VALUTAZIONE IMDb
8,5/10
1001
LA TUA VALUTAZIONE
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.
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?
- QuizSteven Spielberg originally intended the storyline to be an episode of his TV series Storie incredibili (1985). It was to be about an archaeological dig on a (presumed) alien planet in the far future. Human archaeologists unearth a large structure and an alien statue, which, in a Il pianeta delle scimmie (1968)-like twist, turns out to be the Disneyland castle with the Mickey Mouse statue in front of it, revealing the planet was Earth all along. However, the production costs would have been too high, so Spielberg approached LucasArts in 1989 with the idea of making it a video game instead, after being very satisfied with the way Indiana Jones and the Last Crusade (1989) had turned out. Spielberg and George Lucas came over to LucasArts and would pitch many other ideas over four brainstorming sessions. The story ultimately went through many changes, retaining only a few elements of the old concept. Spielberg later contributed to the screenplay by suggesting several puzzles and situations, and helping out with character development. He finally sent letters of gratitude to all crew members to thank them for their hard work.
- 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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