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As Lucasfilm Games began to refine their philosophy of fairness, designer Brian Moriarty doubled down on this concept with his idea of a video game expressly designed to be completed. This would eventually take the form of Loom, an adventure game far different than anything that would come before or after it. With no inventory, no verbs, and music as your only means of interacting with the world, Loom stands some 30 years later as an interesting evolutionary dead end for the genre. On this episode of Retronauts, join Bob Mackey and Duckfeed.tv's Gary Butterfield as the two explore one of LucasArts' less remembered adventures.

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Anonymous

I just gasped a joyous gasp at work when I saw this. I love this game dearly.

littleterr0r

I've always wondered about this game since seeing it in game catalogs back in the day so it's cool to hear you guys talking about it.

John Learned

Wow I really want to play this now

Anonymous

This was a pleasant surprise! Moriarty was my advisor in college and I heard A LOT about Loom's creation over the years (he also gave a slightly adjusted version of his GDC talk at our school). In regards his work since LucasArts (and the licensed games!), I would also note that Moriarty did design some puzzles in The Witness (and I believe you also have to watch one of his lectures to get the "true ending" in that game? TBH I don't like Jon Blow's games so I've not bothered playing the game). While it's a bummer he's not made many commercial projects in the years since, he's an INCREDIBLE teacher. He gave me a lot runway in building my senior thesis (a visually bizarre music game) and his classes were the most hands-on, design-focused courses I took during my time in college It's also interesting to think about how the Ocarina in Ocarina of Time and Majora's Mask are fairly similar to the system in Loom. Anyways, rambling aside... great episode overall!

Normallyretro

I've always wondered about this game for years. I can't wait to hear about it. Now you guys need to get somebody that's played Star Saga One.

Colbin Erdahl (edited)

Comment edits

2021-08-30 09:14:41 I had only played MM, DotT &amp; Fate of Atlantis. Bought the pack and played Monkey Island and Loom. I’m so happy you got me back into these Bob! Thought on Loom: I saw many of the drafts as different from other verb sets. Silence, dye, empty, invisibility, sleep, they seemed more like changing the condition of the object, rather than acting on it. I started thinking of them as an “Adjective Set”, with Transcendence at the end being the ultimate state changer. Really liked the different approach in this little game. Bob, is there any way you can let us know which games are next in your LucasArts miniseries? I can’t wait to play them all!
2019-10-23 03:54:02 I had only played MM, DotT & Fate of Atlantis. Bought the pack and played Monkey Island and Loom. I’m so happy you got me back into these Bob! Thought on Loom: I saw many of the drafts as different from other verb sets. Silence, dye, empty, invisibility, sleep, they seemed more like changing the condition of the object, rather than acting on it. I started thinking of them as an “Adjective Set”, with Transcendence at the end being the ultimate state changer. Really liked the different approach in this little game. Bob, is there any way you can let us know which games are next in your LucasArts miniseries? I can’t wait to play them all!

I had only played MM, DotT & Fate of Atlantis. Bought the pack and played Monkey Island and Loom. I’m so happy you got me back into these Bob! Thought on Loom: I saw many of the drafts as different from other verb sets. Silence, dye, empty, invisibility, sleep, they seemed more like changing the condition of the object, rather than acting on it. I started thinking of them as an “Adjective Set”, with Transcendence at the end being the ultimate state changer. Really liked the different approach in this little game. Bob, is there any way you can let us know which games are next in your LucasArts miniseries? I can’t wait to play them all!