Some of it has been stated by Tim himself, on the actual Psychonauts 2 fig campaign page: It makes you appreciate the development of the game a lot more than you do just assuming the budget based on the high figure (which isn't really 3.3 million, as the documentary is much bigger than planned too, as it was 20 episodes long, so it cost a lot more than the planned $200,000 too (note that the Broken Age Kickstarter always stated that half of the money would go to 2 Player Productions), plus the kickstarter rewards took a big chuck of the total cost too). I recommend doing so, as it really does explain where all of the money for Broken Age went, why the game ended up the way it did, how the game was handled, and the challenges they had doing so. You can watch all of the episodes now on YouTube. The documentary isn't just for kickstarter backers anymore though. Some of it is (the fact that they had to make a 2D engine from scratch for Broken Age and the fact that they had to change the story and scope of Broken Age based on the bigger budget). The lessons learned with Massive Chalice will be used in the handling of Psychonauts 2. The plan for that game was made right from the start, the scope stayed consistent, and they were a lot better with communication with both backers and non-backers as regards to the development of the game. They learned a lot from the first kickstarter campaign and already improved upon it with Massive Chalice.The fact that they don't have to do either this time around will cut development time drastically. They had to make a brand new engine for Psychonauts, as it was their first game, and they had to design all of the characters and their personalities from scratch. They plan for it to take 2 and a half to three years (releasing in 2018), about half the time of the development for the first one, for the same reasons as point one and two. They already have the scope planned out for Psychonauts 2, which will be about the same size as Psychonauts.There is a story for Psychonauts 2 going into it. They had a plan for the story for the $200,000 flash game sized adventure they were planning to make (since half of the budget was planned to go to 2 Player Productions for their documentary), but when they unexpectedly received 8 times what they were asking for, a flash game sized adventure wouldn't work (it would be a little silly to keep a game that small and keep the same scope they planned, but spend the rest on graphics, music, and sound effects, so the scope had to be made larger). They didn't have a story going into Broken Age.They don't have to do that this time as they already have the main characters and their personalities from the first Psychonauts, and the character models have already been updated. They had to design characters from scratch.They already have a functional 3D engine for their games, Buddha, so they don't have to worry about coding that, which took a significant chunk of development time and money. Broken Age had to have an engine coded for it, as they didn't have a 2D engine for their games before it. ![]() They won't be having the same problem now. Guest appearances: Play as Legendary Characters, a motley crew of history’s most despicable sinners who drop into your domain, each possessing special abilities to help build your devilish masterpiece.The problems that Tim Schafer and Double Fine had with Broken Age have already been addressed.Hell never looked so good: The stylish 2D art style perfectly blends with the brutal, gorey themes and is topped off with outstanding dark humour.Crack the whip: Treat the sinners sent to your humble abode to different fun (or not so fun) sources of suffering, be it punishing them for disobedience or just for fun.A constant stream of new lost souls will provide more hands to use, but will require managing to keep them working. Management is key: Harvesting resources, building an infrastructure and expanding your Hell will be key in your success.If you build it, they will suffer!: Begin with basic buildings like power stations (yup they need those in Hell too!) and canteens for your hungry workers and expand your empire to include shrines and intricate torture contraptions to increase the level of suffering for your weary residents.Create the Hell of your dreams: Flex your creative muscles to design, build and furnish 9 infamous levels of Hell in the single player campaign mode, or spend a hellish eternity designing your own chaotic masterpiece from scratch in sandbox mode.You take on a role of a hell manager and are tasked with developing the underworld in a way that would make Lucifer himself fall off his chair. Hell Architect is a game about building and managing your own hell.
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