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  • Indie Dev Moment: The Manipulator

     

    The Manipulator is a smart, lo-fi platform puzzler. It also happens to be an honest-to-goodness murder simulator, like the ones you read about in the newspapers. Except it’s real.

    Read More...


  • The Curious Appeal of Effing Hail

    Much like digital distribution on the current generation of consoles and handhelds has brought us charming, unique, and thrilling game experiences that would absolutely not survive in a retail environment, digital distribution of independant computer games allows us to become audience to gaming concepts that would likely never survive in committee. A majority of the most interesting games hitting the 'net these days are little more than proofs of concept, but of really freakin' neat concepts, and that makes all the difference. I would rather play a game in my web browser for five minutes and be left thinking about about it for hours than sink days into yet another epic console slugfest and have no idea what the point of it all is.

    Case in point, I played Intuition Games' "Effing Hail" about twelve times this weekend.

    "Effing Hail" is not a complex game. Presented as an isometric cross-section graphic similar to those seen in ecology text books (or the artwork to a certain rock album that helped some of us survive freshman orientation), the player controls wind gusts in order to hold the incoming hail stones in the atmosphere, accumulating greater moisture, mass, and volume, forming larger hail stones which are then flung into the unsuspecting people and constructs of the world in a vengeful God simulation.

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  • The Hardcore Gothic Romance of Judith



    It was probably rash of me to accuse the new gaming romantics of pulling a beauty-for-beauty’s-sake routine. Jenova Chen, Jon Blow, and their contemporaries are the stars of the indie movement after all. Not everyone can get their game distributed on Xbox Live and Playstation Network. There are creators out there making romantic games that aren’t just pretty flowers and lost love. A perfect example is Auriea Harvey and Michaël Samyn’s The Path, a game that uses gorgeous color and freeform play to inform its frightening exploration of growing up.

    Stephen Lavelle, aka increpare, and Terry Cavanagh of distractionware have also made their names on exploring the darker side of romanticism in games. Their latest collaboration, Judith, doesn’t fall within a classically romantic literary mode, but more to the side. Look past the game’s blocky Wolfenstein 3D-ish impressionism, and you’ll find that this ain’t romantic. It’s Gothic!

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  • Scarygirl is Out!



    Consider, for a moment, a world in which there were no consoles, no portable gaming devices, no games built specifically for the iPhone or your cell phone or your Trapper Keeper, no Steam, no games made specifically to harness a personal computer’s full power. Imagine a world where the only videogames in existence were Flash games. The genres would be familiar. You’d have platformers and shooters, puzzlers and adventures, sure. You’d never want for something new to play either. If you’ve opened a web browser in the past decade, you know as well as I do that there are thousands upon thousands of the blighters. And though there would be many things to play, there wouldn’t be much of it that was any good or artful.

    In a world where all games were Flash games, Scarygirl would be a god.

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  • Donkey Kong II’s Revisionist History Rights Old Wrongs

    Am I the only person on the internet who didn’t know this existed? Jeff Kulczycki, proprietor of Jeff’s Romhack, made a full on sequel to Donkey Kong entitled Donkey Kong II: Jumpman Returns. The game has a little something for everybody. For the folks out there who just love the original Donkey Kong and don’t love Donkey Kong ’94, Jeff’s made four brand new levels for you to play. For the people who still consider Donkey Kong Jr’s vilification of Mario to be a grave injustice, here’s your chance to engage in soothing revisionist history. If you want to get try out Donkey Kong II, you can head over to the infamous Funspot Arcade in New Hampshire to try and earn a killscreen of your very own. If you actually happen to own a Donkey Kong cabinet, you can actually purchase a ROM upgrade and soup that baby up. If you’re merely curious, here’s a full playthrough.

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  • Watcha Playing?: Spelunky

     

    Eegra's Patrick Alexander, in a rant that I've already covered, mentioned that he really likes Spelunky a freeware adventure game that plays like a slightly and gratefully more robust La Mulana

    You play a whip-wielding adventurer in search of gold who has to avoid creepy crawlies and avoid Indiana Jones-esque deathtraps. Perhaps most interestingly, the game uses randomly generated level design, while somehow managing to retain challenge and fun. This is a common element of roguelike design, but not one that is often seen in platform games, considering how crucial level design is. But here, it works, and it makes it very replayable.

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  • Indie Dev Moment: Blush

     

    The lovable lunatics at Flashbang Studios have been catering to you dinosaur-loving kiddies for ages, what with their off-road velociraptor safaris and jetpack brontosauri. I didn’t care about those so much, possibly because I don’t have a soul. But I can’t ignore those guys any longer, because this week a game came out of the studio just for me.

    It’s called Blush. It’s a psychedelic physics-based jellyfish simulator. It is primarily about tentacles, and the flinging about of said tentacles. That’s all I need, but I own every single underwater game that has ever been released*. Normal humans might need more explanation, but that’s fine because Blush really is rather lovely.

    (You might also need a video. I’ve got that too.)

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  • Indie Dev Moment: Jumpman

    Sometimes, 8 bits is just too much. When my friends were gawking at San Andreas, I whipped out my plug'n'play Atari 2600 for some Circus Atari. And it ROCKED.



    So, of course, I love Jumpman, a freeware desktop game by Andrew McClure fashioned as a modern love letter to the 4 bit platformers of old. Yes, the name "Jumpman" is somewhat sacred amongst retro gamers as the original name of Mario, but trust me when I say Jumpman is flippin' sweet. Literally, the sweetness is flippin', as the major brain-bending game mechanic here is rotating the pixelated world around Jumpman to help him evade enemies and get to the exit. There's a certain slickness to the way Jumpman moves, a reduced friction not often found in such games, and though it takes some getting used to, it works wonderfully for allowing Jumpman to glide across platforms as the world rotates around him.

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  • Indie Dev Moment: Dyson

     

    There is a growing strain of game imagery. Not a genre, but a play style or an aesthetic. Soothing ambient music, minimalist design, simple play schemes with unintimidating adversaries, clear goals and pleasant locales. I put Flower, Flow, and Dyson in this category. Dyson is a new indie game, made in under a month for the TIGSource Procedural Generation Competition.

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  • Fez May Finally Be More Than a Totally Sweet Demo



    For awhile there back in 2007, it was looking like blending 2D and 3D in a single game was going to be a bonafide trend. Super Paper Mario was the highest profile experiment in dimensional puzzle solving, but it was Zoe Mode’s overlooked Crush that really demonstrated the lasting potential of the new genre. Shifting the levels between sidescrolling, overhead 2D, and full 3D made for some inspired level design and hair-pullingly difficult puzzles. When the Independent Games Festival rolled around at the beginning of 2008, it looked like the 2D-3D mash-up was finally going to have its masterpiece in Polytron’s Fez. Fez mixed the same sort environment manipulation from Crush with deliciously retro graphics and sound. It looked awesome. Then it disappeared. I was sad.

    Gaming gods be praised! Fez has re-emerged, like a glorious sleepy groundhog signalling an early spring of sunshine and raw joy!

    Read More...


  • Derek Yu Loves/Hates You: Spelunky



    Written by Joe Bernardi

    About a month and a half ago, the independent gaming community went ape over Spelunky, a game that elegantly combines the gallivanting of a platformer with the randomness and infuriating difficulty of a roguelike. It looks simple enough. A little Indiana Jones-looking guy wanders around an Indiana Jones-looking setting populated with a thousand different things that can kill him in a million different ways. Saves girl, steals priceless treasure, escapes deadly cave. It seems pretty boilerplate. Then you realize you’ve been playing it for six hours, swearing at the top of your lungs at the tiny, pixelated shopkeeper who just murdered you with a shotgun for trying to steal a pair of climbing gloves from his store.

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  • Indie Dev Moment: Gravity Bone

    It’s not often that a completely indie game can be recommended without any sort of reservation whatsoever—how often do you hear a sentence in an indie game write-up start “yeah, it’s ugly, but” or “sure, it’s so pretentious I want to lobotomize its creator, but…”? So yes, we’re dealing with something special here in Gravity Bone.

    First of all, just look at it. The whole thing glistens with a fully realized, lovely art style that is 100% appropriate for its lighthearted espionage theme. It’s beautiful, charming, and a great reminder as to why the Quake 2 engine, in which Gravity Bone is built, dominated the PC gaming landscape for so very long: because in the right hands, it can still hold up today.

    The sound is just as lovely, and the gameplay itself is filled with wonderful little moments that can be hilarious, thoughtful or frightening but are always successful. And yes, it even has arthouse aspirations, with something to say about the artifice inherent in the language of gaming. You can embrace such intentions or not, but speaking as someone who is instantly repulsed by academic posturing you can rest assured there’s nothing to be put off by here.

    To say more would ruin it when you could just play it—for free, during your lunch break, with a computer from 1997.

    Read More...


  • Aquaria Is Cheap. Buy It, You Bums.

    I'll admit that I used to have a few gaming prejudices that now fill me with a deep shame.  For instance, until I bit the bullet and plunked down fifteen bucks for Jonathan Blow's Braid, paying more than ten bones for any game available exclusively as a digital download felt wrong somehow.  This is exactly why I missed out on Bit Blot's underwater adventure, Aquaria, back when it was released late last year; I'd played and loved the demo, but the full game's price of thirty dollars was just a little too rich for my blood.  The sad thing is, I probably would have forgotten about Aquaria forever if the game hadn't just come out on Steam for the low, low price of sixteen dollars.  Now I can make amends for my former transgressions by purchasing my own copy, and getting all of you loyal 61FPS readers to grab one as well.  Here's the game's trailer, if you need some convincing:



    Unfortunately, the sale on Aquaria only lasts until the end of 2008, so you'd better scrape together some spare change while you can.  Protip: you know those dudes in the Santa suits, ringing bells on street corners?  They're literally rolling in quarters.

    Related Links:


    Now At Your Local Dollar Store: Half-Life
    Google to Buy Valve?
    GOG is Great

    Read More...


  • A Treasure Trove of Free Japanese Goodies

    It’s not often that you stumble across a find like this. Last week, while no one was looking, a fan translation group called insani held a festival titled al|together 2008. During this festival, they released no less than six fully translated, 100% free Japanese games, hand-picked from the best of the Eastern indie scene. And hoo man, some of these things are good.

    I hesitate to call them “visual novels” because I know that people read that and think Anna Karenina but with giant anime eyes and clicking instead of page turning. These games are not like that (okay, there are giant anime eyes. Whatever.). The first one, From the Bottom of the Heart, is five minutes of perfect localization. The second game, Crimsoness, is three minutes of pure, delicious crazy, fairly interactive and worth playing multiple times. I can’t even describe it, you really just have to give it a go.

    I’ve not even gotten to what insani calls “the crown jewel” of the festival, Moonshine. I’ve been way too immersed in all the other goodness that’s on offer. And if half a dozen games isn’t enough, the website also peers deep into the process, with notes on the original Japanese game creator, the translator that took on the project, the extensive peer review each game had to undergo. It’s all just so…passionate.

    Read More...


  • Indie Dev Moment: i made this. you play this. we are enemies.



    Jason Nelson may not be Jon Blow, but I’ve got to hand it to the man: this is a fun little platformer. i made this. you play this. we are enemies. is, in the words of its creator, “an artwork/game/digital poem/world of scribbles and ideas from back of my brain, way-way back in a storage room for contextual whims.” What it is, in practice, is a collage-based platformer built on surreal deconstructions of well trafficked web magazines, blogs, and search engine portals. imt.ypt. wae. (go ahead and steal that name, dance punk band of fifteen year-olds!) scratches a couple of my recent itches, namely forays into surrealist game design and games that hook you by making you uncomfortable (in this case through scattered imagery and discordant sound.) Is it one of the greatest achievements of mankind? Certainly not. Is it an artistic success?

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  • Indie Dev Moment: Virtual Silence and the Art of Discomfort



    Videogames, for however much challenge they provide, are never particularly interested in making their audience uncomfortable. Frustration is one thing, but they are almost always meant to give pleasure, any anxiety caused through failure in the game used for creating a more satisfying, euphoric success. Rare as it may be, I find discomfort a fascinating platform for play. It strips away entertainment’s first goal, to please you, and makes you re-examine why you’re engaging the work at all. It’s a central component in horror games, but almost all horror games still work on the success/reward model; eventually, when you win the game, you’ll be safe. More interesting are games like Procedural Arts’ Façade, the entirety of which is concerned with the awkward, third-wheel experience of being the sole witness to a relationship ending. Façade is quiet, the dialogue and movements of its doomed lovers Grace and Travis stilted and terse, and while the interactive drama isn’t always human, it does give a convincing impression of just how horrible it is when two people fall out of love.

    Erika and Tuuka Virtanen’s Virtual Silence, released this past September, also plumbs into sorrowful human experience with its foundation of trying to coax an autistic child to speak again. But it goes one step further by making the audio/visual presentation as discomfiting as its premise.

    Read More...


  • Life of D. Duck: Freeware on Acid

    This post is going to require a little background info, so let me get that out of the way first. Bjørnar B. is an Internet-meme type thing that started in the early 00s; he's a fictional Norwegian teen who creates childish-yet-nightmarish drawings of Donald Duck and his family with bizarre, barely-English captions. Don't feel too out of the loop if you don't know about him; Bjørnar B. is pretty obscure unless you've been reading Something Awful (who originally hosted his site) for a long time.

    That being said, if you enjoy Bjørnar's very specific and strange sense of humor, you may also enjoy his series of point-and-click adventures games that are best described as a fever dream version of Duckburg.  The sequel to the original Life of D. Duck just came out, and Bjørnar was nice enough to provide the world with a trailer:



    And if you're still confused and bewildered, perhaps Bjørnar's own breakdown of the story might help?

    Help D. Duck in his quest to get Dasy to marry him. D Duck must get rid of Uncle Jubalon who is eating him out of his house, also ooie lui and devie escapes and D. Duck must save them.

    The game is HERE. You will download it.

    Read More...


  • Indie Dev Moment: The Glory of Thunder Lizards, Speed, and Extinction



    It is rare to turn on a game and be playing within seconds of its activation. Even seemingly simple games, such as Wii Sports, place hurdles between the player and action. You must press start, then select what you wish to play, then select the number of players, your skill level, and a brief loading screen that explains how to play the game or even, in Wii Sports’ case, a screen that tells you to turn off the game and take a break. The barrier is even larger in games built on a narrative foundation, where drama and exposition need to be established alongside play. (More often than not, the two are entirely separate. Even games that meld play, tutorial, and exposition in their initial moments, like Bioshock, wrest away much of your agency to allow their inciting incident to take root.) This didn’t used to be the case. Time was, all that stood between the player and the game was two buttons: power and start. It’s easy to forget how this immediacy can elicit a profound visceral and emotional reaction from the player simultaneously.

    PixelJAM Games’ Rich Grilloti, Miles Tilmann, and Mark DeNardo are in the business of making games that outwardly look like little more than simplistic retro pandering, but are, in execution, remarkable examples of immersion through immediacy. Their most recent game, Dino Run, has you running from extinction seconds after you pressing start, giving you only a momentary window to process that you must run to the right and avoid everything in your way.

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  • Indie Dev Moment: A Game a Month From Kloonigames



    I sometimes worry that even though I talk a big game about championing videogames as a creative medium, I’m full of crap. Nine times out ten, if I’m playing a game, it’s some blockbuster title or the twentieth entry in a franchise that’s been milked for more than a decade. If a game with the word Castlevania in its name is on the shelf next to, say, Rhythm Tengoku, I’m going to buy Castlevania. I’m that guy. I am part of the problem.

    Read More...


  • Indie Dev Moment: Eegra Shindig Ends, No One Got Laid, Awesome Games Got Made



    Way back in April of aught-eight, our favorite internet savages at Eegra got it in their heads to host an indie games competition. Known worldwide as the First Annual Game Makin’ Shindig, they called for strapping minds to create games based around the central theme of “colour” (the u comes from some kind of Australian brain disease I’m not familiar with.) Now, as July comes to a close, the Shindig has come to a close and, while no one involved apparently got laid, nine games have been created, all of them damn interesting.

    Read More...


  • Indie Dev Moment: Scarygirl

    Indie Dev Moment spotlights games, creators, and trends in the independent development community.

    I’ve theorized in the past that some ninety-nine percent of the internet is comprised of lists. People like reading and watching things sequentially, preferably in numerical order. After rigorous testing, I’ve determined that the theory is flawed. Only about eighty-five percent of the internet is lists. The rest is flash games. Hell, you can’t spit without hitting a flash platformer (which is impressive considering they’re intangible.) Even PETA has a flash platformer! Given their ubiquity, it’s no surprise that they’re usually crap.

    Touch My Pixel’s Scarygirl, based on artist Nathan Jurevicius' character of the same name, does not look like crap. Hit the jump, see what I'm talking about.

    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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