Aggiungi una trama nella tua linguaThree humans trapped on a distant planet discover its deadly secret which could be their undoing.Three humans trapped on a distant planet discover its deadly secret which could be their undoing.Three humans trapped on a distant planet discover its deadly secret which could be their undoing.
Foto
Mari Weiss
- Maggie Robbins
- (voce)
- …
Steve Blum
- Ludger Brink
- (voce)
- (as Steven Blum)
- …
Leilani Jones
- Cora Miles
- (voce)
- (as Leilany Jones Wilmore)
- …
David Lodge
- Ken Borden
- (voce)
- …
James Garrett
- The Creator
- (voce)
- …
Trama
Lo sapevi?
- QuizThe game went through three major versions before it was released. The second version was helmed by Brian Moriarty (who took over from Noah Falstein), and looked a lot like the finished product, but was primarily aimed at adults. Not only was it filled with heavy scientific lingo, philosophical content and creative puzzles, it was also made quite violent and gory, as requested by Steven Spielberg. For example, one of the characters would turn into a bloody corpse after entering a cave with an acid rain, Robbins was to be ferociously attacked by bats, and there was to be an amputation scene featuring lots of blood, requiring a tourniquet. At one point, Spielberg himself suggested a scene where Boston had to electrocute a large aquatic eel in order to obtain the lens from its eye, since it could stun bats; as Boston cut out the lens, blood would splatter all over the screen. However, after receiving much criticism for some particularly violent and bloody scenes in his movie Jurassic Park (1993), Spielberg asked the design team to tone down the mood of the game, so that it would still be appropriate for children. In the end, Moriarty's enthusiasm and ever expanding vision, fueled by Spielberg's involvement, became a bit too ambitious for the technical limitations of the time, so he left the project. Dave Grossman temporarily took over to trim the game's scope while fixing and retaining as much as possible, but he left after several months as well. Sean Clark eventually revived and finished the game.
- Citazioni
Maggie Robbins: Do you have a name?
The Creator: I had a name once, when I was alive. But now that I am again and again dead, what need have I for names? My body is now so ancient, that the Crystal scarcely holds any power over me. I rise for a few minutes, and then I fall again. Soon, I shall cease to rise at all. Only then will my grief end. I want no name or memory to live after me.
- Curiosità sui creditiA number of people are listed as "Kept our computers working"; "Ghosts of Digs past"; and "Grateful thanks to the eternally patient", including "Monkey, the incredibly lonely, drooling cat".
- ConnessioniFeatured in Gamesmaster: Episodio #5.11 (1995)
- Colonne sonoreMission to the Asteroid
Written by Michael Land
Courtesy of LucasArts Entertainment Company
Recensione in evidenza
When I played this game back in the nineties, I actually thought I was the only one who liked it. I had thoroughly enjoyed universally loved classics like Indiana Jones and the Fate of Atlantis, Monkey Island, etcetera, which were called 'adventure games' for a reason. I also liked The Dig, but in there I seemed to be alone. In the general view, The Dig was an overly serious and dull game. In retrospect, I would certainly call this LucasArts' most atypical game, which isn't necessarily criticism. The physical action, slapstick and witty humor that hallmark most of LucasArts' games is mostly absent in The Dig, so it is somewhat understandable why this game wasn't as widely embraced as its predecessors when it came out. I am quite happy that this game seems to have finally found its audience and appreciation in the years after that. This is a game which has its merits on the psychological and emotional level, and not in adrenaline kicks. Do not expect the thrill of beating the bad guy and saving the girl, or the triumph of mastering arts and skills. This game is a mental journey, a road that needs to be experienced rather than crossed. You need to go look for the story rather than that the story is fully presented to you. Those who can appreciate substance over action will not be disappointed.
This is actually one of the few specimens of "pure" science fiction, a genre which tends to get mixed or watered down with other genres, like action and fantasy, or is used primarily as a setting for a display of spectacle and special effects. The Dig has it moments of grandeur and visions of breathtaking beauty, but no great sacrifices have been done to appeal to mass audiences. True science fiction dares to explore the consequences of scientific achievements in a story which describes what might happen; truly good science fiction like The Dig also dares to ask questions whether we should pursue that science and if we are ready for the consequences. Although I don't think the Dig would qualify as an absolute masterpiece, it certainly is a great example of great science- fiction. In the original treatment, the game would have been a plea for pacifism, yet three versions later, the philosophical and scientific content of the game was somewhat toned down in favor of more exploration (the number of fans would probably have been even smaller, if they'd stuck to this first draft). It is hard to say if the game could have become a real hard-core sci-fi masterpiece in the original treatment, but I do appreciate the fact that Sean Clark chose to keep the game less theoretical, and accessible enough for a larger audience; I am also pleased with how the game ultimately focuses more on the subject of mortality now (I won't say more, just play it and you'll learn a valuable lesson).
One thing which is hard to ignore is the game's look. The locations in the game are stunning in both design and variety. Some parts look appropriately alien, while remaining recognizable because technology and nature are combined in a completely harmonious way, something which was later done with great effect in games like Metroid Prime. Ambient sounds are used to give an extra feeling of alienation, while the music enhances the game's overwhelming and other-worldly atmosphere. If there is obvious criticism, than I would direct it at the slow pace of the game. A lot of time is spent on walking, and aside from some unexpected shocks and scripted events, there is limited physical action; although the scenery is beautiful, all the walking and backtracking can become tedious after a while. Many people claim that The Dig lacks humor, but I disagree; it certainly lacks the obvious jokes and jolly fun we come to expect from LucasArts, but we get lots of cynical humor to moderate the serious tone, mainly from the character Boston Low; it will probably be lost on those who do not appreciate this kind of subtlety.
All in all, I'll be the first to admit that this not a game for everyone, but those people who appreciate beauty and do not require a story that ends with a bang can certainly give it a try.
This is actually one of the few specimens of "pure" science fiction, a genre which tends to get mixed or watered down with other genres, like action and fantasy, or is used primarily as a setting for a display of spectacle and special effects. The Dig has it moments of grandeur and visions of breathtaking beauty, but no great sacrifices have been done to appeal to mass audiences. True science fiction dares to explore the consequences of scientific achievements in a story which describes what might happen; truly good science fiction like The Dig also dares to ask questions whether we should pursue that science and if we are ready for the consequences. Although I don't think the Dig would qualify as an absolute masterpiece, it certainly is a great example of great science- fiction. In the original treatment, the game would have been a plea for pacifism, yet three versions later, the philosophical and scientific content of the game was somewhat toned down in favor of more exploration (the number of fans would probably have been even smaller, if they'd stuck to this first draft). It is hard to say if the game could have become a real hard-core sci-fi masterpiece in the original treatment, but I do appreciate the fact that Sean Clark chose to keep the game less theoretical, and accessible enough for a larger audience; I am also pleased with how the game ultimately focuses more on the subject of mortality now (I won't say more, just play it and you'll learn a valuable lesson).
One thing which is hard to ignore is the game's look. The locations in the game are stunning in both design and variety. Some parts look appropriately alien, while remaining recognizable because technology and nature are combined in a completely harmonious way, something which was later done with great effect in games like Metroid Prime. Ambient sounds are used to give an extra feeling of alienation, while the music enhances the game's overwhelming and other-worldly atmosphere. If there is obvious criticism, than I would direct it at the slow pace of the game. A lot of time is spent on walking, and aside from some unexpected shocks and scripted events, there is limited physical action; although the scenery is beautiful, all the walking and backtracking can become tedious after a while. Many people claim that The Dig lacks humor, but I disagree; it certainly lacks the obvious jokes and jolly fun we come to expect from LucasArts, but we get lots of cynical humor to moderate the serious tone, mainly from the character Boston Low; it will probably be lost on those who do not appreciate this kind of subtlety.
All in all, I'll be the first to admit that this not a game for everyone, but those people who appreciate beauty and do not require a story that ends with a bang can certainly give it a try.
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