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  • Rite of Spring: Flower and What’s Lacking in the Romantic Games Movement



    Last week was full of everything you want out of a vacation: a change of setting from urban sprawl to glorious mountain range, rancid air exchanged for clean winter wind, great food, better scotch, and the best company. Of course, there was also a smorgasbord of great portable games. Retro Game Challenge, Atlus’ under-the-radar curiosity My World, My Way, and Kirby Super Star Ultra made for marvelous palette cleansers, washing away the last traces of Epic Holiday Gaming morsels still stuck between my gaming teeth. It was restful, brief, and rejuvenating. When I returned, I knew that it was going to be time for 2009 hardcore gaming to go into high gear what with Street Fighter IV and a Killzone 2 demo waiting, but the first thing I had to spend some time with was Flower. As soon as it had finished installing, well, it felt like my vacation had just gotten an extension.

    The game is exhilarating. Having grown up in rural upstate New York, the contrast of Flower’s city-bound preludes and its soaring bucolic playgrounds pulls at very specific heartstrings in me. The game is brief but I’m no less taken with it. Jenova Chen and ThatGameCompany are damn good at eliciting just this sort of emotional response with their games. Their debut Cloud was rich with the same bittersweet catharsis that characterizes Flower. Both are something like the game equivalent of a symphonic poem, their fluid flight-based gameplay replacing music as the visceral informant of a visual/audio narrative. They’re games unified in subject too; Cloud and Flower chronicle escapes to a pure, natural world from metropolitan confinement. They are concerned with beauty and simplicity.

    I wouldn’t say that Chen and TGC started it, but they’re certainly poster children for what appears to be a burgeoning romantic movement in game design.

    Read More...


  • Konjak: Legend of Zelda Platforming the Right Way



    In the past twelve months, much praise has been heaped upon Jon Blow for his time-bending platformer, Braid. Braid defies convention! Braid is an artistic tour de force that’s changed the gaming landscape forever! Jon Blow is mii mee mii mee mii mew! Hell with Jon Blow, I say! The man can’t even make a game by himself. He needs an artist and a musician to help him! Pfft. He’s no Joakim Sandberg, no siree. You want genre redfining platformers, Mr. Sandberg, also known as Konjak, is your man. He also happens to be the man.

    I kid about Jon Blow, but I’m all too serious about Konjak. His game Noitu Love 2 was without question the most beautiful and adventurous 2D platformer to come out in 2008, and I say that as a man obsessed with Bionic Commando and Mega Man 9. Thing is, Konjak is responsible for literally every facet of the game, from its propulsive techno soundtrack, to the art, to the batshit insane action.

    What’s he up to these days? Oh, just making a sidescrolling homage to Zelda called Legend of Princess.

    Read More...


  • Worst Christmas Ever?

     

     

    Happy New Year, everyone, and welcome back. Hope you had a wonderful holiday. Mine was great, except for one thing: This was the first year in my entire life that I didn't get a single video game!

    Read More...


  • Derrick's Top 13 Games of 2008 - Part 3

    Catching up? Read part 1 and part 2.

    5 - The World Ends With You (DS):
    The insanely ambitious action-JRPG probably makes the most use of all the DS hardware has to offer of all DS software with the possible exception of The Legend of Zelda: Phantom Hourglass, and even then The World Ends With You does it with so much more style and flair that the comparison seems woefully unfair. It's clear that Square Enix's Kingdom Hearts team put years of thought and research into what the DS could and could not do and the result is a game that breaks all expectations like so many angsty teenage hearts. It takes a truly great game to affect me outside of my gaming time, and much like Wii Fit got me thinking about jogging to the train every morning, The World Ends With You got me wearing pins on my bag for the first time since college, picking out just the right ones that may, someday, save my life in heated battle. Oh lord, did I love that dual-screened battle system...

    Read More...


  • My Top 10 of 2008 in No Particular Order: Braid

    It's the end of another year, and that can only mean one thing: it's list season. Inevitably, you're going to see top ten lists by the thousands; and, as an official member of the enthusiast press, I'm afraid I can't violate my directive. But, to make things a little more interesting, I've decided to assemble my 10 favorite games of this year in non-hierarchical form because--let's face facts--it's hard to pick a favorite. And unlike other top 10 lists, this one will be doled out to you in piecemeal over the next several excruciating days! Please enjoy.



    As far as downloadable games go, Braid was a pretty big deal; I don't think a day in August went by without me reading several blog posts by people caught up in creator Jonathan Blow's amazing world--oh yeah, except for those days in August when Braid wasn't out.  Nevertheless, there's really nothing else on XBox Live Arcade--or any other platform, really--that's like Braid; though its originality would be irrelevant if the game played like crap.  Luckily, Blow's deconstruction of the platformer is an immaculately-design work of genius, a mechanical, visual, and aural delight from start to finish.  And somehow, even with my embarrassingly poor competence at video game puzzle logic, I stuck through to the game's mindblowing ending.

    Please stop me if you can't take all of the well-deserved hyperbole.

    Read More...


  • For Indie Games, These are the Salad Days

    Good news, everyone! MSNBC.com is reporting that somehow, the beautiful, excellent labor of love World of Goo actually made a good amount of money for its innovative creators.

    This is probably the most heartening story of the long list of heartening stories that have come out about indie games this year. World of Goo managed to make money with a slim marketing budget of approximately $0.00. Other things, like Braid and Castle Crashers, had a minimal marketing push—yet the most accurate predictors we have for this kind of thing (VGChartz might usually be wildly inaccurate, but their XBLA chart is based on information pulled from a massive collection of real GamerTags and is generally considered to be as close as we can get to true XBLA sales numbers) believe these games generated millions of dollars in revenue, each.

    We are talking games that were made by no more than two men, games that were built on laptops in coffee shops. Could it be possible this era of HD gloss and budgets approaching nine figures could also be indie gaming’s greatest days?

    Read More...


  • The Eternal Question: Why Is Super Mario Bros. Fun?



    No, seriously, take a minute to think about it. Pour yourself a stiff drink or brew up a nice cuppa tea, put on your thinking cap and try to summarize your conclusion in a single sentence. It’s a peculiar question, really. I found myself trying to answer it late last night after spending some time with Mirror’s Edge. DICE’s platformer shares a lot of the same fundamentals as good ol’ SMB and, concerning the question at hand, both are fun for similar reasons. Super Mario Bros. lets you go wild on a playground where the laws of gravity are paying only loose attention and injury is not a threat. You can run and jump to your heart’s content, and if you see something, like a shiny coin or glowing box that might hide unknown treats, you can hit it with your fist and never worry about bloodied knuckles. Super Mario Bros. is fun because running and jumping, whether in real life or on a screen, is fun, and it’s this maxim that’s fueled platforming as a genre for twenty-five years. But the greatest platformers, the Marios and the Mega Mans, owe their success to more than just running and jumping. They also let you change their world. In Mario, especially in later series entries that allowed flight, crushing bricks opens new ways to move through the Mushroom Kingdom’s surreal landscapes. Mega Man has to destroy robots to ensure safe landings after a jump. If jumping and running was all you did in Jon Blow’s Braid, it could barely be called a game at all.

    When you settle into Mirror’s Edge, when you trust yourself to move through the level properly and let DICE’s carefully laid out obstacle courses subtly guide you, it manages to transcend the natural abstraction that comes from making things on TV move. It is physically and mentally affecting. It is fun. But, and mind you I’ve only played the first three levels of the game, all you do is run, jump, and climb.

    Read More...


  • Handjobs for Homebrew: Mario Paint Composer DS

    There's never been a better time to be an independent software developer. College students are designing original concepts that are then developed by established publishers into big games like Portal and de Blob. Small teams working in bedrooms or coffee shops are developing downloadable console games like Braid and World of Goo. And then, of course, there are the homebrew developers, releasing their software often for free or a small donation. Widely seen in less-than-100%-legal light, homebrew software is often a means of "hacking" the platform of choice to add functionality that had not originally been intended. While there's never any guarantee of quality when it comes to these things, there are some fantastic pieces of homemade software out there, and we hope to spotlight a few of them here on "Handjobs for Homebrew" (this is Hooksexup, I can say "handjobs," can't I?)

    Originally demoed just about a month ago, BassAceGold's homebrew of the Mario Paint Composer for the Nintendo DS was released to the internet masses last week. There have already been a number of homebrew applications to add the painting and animation components of the Super Nintendo classic Mario Paint to the touch-screen handheld, but MPC emulates the feature that always seemed to me (and, apparently, the YouTube community) to be the most engaging element, its cartoonish music composition score.

    For those who've never played Mario Paint, allow me to explain…

    Read More...


  • Soulja Boy on Braid: "BWOOOOOOOP!"

    It's been said that some games actually improve under the influence of various substances.

    Braid isn't one of them.

    Or is it? Rapper Soulja Boy--who I was completely unaware of due to being afflicted with an extreme, violent case of whiteness--has his own half-baked take on Jonathan Blow's brainy, postmodern platformer that may just change your mind.  Watch it with someone you love:



    More thoughtful criticism after the cut.

    Read More...


  • Jonathan Blow Your Mind

    The Onion A.V. Club recently put up an extensive and excellent interview with Jonathan Blow that's sure to piss some people off and make others fall deeper in love with the outspoken game designer.  I'm leaning more towards the latter, even though he mocks my chosen profession--hey, at least I was smart enough not to even attempt an analysis Braid's storyline and pass my word off as law.  Which is why the following inflammatory quote really doesn't bug me.  Honest:

    What’s interesting to me is that in terms of people who I feel are getting what it’s about – and here I’m not even talking about what the elements of the story mean, like, whatever symbolism and metaphors and things are in there. But even the structure of the game, like, there’s a fundamental structure and reasons in the way things are laid out, and parts of the game that are meant to draw people’s attention to certain things, regardless of what’s contained in that structure. And what’s interesting to me is that some people get that, and some people don’t. But that’s completely decorrelated from people’s claimed positions in the sphere of commentary. By which I mean, there are lots of random blog posters on places like Gamespot or NeoGAF or whatever who show a clearer understanding of the game than people who are all, “I’m all about games, and narrative and meaning, and I write a blog just to tell you about how I analyze all these things.” Those people have the same hit rate as your general forum poster. So that’s given me a cynical response to that whole community, which is just that, “Guys, are you sure you’re qualified to do this?” And that sounds asshole-ish, and mean and snarky, but that’s just how I’m feeling right now.

    Read More...


  • On Beating Braid

    I hate to be late to the party--or whatever the lingo is for when you don't finish a game 48 hours after its release--but I finally got around to beating Braid. Yeah, it's been about three weeks, but this was a game I really wanted to savor.

    Also, when it comes to logic puzzles, I suck on toast. If there's a Hell and I end up going there, Satan will lock me in a tiny room with nothing but The Adventures of Lolo trilogy for all eternity.

    While I'm slightly ashamed, I was able to get through Braid with only a minimal amount of cheating. I managed to finish Portal unaided through sheer willpower alone, but Braid kinda broke me. The puzzles--save for one with an autonomous key--are all watertight. My only problem with the game arises in a few of the later levels, when designer Jonathan Blow's penchant for non-intervention robs you of the tools you need to get some of the trickier pieces.

    If you haven't finished the game, beware: spoliers lurk below.

    Read More...


  • One Crazy Summer of Arcade

    Today's LIVE Arcade release of Castle Crashers and the recent trend of incoming college freshmen gathering in front of me to learn writing can only mean one thing: summer is over. But man, what a summer it was.  So many memories made while only moving slightly to avoid bedsores.

    Of course, I speak of Microsoft's five-week-long "Summer of Arcade," an event that saw the back-to-back release of five awesome Xbox Live Arcade titles: Geometry Wars: Retro Evolved 2, Braid, Bionic Commando: Rearmed, Galaga Legions, and Castle Crashers. Sure, it started a little late, and it neglected to include a few of the more recent remakes (Commando 3 and 1942: Joint Strike got just a little bit screwed by the timing), but I can't remember a time that so much multi-genre awesomeness was packed into such an affordable month.

    More importantly, though, I think it's a look at things to come for the future of gaming.

    Read More...


  • Yahtzee Says, Support Your Local Independent Developer (He's Right).

    If you're 1) a gamer and 2) not insane, then one of your favourite all-time games is Cave Story. Cave Story was planned, designed and developed by one demigod, the radiant Pixel. One of the greatest games of all time came from two arms, two eyes and one brain.

    Cave Story works so well because the graphics, sound, story and gameplay all compliment each other beautifully. But what if Pixel had proposed the title to, say, EA and had a hive mind work on the game? For starters, it would look and sound radically different because players today are all about the big noises and shiny things according to the Big Men In Charge (which is why Mega Man 9 has everyone leaping like dogs at a lambchop). The aesthetic shift alone would have sent Cave Story's delicate feng shui swirling down the toilet.

    Yahtzee talks about the importance of indie games this week, specifically Braid on XBLA. His argument for indie titles against corporate titles is that too many cooks spoil the broth—or rather, too many faceless men in suits destroy the original intent. Sometimes we all need to step back and clear our heads with games that don't stray far from the man or woman who originally thought up the idea.

    Read More...


  • Whatcha Playing: Cleaning House, Finding Roots



    It has been well over a month since my last Whatcha Playing here at 61 Frames Per Second. The vicious truth of the matter is that I haven’t been playing that much since the beginning of July. The summer will do that to you. When the weather is as nice as its been here in the northeastern United States (mild, sunny as hell, great thunderstorms), its hard to devote eight hours of a Saturday to grinding RPG characters, engaging in manic shoot-outs, or even just taking in some classics (especially if your apartment isn’t air conditioned.) Last Thursday, though, I finally downloaded Bionic Commando Rearmed, a game I may have mentioned anticipating. Those first delicious minutes I spent grappling around the vibrant world GRIN created signaled one undeniable fact: come the weekend, it was time to play some freaking videogames.

    But first I had to clean house.

    Read More...



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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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