![]() I think Dio's on board now, and some other people? Tim Schafer: Yep. ![]() IGN AU: I've heard a lot of big names actually. And ever since then it's just been like a snowball effect where more and more people want to get involved, like other bands, other metal gods, shall we say. He's so genuine and committed to it, I just really liked that character… I was like 'see, all my cheesy years of loving metal - there are other people out there who love it too, and you know what? I'm just going to do it!' And so we started talking about it, we started talking about the character being a Jack Black-like character, and Sierra was like 'why don't we just get Jack Black?' And I was like 'we can't do that? Surely that can't be done!' and somehow we got a meeting set up with him and showed him all the concepts for the game, and he was a really cool guy and he was really into it, and he agreed to do it. It's like he's completely un-ironic about it, and he just loves the music so much. ![]() He's not, like, a hipster girl who wears an Iron Maiden shirt to be cool. One of the things that happened was I saw School of Rock, when that came out, and the character that Jack Black plays in it, he's just so committed to the music. That one percent inspiration happens, then it takes years to actually work out the other ninety-nine percent perspiration. So you have these bursts of creativity and then, it takes years to make them all happen. We pitched sequels to Monkey Island, sequels to Day of the Tentacle, we also pitched the game that would become Full Throttle, and also the game that would become Grim Fandango, and I also pitched the game that would become the spy game I was going to do at Lucas before I left, that I actually worked on for a year. Right after Day of the Tentacle, me and Dave Grossman both worked on separate documents for what we wanted to do next, and we pitched five games. So I thought about that for a long time, and various things happened… it took five years to make Psychonauts so this game had to wait for that, and it had to wait for me to finish other games. He gets to go into that world and be a hero in it. The kind of world that he sees on his heavy metal album covers, but come to life and he gets to live it. What if they had to save the world? What if they had to really be heroic and chivalrous and do all these things? So I thought what if one of these guys, one of these roadies, got to go to his ultimate fantasy world where everything was medieval and crazy, but he also got to bring his Camaro with him, and he also got to have all the music and stuff that he loved. We made a character based on Tony, but that character stuck with me, and I kept thinking about there's a certain kind of guy who gets things done, and they're kind of like a hero, they fix anything, but you can feel with some of them that they want to do something even more heroic, like they'd love to really be tested. So I thought the character was interesting, and that's where the character of Hoagie came from, for Day of the Tentacle. But still, they get to see all this crazy fantasy world of rock but from a really 'getting it done' type perspective. Years ago I met this roadie for Megadeth named Tony, and he just had all these great stories about the rock and roll lifestyle, but told from the frontlines point of view, from down in the trenches, as opposed to the rock star. I've always loved heavy metal, ever since I first heard Iron Man, y'know, I've been this big metal fan, always thinking about this game in the back of my head. Why has it taken this long to surface? And second, why is now the right time to do this? Tim Schafer: Well, I've thought about this for years, and I've always loved music. IGN AU: You've been thinking about the Brutal Legend concept since back in the Secret of Monkey Island days.
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