FULL THROTTLE
Schafer was influenced by Mad Max and Kurosawa films
To me Full Throttle isn’t so much a point-and-click adventure as a point-and-kick adventure. While many adventure game protagonists are usually bumbling, unlikely heroes who make up for their physical shortcomings by relying on their wits to solve problems in their world, square-jawed biker Ben is more comfortable using his fists and feet. More than one puzzle in the game is solved by kicking something, and this refreshingly no-nonsense approach is what sets Full Throttle apart from other classic LucasArts adventures. I mean, why solve a series of increasingly absurd puzzles to unlock a door when you can just boot it off its hinges?
Released in 1995, was written and designed by Tim Schafer, whose name has to . Schafer was influenced by Mad Max and Kurosawa films; particularly the idea of a stoic, tough guy hero who’s never looking for trouble, but finds it anyway. Visually, lead artist Peter Chan took inspiration from Mike Mignola’s Hellboy comics, which is evident in his use of heavy shadows and silhouettes. LucasArts greenlit on Schafer’s assurance that it would be a commercial hit, and he was right. LucasArts adventures usually sold about 100,000 copies, but a million people bought .
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