Leisure Suit Larry: Magna Cum Laude

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Larry Lafferi’s nephew, Larry Lovage, is a typical college student; he lives in a dorm, has a crush on his biology professor, and goes to bars with his buddies. But when a TV dating show comes to campus, Larry gets a chance for national “exposure”. If he can show that he can make any girl on campus swoon, he will become a campus legend.

Format: PC
Release 05 Nov 2004
Developer: High Voltage Software
Publisher: Vivendi Games
Players: 1
PEGI Rating: 18
Editor Score: 6 User Score: 2
Leisure Suit Larry: Magna Cum Laude boxshot on TotalVideoGames.com
Also available on: PlayStation 2, Xbox

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Leisure Suit Larry: Magna Cum Laude. Feature

Jon Wilcox

20/09/2004

Jon Wilcox

More thoughts from the Leisure Suit Larry team...


TotalVideoGames concludes the second part of a very special insight with some concise thoughts and observations from key members involved in the creation of Leisure Suit Larry: Magna Cum Laude, due for release on PC,PS2 and XBOX in October, whilst also looking back to understand why the original Leisure Suit Larry was so popular.

Alex Rodberg, Brand Manager, Sierra Entertainment

âGetting a game made is a tough business. One of the less well-known parts of that process is persuading the suits with the chequebooks to pay for the development in the first place. Of course it's just as essential as art or sound or anything else. This is where people like me come in, the brand managers.â

âBack when the first Larry games came out, all those years ago, they had big impact on gamers. There was nothing else quite like them. Of course, like all series they eventually fell out of favour as the development teams and publishers moved on to other things. Anyway, a couple of years ago we decided to do some research into which of the Sierra brands had the highest profile amongst gamers. Larry, perhaps unsurprisingly, was still a well-known character. Of course we became convinced that a new Larry game was just what was needed, but the adventure scene was so dead that it would be hard to persuade the bosses that this was the right route to take.â

âSo I did my job. I stood up and said that there was no reason why there shouldn't be a comedy genre in games today. Larry stands for all those things that make films like American Pie popular and funny. Just because no one has taken up the challenge doesn't mean it can't be done. In a time when everything is guns and kung fu we needed some comic relief. We want a world where games mean laughs and Larry can provide that world. The cheques were signed and the game got made. And that makes me, and the rest of the team, happy that we can do our job.â

âYes, it's going to be controversial. And no, it's not for kids. Few games these days really are. But that doesn't stop them being massive sellers. The biggest games in the world have some very mature themes. Larry has mature themes too, but ones that will make a whole load of people laugh. If they can do that, then our work here is done.â


Eric Nofsinger - Designer

âCharacter design is the core problem for a game like Larry. Without characters that players want to interact with, there can be no fun and no humour. The most important characters in Larry are the girls. The game designers work up extensive documents to explain how they envision each girl, and plenty of research is required. Yeah, it's research!â

âThen it's up to the animators and artists to transform the design documents into videogame reality. We're creating some ultimate adolescent fantasies here, so obviously making the girls look stunning and interesting is an important factor. But there's much more that makes an adventure game, particularly with regard to the attitude, motivation and the overall naughtiness level of the girls in question. (That last attribute is an important one, as you'll discover when you play the game.)â

âAs the girls are created some serious research has to be done. Taking long looks at bikini-clad beauties, trips to singles bars and long nights on the Internet are all part of our job. Yes, it's a tough cookie, but someone has to chew it. We work closely with our beloved designers to make sure that the character we're drawing up laboriously express every aspect of the creature that resides in the designer's perverted imagination. And we're getting pretty good at making that happen. Then we get on with the actual job of modelling the character in 3D Studio MAX. First the physique is defined and then the appropriate textures are applied. We paint on (not too much) clothing, as well as skin and makeup, and anything else you can imagine... After that we build a skeleton inside the model so that it becomes something we can manipulate for in-game animation. Once the girls are moving then our fantasies really come to life and that's probably the most enjoyable part of the work - seeing them move. All this takes a couple of weeks, after which we have a digital young lady to play with.â

âSo yeah, it's a lot of work, but Larry, and the players, are certainly going to appreciate it. We create new sexual icons every day. Now that's a helluva job.â
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Editor and User Scores


Editor Score: 6 User Score: 2