Runaway: A Road Adventure

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Runaway: A Road Adventure
Runawaybox.jpg
Original Spanish box
Developer(s)Pendulo Studios
Publisher(s)Dinamic Multimedia
FX Interactive
Tri Synergy (North America)
SeriesRunaway Edit this on Wikidata
Platform(s)Windows, iOS (re-issue)
Release
Genre(s)Adventure
Mode(s)Single player

Runaway: A Road Adventure is a 2001 graphic adventure game developed by the Spanish company Pendulo Studios and published by Dinamic Multimedia. The game follows the story of Brian Basco, an American college student swept up in intrigue after he rescues Gina, a woman who witnessed a mafia murder. Assuming the role of Brian, the player solves puzzles and converses with characters in a cross-country journey through the United States.

Pendulo began Runaway in 1998. Influenced by films such as Pulp Fiction and Raising Arizona, the team conceived a game based on the road movie genre that would take more inspiration from films than from rival games. Pendulo abandoned the nonlinear and parodical nature of its previous title, Hollywood Monsters, in favor of a more straightforward and adult-oriented approach that blended humor with drama. Runaway initially featured hand-drawn 2D graphics; production problems necessitated a switch, one year into production, to pre-rendered 3D characters with toon shading. The change caused major delays, exacerbated by a shortage of qualified character animators in Spain: the country's recovering game industry had a limited talent pool. Runaway's small core team of nine members was supported by outside freelancers and part-timers throughout development, and the game launched in July 2001.

Runaway was highly anticipated in Spain and its early domestic sales were strong. However, Dinamic Multimedia collapsed in September 2001, which halted distribution and prevented Runaway's planned launches beyond Spain. Forced to downsize in response, Pendulo fought for roughly one year to buy back Runaway's rights, after which the developer secured deals to release the game globally during 2002 and 2003. FX Interactive relaunched it in Spain; DTP Entertainment and Focus Home Interactive achieved significant success with it in Germany and France, respectively. At the same time, the English-language version struggled to reach shelves. Runaway's North American launch came two years after its Spanish debut, and a British edition failed to materialize. The game nevertheless became a global hit, with 600,000 units sold in Europe alone by 2006.

A sequel, Runaway 2: The Dream of the Turtle, was released in November 2006 in France and Germany and was released in March 2007 in the United Kingdom, USA and Spain. A third game, Runaway: A Twist of Fate, was released on November 26, 2009.

Gameplay[edit]

Brian Basco stands near the character Oscar. The player has moused over a business sign, turning the cursor into a magnifying glass.

Story[edit]

Runaway: A Road Adventure is narrated by protagonist Brian Basco, who appears between chapters to comment on the proceedings. A straight-laced physics prodigy from New York City, Brian has recently been accepted to the University of California, Berkeley. Before beginning his cross-country road trip, he decides to drive to a bookstore in New York. On the way, he hits a panicked woman who runs in front of his car. Brian drives her to the hospital, while a man dressed in yellow observes from a distance. At the hospital, Gina regains consciousness and tells Brian that she is a singer at the Pink Iguana, a New York bar. She explains that her father, a government employee, had just given her an ancient and mysterious crucifix for safekeeping. Two mafiosi, Gustav and Feodor, had then kidnapped her father and interrogated him about the artifact as she watched in secret. The thugs had unintentionally killed her father during the interrogation, and Gina had accidentally revealed her presence. Gustav and Feodor had then chased her into the street, where Brian hit her and unwittingly saved her life.

After telling her story to Brian, Gina succumbs to the sedatives administered to her by the hospital staff. Brian is intrigued and decides to help Gina evade the mafia, which he believes might be looking for her in the local hospitals. He installs a mannequin in a bed adjacent to Gina's and tricks a mafia hitman into shooting it rather than her, saving her life. Brian then starts a fire in the hospital room and wakes Gina up, and they decide to run away together to a museum in Chicago, where Brian's archaeologist friend Clive can tell them more about the crucifix. As they arrive, a mafia informant outside the museum alerts Gustav and Feodor. After hearing their story, Clive takes Gina on a tour of the museum. Meanwhile, Brian gets Dr. Susan Olivaw, a restorer, to clean the crucifix so that it can be identified. He ultimately uses the museum's database to determine that the crucifix is of Hopi origin. Clive then calls Brian out of the database room with a warning that Gina is in danger. As he exits the room, Brian is knocked out by Gustav and Feodor, who had offered to let Clive live in exchange for Gina and Brian. Nevertheless, the pair kills Clive and leaves with the two captives.

Gustav and Feodor transport Brian and Gina to a remote cabin in the desert, where Brian is interrogated and beaten unconscious. When he wakes up, he finds himself alone, as the gangsters have taken Gina to a separate room for questioning. Brian manages to escape and stumbles upon three drag queens in the desert, who were abandoned in a broken-down tour bus by their manager. They strike a deal with Brian, agreeing to help him save Gina if he helps them escape the desert. Brian proceeds to trick Gustav and Feodor into leaving the cabin, which allows him to enter and save her. One of the drag queens, revealed to be ex-military, hijacks the gangsters' helicopter as an escape vehicle for the group. The drag queens fly Brian and Gina to Arizona's Hopi region before leaving themselves. However, Gina falls and appears to die in an abandoned mine shaft as they search for clues about the crucifix. Distraught, Brian nearly abandons the mission, until a mysterious Hopi man appears before him. Claiming to be the last Hopi chieftain, the man reveals to Brian that the crucifix is actually a key that opens a sacred, secret Hopi crypt. The man tells Brian that it lies near the Hopi village beyond the abandoned mine where Gina fell.

Development[edit]

Concept and design[edit]

Following Pendulo Studios' release of Hollywood Monsters in December 1997,[1] the developer started to create a sequel to the game.[2][3] The first installment had been a commercial hit in Spain, Pendulo's home country.[4][5] However, Kai Fiebig of Hollywood Monsters' publisher, Dinamic Multimedia, explained that the team soon revamped its project. At a meeting to assess the sequel, one of Pendulo's leads suggested a change in direction because of a thriller film he had recently seen, and the core concept for Runaway was born.[2] Art director Rafael Latiegui later said that "the first sketches of what would end up becoming Runaway" were created in summer 1998.[6] The team devised a story based on the road movie genre; early influence was derived from the films Pulp Fiction and Raising Arizona.[7] Pendulo's desire to create a more structured game than Hollywood Monsters inspired Runaway's chase-themed plot.[8] For the setting, the team picked the United States over Spain for the recognizability of its locations to a global audience, and for its greater suitedness to the road movie format. Latiegui's recent trip to New Mexico and Arizona influenced the team: he had taken several hundred photographs, which guided Runaway's color palette and served as the basis of many in-game locations.[7]

In creating the design for Gina, Pendulo Studios was influenced in part by the actress Jennifer Connelly.

According to Latiegui, Runaway's story was intended to be "more adult" and "less zany" than that of Hollywood Monsters.[9][10] While Pendulo's previous game had been a parodical comedy,[11] the team sought to give Runaway a balance of humor and drama.[10][12][6] Gerard Masnou of GameLive PC noted Pendulo's addition of violence, strong language (including "joder") and sexual themes to the game's Spanish script, which contributed to its rating of +18 in Spain.[13] Latiegui said that Runaway's transgressive elements—such as the appearance of drug use, stripping and drag queens—were not for the purpose of controversy,[8] but that they nevertheless alienated certain publishers.[6] In designing the protagonists, the team conceived Brian as a nerd whose look and personality would evolve because of his adventures in Runaway, while Gina was intended to drive the plot. Her design was particularly inspired by actresses Natalia Estrada and Jennifer Connelly. Latiegui explained that the team's goal was to make Gina "really sexy" and "especially exuberant"; her character design proved to be a greater challenge than Brian's,[7] and she underwent several redesigns before her model sheet was finalized.[14]

In 2000, Latiegui cited films as a greater inspiration than competing adventure games for Runaway.[15] Pendulo self-described as a group of "movie fanatics",[16] and project manager Ramón Hernáez said that he had initially wanted to become a filmmaker rather than a game developer.[9] The team purposely included references to films throughout Runaway,[16] such as borrowed names and pastiches of famous scenes. Hernáez, who was responsible for outlining much of Runaway's script and scenario, added the majority of these references.[7] Among them are nods to Close Encounters of the Third Kind,[16] The Great Escape and Perdita Durango.[7] The Adventures of Priscilla, Queen of the Desert was another prominent influence.[16][17] Despite the impact of Pulp Fiction and Raising Arizona on the script, Hernáez noted that the two films were not among his personal favorites. He compensated by including allusions to The Apartment, The Quiet Man and the work of Woody Allen—particularly Manhattan Murder Mystery, which supplied the conceit for the game's ending. According to Hernáez, the team added few personal references to Runaway beyond the names of two hackers mentioned by Sushi, who were named after Hernáez's nieces.[7]

Runaway was co-designed by Latiegui, Hernáez and lead programmer Felipe Gómez Pinilla,[18] Pendulo's co-founders.[7] They hoped to mimic the design of "classical" adventure games,[17][6] particularly The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge.[19] Both LucasArts adventure games and the early work of Sierra On-Line influenced the game.[10] From the start, Pendulo tried to move away from the nonlinear design style used in Hollywood Monsters,[8][19] in favor of what Latiegui called a more straightforward and "less scattered" linear format.[9][10] Pendulo later opined that Hollywood Monsters' openness had often led to "stagnation" for players.[20] Instead, the team divided Runaway into discrete chapters,[19] and sought to give the game a clear difficulty curve that inclined gradually.[16][15] According to Latiegui, Pendulo's primary goal with the puzzles was simply to avoid players' "feel[ing] frustrated or stuck at any time."[8] For the interface, the designers opted for a traditional point-and-click setup rather than direct character control, which they found less intuitive than the older style.[2] Reflex-based action scenes were planned, but Pendulo rejected the idea after testers judged them disruptive to the overall experience.[2] The team also sought to limit the game's use of dialogue trees, as Pendulo believed them to be unpopular with players.[15]

Production[edit]

Runaway was Pendulo's largest project to date,[16] and Gerard Masnou wrote that it "was the most ambitious graphic adventure ever developed in Spain" at the time.[21] The game's funding derived entirely from Spanish investments.[12] During production, Pendulo stated that Spain's game industry had improved since its low point in the 1990s, although it was "very far from living a golden age."[22] According to Joan Font of GameLive PC, the industry still suffered from a dearth of professional talent while Runaway was in development. Spain's education system lacked courses for game development, and the country's existing industry professionals often migrated to foreign companies for better working conditions and pay. As a result, most of Pendulo's staff on Runaway consisted of autodidacts who learned in part on the job. Felipe Gómez Pinilla said that the company asked prospective collaborators "to have a classic drawing or animation foundation and to master the programs they will be using."[9] The game's team was small: Rafael Latiegui said that Runaway had nine core members during most of its creation, assisted by a series of part-timers on elements such as music.[7] Programming was almost exclusively a solo effort by Pinilla.[9] The company also relied on external contractors for certain key tasks.[9][7] Despite the industry's limited workforce, Ramón Hernáez said that Pendulo had a "relatively" easy time finding talent.[9]

The soundtrack for Runaway was composed by freelancer David García-Morales, who had previously worked for Pyro Studios on the music to Commandos: Behind Enemy Lines.[23] He sought to give each of Runaway's areas a unique theme suited to its environs, while ensuring that the tracks "had some connection to each other, whether of harmony, melody or rhythmic drums". García-Morales later said that this balance of unity and difference was difficult.[24] Pendulo's proprietary adaptive music engine, the MIP Music System,[25] was used to alter the soundtrack based on in-game events.[26] In addition to the game's background music, Pendulo decided "from the very outset" to give Runaway a signature theme song, according to Latiegui.[8] The goal was to increase the game's similarity to films via the inclusion of music with lyrics.[24] Pendulo picked a stylistic direction for the sung tracks and began to explore demo tapes from interested bands; Latiegui said that the team "by chance" encountered a tape from the musical act Liquor, sent in by García-Morales. Singer Vera Domínguez caught Pendulo's attention, which led to Liquor's selection.[8] Writing for Micromanía, J. A. Pascual compared the band's resultant work for Runaway to the output of The Cranberries.[27] García-Morales hoped to raise Liquor's profile with the opportunity, as he was personally invested in the band's success.[24]

Runaway began development with fully 2D graphics. After Pendulo Studios encountered major problems with the animation, the company reworked the game with pre-rendered 3D models.

Like Hollywood Monsters and Pendulo's earlier Igor: Objective Uikokahonia, Runaway began development with completely 2D graphics.[28] The game maintained this style for a full year and to a "very advanced" stage of production, according to the Spanish press.[9][29] Most of the 2D artwork was created by outside contractors under Pendulo's supervision.[9] Publisher Dinamic Multimedia publicly revealed Runaway in 2D form during mid-1999;[30] Micromanía reported that the game looked like an "authentic animated film".[31] One of that magazine's columnists called the game's 2D visuals ready to "compete, side by side, with the greatest successes of LucasArts."[32] Although Pendulo completed the entire first chapter of Runaway in 2D,[12][28] animation proved to be a major challenge for the team,[29][12] especially when it came to the game's characters.[29] It was expensive and slow to produce;[28][12] Latiegui later recalled that "you wanted to have a cel in three days and instead ... it took three weeks" to achieve the intended quality. The animators struggled to keep their art on-model. Latiegui said in 2007, "When I see those drawings I still laugh because they are very curious". As a result, the team deemed Runaway's 2D graphics unworkable.[12]

Hoping to find a solution, Pendulo began to experiment with modeling the characters in polygonal 3D.[28][12] As the team disliked realistic 3D art styles,[7][12] it was initially a struggle to find a suitable look, and to match the 3D characters to the existing 2D backgrounds. Pendulo sought to give Runaway visuals reminiscent of comic books: Latiegui noted that he had grown up with Spanish comics such as El Víbora, Totem and Cimoc. The company also used artists Adam Hughes and Richard Corben as reference points.[7] These considerations led Pendulo to choose a non-photorealistic rendering style never previously used by an adventure game,[33] despite its appearance in the strategy title Shadow Watch.[34] Pendulo pre-rendered the 3D character models to create sprites and then added more effects on top,[35][28] such as real-time lighting and hand-drawn tweaks.[35][29] To integrate items into the world, the team created versions of the background visuals both with and without items; the game switches between these images when an item is placed or removed.[7] Latiegui later noted that the team was "surprised that, yes, [it] could do something decent" in 3D.[12] Dinamic's Alberto Hernandez wrote that the publisher was won over by "the first tests".[29]

The contractors responsible for the 2D visuals were subsequently let go; instead, Pendulo staffed up with a new group of full-time artists.[9] Pendulo proceeded to scrap all of the 2D animated character art,[29] and to recreate the game's cast in 3D, based on the existing character designs.[14] The finished first chapter was then remade in the new style.[28] To achieve Runaway's final look, the team used a combination of proprietary and third-party software.[10] Pascual wrote that Pendulo "used the same procedure" employed by then-recent animated properties, such as The Iron Giant and Futurama, that similarly blended 2D and 3D artwork.[36] Runaway's graphical overhaul did not require a rewrite of the existing game engine,[9] which was an upgraded version of the Hollywood Monsters engine designed to feature full-scene anti-aliasing and a 1024 × 768 display resolution.[9][36] Latiegui called support for this higher resolution "logical" given the team's heavy focus on visuals,[19] the element of Runaway with which Pendulo was happiest.[8] The new style was nevertheless both challenging and time-consuming to create,[10][36] and Latiegui noted that the team was "trapped by the limitations of 2D and those of 3D all at once."[10] Pendulo struggled to find enough qualified 3D character animators in Spain, according to Micromanía's Francisco Delgado,[14] and Hernáez wrote that the quality of the facial animation ultimately fell below his hopes.[9]

Runaway's visual overhaul resulted in major delays.[14][36][22] Originally due in early 2000,[3][36] the game entered a protracted development cycle and was for a time without an official release date, which led to rumors throughout 2000 about the game's status. Although it was projected by that August for a late-2000 release,[14] and was reportedly "90% complete" by October,[37] the game proceeded to miss its planned December 2000 launch.[38][39] Adventure Gamers' Eivind Hagerup wrote that Pendulo "didn't want to rush the game before Christmas, because this would lower the quality of the game."[40] While Dinamic subsequently rescheduled Runaway for mid-January 2001,[41] the game encountered another string of delays through the first half of 2001,[39][42] which Dinamic attributed to "technical problems" and the discovery of major software bugs.[43] In his column for GameLive PC, Masnou wrote at the time that Runaway's lengthy development and numerous delays were worrying signs, and warned the creators to "release this game before we get tired of waiting and we just forget about it."[44] Hernáez noted that the team was unhappy with the slow pace of development, as it increased costs and devalued the final product.[9] Pre-release praise for Runaway was nevertheless high, growing as the development time extended.[39] In early 2001, Alexander García of MeriStation reported that Runaway had become one of Spain's "most anticipated graphic adventures".[41]

As Runaway's production progressed through 2001, Dinamic fell into financial turmoil.[39] The publisher's ventures related to the dot-com bubble—such as the massively multiplayer online role-playing game La Prisión—had proven unsuccessful, and Dinamic was caught in the global dot-com collapse.[45] By early March, rumors had spread that Dinamic was in danger of closing.[46] The company responded that only its online division was being shuttered, and that Runaway and its other traditional games were not in jeopardy.[43][46] However, key faculty secretly departed Dinamic to join Pyro Studios during the period,[47] and Dinamic entered receivership and cut 39 jobs in late March. Dinamic owed a significant debt of 1.5 billion pesetas to multiple creditors by this time.[48] In response to these issues, Dinamic pushed Pendulo to rush Runaway's release "because it needed money to stay afloat", according to Pinilla. He noted that the last months of the game's development were difficult, and he complained that Dinamic "did not provide the necessary funds for a sufficient number of people" to complete the project.[21] While Runaway ultimately went gold on June 25, 2001,[49][50] its final version contained serious bugs that required several patches.[35][51] Pendulo reported that most of these bugs occurred for users with 15-bit video cards, and took steps to address this issue.[35]

Distribution and sales[edit]

Debut and turmoil[edit]

Dinamic Multimedia published Runaway in Spain on July 6, 2001.[52][42] Shipped on three CD-ROMs and at Dinamic's standard list price 3,995 pesetas,[39] the game proceeded to sell well in Spain during its initial months.[53][54] It was the country's fourth-best-selling computer game in August; GameSpot Spain reported that the title had accrued "healthy sales" by that time.[53] It claimed 22nd on the charts the following month.[55] However, the game soon encountered problems.[21] On September 24, Dinamic announced its liquidation, following its financial upheaval earlier in the year.[56] Although certain commentators had speculated that Runaway's sales would save the publisher,[54] it was ultimately Dinamic's last published title.[57] At the time, VNUNet reported Dinamic's closure as "bad news ... for the battered Spanish game software industry".[58] A writer for Marca later called it "probably the most traumatic event that the Spanish video game industry has experienced in history".[4] This situation hurt Runaway's distribution and commercial performance in Spain.[21] In retrospect, Rafael Latiegui said that it had the effect of "blocking" domestic sales,[6] while Gerard Masnou remarked that the game went "almost unnoticed" because of Dinamic's closure.[59] By GfK's measurements, Dinamic's release of Runaway totaled 8,980 units sold domestically.[60]

According to Felipe Gómez Pinilla, Spanish adventure game developers relied on international sales to reach profitability, as the domestic market was too small to cover their costs. None of Pendulo's earlier titles had achieved international success,[61] and Masnou called it a rarity for any Spanish adventure game,[62] but the team felt that Runaway might break the trend.[61] An English localization of Runaway was planned to launch simultaneously with the Spanish edition,[40] while Italian and German releases were inked for fall 2001.[63] However, Dinamic's downfall cast doubt on the future of Runaway outside Spain. Latiegui remarked after Dinamic's closure that, unless a deal to repurchase the game's rights emerged "very quickly", Pendulo could follow its publisher into bankruptcy.[64] By mid-October 2001, all international versions of Runaway were placed on hold.[65] Dubbing had not yet begun for the German edition by that time.[66] Pendulo proceeded to undertake lawsuits and engage the publisher in a legal battle for the rights,[12][67] a process that lasted roughly one year.[68] Adventure Gamers' Marek Bronstring wrote that the game was "caught in limbo" during this time;[69] Pendulo struggled to stay solvent. Latiegui later called the period an extreme challenge, and the company had to lay off the majority of its staff to make payroll.[12] By November 2001, negotiations to release the game in Germany were ongoing and a fan petition to save Runaway had begun.[70]

International breakthrough[edit]

Pendulo Studios finally secured the rights to Runaway in July 2002.[67] The game appeared in Russia, published by Russobit-M, in early August.[71][72] Later that month, Pendulo announced that the German-language edition of Runaway had been revived.[73] Its publisher was revealed as DTP Entertainment in early September,[74] by which time the game was set for a November launch across the German market: Germany, Switzerland and Austria.[75] The German translation had been completed and its dubbing work started by mid-September.[76] Retailer pre-orders in the German market quickly surpassed DTP's forecasts.[77] For the Czech edition, Pendulo signed with TOP Distributor,[67] the publisher that Dinamic Multimedia had originally contracted to bring Runaway to the Czech Republic.[64] Pendulo and TOP began their translation effort before the rights issue was resolved, via an under-the-table agreement,[78][67] and the publisher received its first Czech-language beta edition in June 2002.[79] The Czech translation took four months;[78] dubbing was completed in October.[80] Runaway's German and Czech versions both went gold in November,[81][82] and releases followed on November 18 and in early December, respectively.[83][84]

DTP Entertainment and Focus Home Interactive characterized Runaway as a revival of traditional graphic adventure games—like the earlier Flight of the Amazon Queen (pictured)—that were seen at the time as a declining genre in countries such as France and Germany.

DTP Entertainment supported Runaway in Germany with a heavy marketing campaign that characterized the game as "the return of the classic adventure", according to the publisher's Chris Kellner.[85] At the time, adventure games were perceived as a declining genre in countries such as Germany and France.[61][86][87][88] Runaway debuted at #9 on GfK's weekly computer game sales charts for the German market,[89] and spent five consecutive months in Media Control's top 30.[90] The game's sales in the German market surpassed 50,000 units within a year,[85] ultimately climbing to 60,000.[91] Kellner declared it "a huge success" for the publisher.[92] Following Runaway's debut in Germany, Pendulo landed deals in December 2002 to release the game in three more countries: France, with Focus Home Interactive;[93] Poland, with TopWare Interactive;[94] and the United Kingdom, with GMX Media.[95][96] All three were slated for spring 2003.[94] Like DTP, Focus Home publicly labeled Runaway "the return" of traditional graphic adventure games.[97] The company's Cédric Lagarrigue later said that his team had "a huge desire to revive" the genre, and that they believed Runaway could do so.[98]

Runaway's worldwide spread continued throughout the early part of 2001.[99] By February, Pendulo had signed contracts with Comgame 576 and FX Interactive to ship the game in Hungary and Italy, respectively.[100] Agreements emerged in March to localize Runaway in Holland, Belgium and North America—the third through Tri Synergy.[99] In France, Focus Home backed the game with a large financial investment in hopes of securing a hit.[98] Two members of the firm Words of Magic oversaw the French translation and dub,[101] which included the French voice actors for Cameron Diaz, Tom Cruise and Will Smith.[102] Words of Magic finished the localization within two months, in the process adding jokes and references specific to France, alongside new hints for certain puzzles.[101] Runaway appeared in France on March 21.[103] Initial sales were strong: the game reached #3 on GfK's French charts,[104] and it remained in the top 20 through July.[105] Runaway ultimately maintained a 6-month streak on GfK's list.[106] Similarly, Fnac reported Runaway as its third-best-selling game across all platforms during April's first half,[107] and it continued to chart in the store's top 30 through the end of May.[108][109][110] In August, Lagarrigue called Runaway a major hit for his company.[98]

While securing these international deals, Pendulo worked in late 2002 and early 2003 on a remastered Spanish version of Runaway, this time published by FX Interactive.[111] In early 2002, the two companies had collaborated on a re-release of Hollywood Monsters.[112][113] Changes to the remastered Runaway included a new box cover by Luis Royo, increased video quality, added hints for difficult puzzles, new voice-over for Gina—redubbed by the actress who voiced Angelina Jolie in Spain—and other updates.[114][115] Pendulo and FX announced the remastered version in January 2003.[112] Latiegui stated that the new edition's "most important" function was to solve Runaway's ongoing supply shortage in Spain, caused by Dinamic's closure.[114] The remaster was soon confirmed as a part of El Mundo's 2003 "Los Mejores Videojuegos del Mundo" (MVM) collection,[99][116][117] games that the newspaper included with its Sunday edition as optional purchases for €5 each.[117] Hollywood Monsters had been included in the successful 2002 collection.[117][113] Set for release in mid-March 2003,[118] Runaway's MVM edition became a hit and sold 100,000 units over the weekend.[6]

While the remaster was initially exclusive to El Mundo's MVM collection,[114] FX Interactive chose to reissue it as part of the publisher's "Premium" budget line in mid-2003.[119][120] The company followed this SKU later in 2003 with the "Multiadventure" bundle, which paired Runaway with the titles Traitors Gate and The Longest Journey.[121] FX brought Runaway to Italy in May;[122] Latiegui characterized its early performance in the country as a "great success".[8] Pendulo also revealed a deal that month to localize the title in Norway, Sweden and Denmark.[123] Later in the year, Focus Home announced a French relaunch of Runaway in a Collector's Edition bundle, supported by a renewed marketing campaign.[106] This new edition appeared in early October.[124] Despite Runaway's popularity in continental Europe, the title's English edition struggled to reach shelves. Evan Dickens of Adventure Gamers wrote that "the game stubbornly refused to find its way to an English translation".[125] GMX Media's localization in the United Kingdom was beset by delays as 2003 progressed,[126][125] and it ultimately failed to materialize.[125][12][127] Tri Synergy's North American version remained without a scheduled release date by the middle of that year.[8] It finally launched in the United States on August 20.[128]

By January 2004, Runaway had become an international commercial hit. At the time, MCV's Frank Mischkowski wrote that its sales totaled 400,000 units at full price and in Europe alone.[129] Ramón Hernáez noted that the game's "sales are not explosive, [but] they add up" over time.[130] Runaway's largest markets were France and Germany, according to Latiegui. He added that it had not "done badly at all" in the United States by February 2004,[6] where its lifetime sales at brick-and-mortar retailers reached 12,928 units by the end of the month.[131][132] Runaway accrued roughly 500,000 global sales by March 2004,[133] and remained DTP's best-selling adventure game by that September.[134] In May 2006, GamesRadar+ reported that Runaway had totaled 600,000 sales in Europe.[135] The game and its sequel, Runaway 2: The Dream of the Turtle, together had sold one million copies by April 2009. Of these sales, France accounted for 250,000 units.[136]

Reception[edit]

Spanish press[edit]

Reception
Review scores
PublicationScore
MeriStation8.5/10[35]
GameLive PC8.5/10[13]
PC Actual8.4/10[137]
Micromanía90/100[27]
PC Manía7/10[138]

PC Actual declared Runaway its "Game of the Month",[137] and the title came in third place for GameLive PC's 2000–2001 "Best Adventure Game" prize. The latter magazine's editors called it "an adult game, intelligent, very well structured and rich in the kinds of details that separate good craftsmanship from the rest."[139] In MeriStation's 2001 EME awards, Runaway received 14.1% of the reader vote in the "Best Adventure Game" category, which placed it third behind Silent Hill 2 and Shenmue 2.[140][141] Conversely, readers of Micromanía named Runaway, with 40% of the vote, the best adventure game of 2001.[142]

International reviews[edit]

Reception
Aggregate score
AggregatorScore
Metacritic(PC) 74/100[143]
(iOS) 64/100[144]
Review scores
PublicationScore
Adventure Gamers4.5/5 stars[125]
CGW2/5 stars[145]
Game Informer7.25/10[146]
GameSpot7.5/10[147]
GameSpy3/5 stars[148]
GameZone9/10[149]
PC Gamer (US)51%[150]

The game received "mixed or average reviews" on both platforms according to the review aggregation website Metacritic.[143][144]

Legacy[edit]

Although Dinamic Multimedia's closure forced Pendulo Studios to stop creating games,[151] Rafael Latiegui said in early 2003 that Runaway's sales growth would determine the developer's future. He noted that Pendulo could resurge if the game performed well enough.[114] Its success subsequently revitalized the company: Felipe Gómez Pinilla called it "a turning point for" Pendulo.[130] The game was Pendulo's international breakout hit, and grew the company's fame not just in Spain but across Europe.[citation needed] According to Latiegui, Pendulo was ultimately able to rehire the "vast majority" of the people it had laid off during the Dinamic turmoil.[12] MeriStation placed Runaway side-by-side with Commandos: Behind Enemy Lines as a game that showed Spain as a major player in game development.[152]

"Brian Basco's first adventure, while not without its shortcomings, showed that it was still possible for adventure games to be commercially successful, undoubtedly playing its part in convincing publishers and developers that our favorite genre had a future."

—Benjamin Braun in Adventure Gamers[153]

Discussing the environment into which Runaway released, Martin Ganteföhr of House of Tales wrote that it was "practically impossible" to interest a publisher in adventure titles. Ganteföhr argued that Runaway increased interest in adventure games among Germany's publishers and players, and helped to revitalized the genre.[61] Its success inspired dtp Entertainment to focus heavily on the adventure genre.[154][155] According to the Hamburg Chamber of Commerce's Hamburger Wirtschaft magazine, Runaway it ultimately helped to revive the country's adventure game industry.

The newspaper La Libre Belgique argued that Runaway had helped to re-energize the adventure genre by March 2004.[88] Writing for Adventure Games, Jack Allin stated that "Runaway: A Road Adventure was cited as one of the games that helped catapult the genre back into an era of relative prominence."[156] Jeux Video similarly stated that it "marked the rebirth of the genre."[157]

Sequels[edit]

Pendulo Studios began to plan a sequel to Runaway soon after the first game's international launch. Rafael Latiegui later said that the team "wanted to immediately get [into] a video game" after spending a year away, and that a sequel was the "quickest way" because of the groundwork already laid.[68] He noted that Runaway had not been developed with a sequel in mind, but that a large number of unused ideas nevertheless remained after the first game's release.[158] In January 2003, PC Games reported that Runaway 2 was under consideration and had been partly storyboarded but was not yet greenlit.[159] Prior to Runaway's release in France, Latiegui explained that Pendulo was waiting for the rest of the game's global returns before committing to a new title.[114] The first game's commercial performance, combined with the team's desire to explore Runaway further, ultimately became a key inspiration to greenlight a sequel.[12][68]

Runaway 2 was first announced by DTP Entertainment in August 2003, at the Games Convention in Leipzig.[160] By that time, the game had passed the initial concepting phase and its plot was finished.[161] Pendulo opted to reuse the same game engine from the first title, with upgrades.[130] The project was initially scheduled for late 2004.[160] Because of Runaway's high profits, Pendulo was able to put its own money into Runaway 2,[130] although most of the game's funding derived from French investments.[162] The game underwent numerous delays,[163][164] first to mid-2005 and then to late 2005, spring 2006 and September 2006.[165][166][167][168] Discussing these setbacks at the time, Latiegui argued that it was "important for the quality of development" to take precedence over deadlines.[158] Released in November 2006 as Runaway 2: The Dream of the Turtle,[169] the game continues the story of Brian Basco and Gina, who fall into trouble because of a plane crash during their vacation to Hawaii.[157] Runaway 2 received an international release roughly 8 months before its mid-2007 Spanish launch.[162]

A third Runaway game was considered during Runaway 2's creation,[158] and Pendulo unofficially confirmed that it was under development in November 2006.[170][171] It received an official announcement at Games Convention in August 2007; certain outlets initially reported that Runaway 3 would be set in Japan and would take place immediately after its predecessor.[172] The game was first shown in February 2008 at the Game Developers Conference, where its name was revealed as Runaway: A Twist of Fate.[173] Pendulo and publisher Focus Home Interactive hoped to attract series newcomers with the numberless title, and Jeux Video reported that the game was "not the direct follow-up" to Runaway 2, but a relatively standalone project.[174] A new engine was adopted for A Twist of Fate that offered improved graphics,[175][176] although the game retained a pre-rendered 2D visual style.[153] A Twist of Fate tells the story of Brian's attempt to escape from an insane asylum, where he is detained due to a murder accusation against him. Unlike the first two Runaway entries, the game features Gina as a playable character alongside Brian.[177] A Twist of Fate was first released internationally in November 2009;[178] its Spanish version, again delayed, launched in early 2010.[177]

Pendulo opted to temporarily retire the Runaway franchise after A Twist of Fate, although the team retained ideas for potential sequels. Latiegui explained in 2011, "After almost a decade with the saga, we needed a break."[151] The team reported that it was particularly tired of Brian as a character.[20][179] Nevertheless, Pendulo undertook a new Runaway title the following year, under the name Hidden Runaway.[180] Unlike Pendulo's earlier work, Hidden Runaway is a hidden object game aimed at casual players.[179] The game was released for iOS devices in October 2012.[181]

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External links[edit]