Game
Jengo
7 years ago

A Visual journey to a new Point 'n Click


Fade in, it’s the early 90’s. At this time in my life I had very little interaction with computers, there was an old 286 in the house that was for work, but never did I think that this thing could be used for enjoyment. Sure, there were one or two games on there, like Rogue and Paratrooper.

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But games were meant for things like the old Nintendo console or the Arcade. Later, my dad bought the house a Pentium 75hz (Which was the rage back then) and with it came a little games bundle, notably, Descent and Kings Quest 5. This is where things changed. I played Descent for a bit and it was amusing, but then I cracked open the Kings Quest 5 and as King Graham and my trusty owl friend Cedric - we quested to get our shit back from that asshole wizard Mordack! Mordack wasn’t too tough, but the world however was a bastard - killing us at every turn.

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Only much later did I find out that in order to succeed in these games you’d actually have to become a total sociopath…NPCs, bah! Means to an end! We paid a little homage to King Graham/Prince Alexander in Jengo. I loved these worlds, but again, things were set to change.

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Enter Lucasarts. The first time I saw Day of the Tentacle and Full Throttle I figured the people making these games must be cheating somehow. How did their games come with so much visual charm and resonance? I’m not going to bother dropping screens in here, you all know what those games look like if you’ve read this far.

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The work of Peter Chan has influenced me through so many different avenues of my life. When I did a music festival, it was influenced by Peter Chan. When I made my heavy metal TV show (in Afrikaans), it was influenced by Peter Chan. Peter Chan’s work changed my life. For years I made everything look like a Point ‘n Click Adventure, it never even occurred to me to just make a Point ‘n Click Adventure…

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When Graeme and I met at a grubby music video launch and started talking games, we instantly said ‘we need to make a Point ‘n Click one day’. Here we are, trying to make it real.

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Jengo is a labour of love. We never made a marketing decision to make this game, we did it purely for the love of Point ‘n Click.

And it’s a great excuse to make a ton of art in the style I love. Please support us at fig.co/jengo

Thanks Peter!
Cheers

  • Louis

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