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Originally Posted by TheHutt
So you're saying that the lip sync is auto generated depending on the voices, thus playing a game in a localized version would cause the animation to change?
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Yep, we re-run the lip sync system when we get a batch of localized voices. Note that part way through Wallace & Gromit we re-did our lip sync system, and it's way better now. The results are hopefully apparent in Tales of MI, where the characters look a lot less wobbly-mouthed than old Sam & Max stuff. The Devil's Playhouse is the first Sam & Max game to use the new tech, and I think it shows. With the new lip sync, higher res faces, and some light blend shapes going on, Max's mouth and face finally hits a lot more shapes and poses from the comics. It looks nice.
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How are the changes in emotions of characters controlled in the middle of a line?
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When we localize the game, those either end up working out nicely, or they don't. Depends. The system tries to adjust for time if a localized dialog line is longer or shorter, but doesn't always hit perfectly. I think we tend to do better at it than most, but I'm biased.
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3.) Is Majus somehow involved in the design of this game? If yes, what should I look for in the final episodes? How can the "I wonder what happens"-series continue if Majus has so much insight into the games?
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Majus and Suro aren't involved in the design work, but they're doing cutscene stuff in the games. Their first task was to fill the streets of 301 with boozing pigeons and scampering rats and things, but they have since moved on to more technical art and cutscene work. You'll be able to see a Majus cutscene at a climactic point in 302, for instance.