I'll be demoing the game on the show. Is there a good place for information on the who, what, when, where, why, and how about this game? I've been to the official site and there's nothing there, but I imagine there's quite the story as to how this game came about and I'd like to give the viewers a bit of background.
Yeah. This game was made by Tales of Game's Studios, which is made up of me (Chef Boyardee), bort, GZ, and Drule. A whole lot of people contributed to this game too, but we were the main dudes who worked on this.
I guess I should start out by saying that even before bort and I met each other, we had both had a passion for sewers. We traveled all around the world independently of one another touring sewers; it's actually amazing that we didn't meet up before we did. I guess I should also mention that we both lived and worked in Japan for big game developers (although I won't name names). I happened to be in Tokyo (Akihibara to be exact) touring the sewers when I came upon a gay rights convention. bort and I were on opposing sides of the protest line, but when I looked into his eyes I knew that we had to work together to make sewer-based RPG simulator games.
We traveled all around the world touring sewers, and I think it was the rare sewer ruins we explored in Kandahar, Afghanistan in the late 80s that really changed everything for us. We knew we had come across something really special when we went to those sewers and we felt that it was our duty to preserve what we'd found in video game format. So I guess you could say that Barkley really came into motion the day we went to those sewers in Kandahar. Sadly, five years later, they were destroyed by the Taliban, who were notoriously anti-sewers.
So for almost 2 decades we constantly struggled with the script for Barkley, Shut Up and Jam: Gaiden but it wasn't until 2002 that we finally thought we had a truly decent homage to the sewers of Kandahar. Later that year we picked up GZ and Drule, our programmers, and returned to the sewers of Akihibara, the place where we met, to complete our tribute. Let it be known that though the streets of Akihibara may be a mecca for gamers, its sewers are a mecca for game designers.
Although there is a lot to see and do in the game, we feel that it really comes together in the sewer area. The player gets to feel and experience the exact same emotions that bort and I felt in the sewers of Kandahar; you feel the same sense of mystery and forboding, but also the tranquility and wonderment. bort, GZ, Drule and I have always dreamed of forming a utopian society of sewer-dwellers and I believe that (without getting too much of a big head) we made the most accurate digital simulation of one.
So basically that's our story. Rogue game designers, scorned by our former game developer employers, form a bond of friendship and unite to create a historical sewer simulator.