Of course, we should all be careful what we ask about ourselves.&#8221; Also, &#8220;one nice thing The Cave does that Maniac Mansion didn’t is co-op.&#8221;</p>
<p>He also spoke about the art-style as being &#8220;not too cartoony. We didn’t want to go with realism because that brings with it a lot of problems (having to make all the animations realistic) with it, plus it’s just not as interesting as being about the have some fun with the style. We also wanted a style that really allow the fun animations of the characters to come out. The seven characters you play with don’t ever talk, so relied on the animators to bring out their personality, and having a fun art style really helps.&#8221;</p>
<p>It&#8217;s certainly something to look forward to. Check out the full Q&amp;A for more details.</p>
<p>Source: <a href="http://www.siliconera.com/2012/11/11/ron-gilberts-the-cave-will-have-silent-characters-platforming-and-self-discovery/">Siliconera</a></p>
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		<title>Monkey Island Creator Explains Adventure Game Resurgence: &#8220;Games Aren&#8217;t Niche Anymore&#8221;</title>
		<link>https://gamingbolt.com/monkey-island-creator-explains-adventure-game-resurgence-games-arent-niche-anymore</link>
					<comments>https://gamingbolt.com/monkey-island-creator-explains-adventure-game-resurgence-games-arent-niche-anymore#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 11 Sep 2012 07:11:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[DeathSpank]]></category>
		<category><![CDATA[maniac mansion]]></category>
		<category><![CDATA[monkey island]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=109832</guid>

					<description><![CDATA[The audience has expanded, but older gamers are also interested in exposing their kids to the titles they played growing up.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2010/06/deathspank.jpg"><img decoding="async" src="https://gamingbolt.com/wp-content/uploads/2010/06/deathspank.jpg" alt="" width="505" height="284" class="aligncenter size-full wp-image-9405" /></a><br />
Ron Gilbert is a legend in the business. Having created Monkey Island, Maniac Mansion and Deathspank, he&#8217;s one of the biggest adventure game figures in the industry today. Of course, the genre isn&#8217;t what it was like so many decades ago, but it&#8217;s improving thanks to Kickstarter efforts to revive classic adventure titles.</p>
<p>Speaking to <a href="http://www.eurogamer.net/articles/2012-09-10-man-of-adventure-ron-gilbert-profile">Eurogamer</a>, Gilbert explains that, &#8220;the reason that&#8217;s starting to change is because everybody plays games now. Games are not this kind of thing that&#8217;s relegated to this niche audience of these nerd game players, because of things like iOS and the consoles in everyone&#8217;s living room.&#8221;</p>
<p>&#8220;People are just getting older. My dad did not play videogames when he was a kid, so there&#8217;s nothing for me to learn from my parents about videogames. But we have adults who have families and they gamed when they were kids and a lot of them still game.&#8221; </p>
<p>Gaming has certainly evolved in it&#8217;s demographics, and it makes sense that most people today would want their kids to experience the games they played while growing up. </p>
<p>Gilbert elucidates more on Deathspank, his philosophy behind developing games and much more so make sure to check out the full interview.</p>
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