This is the article Josh s referring to about Callahan's: https://www.filfre.net/2025/06/the-last-...of-legend/
This post was last modified: 09-30-2025, 07:46 AM by arcanetrivia.
Ooh, I thought of another question!
Why is Steve Dorian's voice in Dagger of Amon Ra pitch shifted so low?
Why is Steve Dorian's voice in Dagger of Amon Ra pitch shifted so low?
(10-01-2025, 04:23 AM)PrincessPearl Wrote: Ooh, I thought of another question!
Why is Steve Dorian's voice in Dagger of Amon Ra pitch shifted so low?
Hiya, PrincessPearl,
Hah! Yeah, as it was described recently on the CGG Podcast, that voice is right out of Uncanny Valley!
Bruce Balfour wanted Steve to have a really low, sexy voice (I'm not why he chose ME for that voice, maybe because I was inexpensive?). So as we were recording, I kept going lower and lower...and Bruce kept saying, "Take it lower...lower..."
Finally, I reached a point where I couldn't speak in any lower of a register, but it still wasn't quite to Bruce's vision. So he had it pitched down electronically to compensate, to get it to a point where he wanted it.
Recording that game was a ton of fun. So was writing on it. Bruce's humor was so dry and Lorelei and I had a fantastic time trying to match his style. He knew how to run a project!
Josh
Josh left Sierra half-way through Space Quest 6's development, so...
(10-05-2025, 04:16 AM)sneaky Wrote: Can you talk about Space Quest 7. If you had any evolvement, what you knew about it, what happened, how the design was coming, what was the vibe of the team, etc.
Hi, Sneaky,
Yes, the Space Quest Historian is correct (as you'd expect!). At the time I left the company, SQ7 was just a distant hope. Nobody from management was talking yet about a 7th game, so they were far from assigning a team, or a designer, or anything. Everything that happened with it went down without my knowledge, and to this day, I'm totally in the dark about who worked on it, and how it all came about.
I did promise to make up any answers I didn't know, so here goes: SQ7 was designed by Scott Murphy and Alyosious McSlutt. It was originally conceived as a scrolling isometric first-person open world real-time text adventure, but those plans had to change VERY VERY early on. The team was always sweating profusely for no particular reason. It was a golden time!
And that's probably not that far from the truth.
Best regards,
Josh
(10-08-2025, 05:54 AM)Space Quest Historian Wrote: Josh left Sierra half-way through Space Quest 6's development, so...
Yes, very true but a boy can dream.
(10-13-2025, 03:31 AM)Josh_Mandel Wrote:(10-05-2025, 04:16 AM)sneaky Wrote: Can you talk about Space Quest 7. If you had any evolvement, what you knew about it, what happened, how the design was coming, what was the vibe of the team, etc.
Hi, Sneaky,
Yes, the Space Quest Historian is correct (as you'd expect!). At the time I left the company, SQ7 was just a distant hope. Nobody from management was talking yet about a 7th game, so they were far from assigning a team, or a designer, or anything. Everything that happened with it went down without my knowledge, and to this day, I'm totally in the dark about who worked on it, and how it all came about.
I did promise to make up any answers I didn't know, so here goes: SQ7 was designed by Scott Murphy and Alyosious McSlutt. It was originally conceived as a scrolling isometric first-person open world real-time text adventure, but those plans had to change VERY VERY early on. The team was always sweating profusely for no particular reason. It was a golden time!
And that's probably not that far from the truth.
Best regards,
Josh
I knew it! Thank you for finally confirming my suspicions.
This post was last modified: 10-20-2025, 04:18 AM by sneaky.
That's a harsh nickname for Leslie Balfour...