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Scared of the dark: a look at the audio game Papa Sangre. A first-person game that has no video—you play it solely through audio.
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Scared of the dark: a look at the audio game Papa Sangre. A first-person game that has no video—you play it solely through audio.
Unreal Engine 3 Comes to the Mac Platform - Mac Rumors : The article on MacRumors doesn’t mention it, but Epic also added multi-display support to the iOS version of Unreal Engine 3.
In our interview with Jenova, he talked about the original inspiration for Flower:
When we made Flower, it was initially designed from experience. I grew up in Shanghai, which is a huge metropolitan city. We didn’t have that much green. I had never seen a rolling grass hill. When I came to California and I was driving on I-5 from L.A. to San Francisco, I saw all these farms, endless green, the windmills. It really gave me a sense of nature and I wanted to capture it. It’s like a person that has never seen the ocean going to the beach for the first time.
I wanted to capture that, so I took a photo, but the photo only captured a very small field of view. It’s totally different from what I remembered. What I remembered was 360 degrees of nature, endless, so I took a panoramic video. It tells the scale, but it still doesn’t tell this feeling of being surrounded by nature. Then, there’s the wind. There’s the smell. Everything there was necessary to recapture that strong experience I had.
That’s when I realized I’m a game designer. With a game, I could do that. I could let the player fly through the grass as if their face was next to it. They can push away the grass, they can [almost] smell it by interacting at close distance, but also they could fly up and seen the scale of the whole field. Games have so much freedom that I can capture everything I want to capture. The other thing is the sense of endlessness, the sense of freedom. You can go anywhere you want.
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The Smithsonian is putting on a exhibition in 2012 entitled “The Art History of Games.” thatgamecompany’s “flower” will be one of the featured titles. This quote came from an email promoting the exhibition.
(Can you tell I’m infatuated with this company and its games?)
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Bye IGN, Hello Apple « Mouth on Fire - Matt Casamassina, former editor at IGN of their N64, GameCube, Wii, and Wireless/iPhone channels. Hands-down my favorite gaming journalist in the business. Apple couldn’t have picked a better guy for this role.
“We looked at a variety of methods to get our games onto the Mac and in the end decided to go with native versions rather than emulation,” said John Cook, Director of Steam Development. “The inclusion of WebKit into Steam, and of OpenGL into Source gives us a lot of flexibility in how we move these technologies forward. We are treating the Mac as a tier-1 platform so all of our future games will release simultaneously on Windows, Mac, and the Xbox 360.
Valve to Deliver Steam & Steam on the Mac
Thanks to John Gruber of Daring Fireball for the link to the Wired story that includes a great quote from Dan Connors of Telltale Games:
“We have games that run on the Mac and we have games that run on Steam, so our goal is to be there,” Connors said. “We think they’re going to do a great job with getting the Steam client over there and we want to continue to be a part of it.”
I imagine a lot of other game developers are saying the same thing.
Based on the teaser images, it seems likely that all of these titles will also make their way to the Mac. This leads us to believe that Valve has ported their Source game engine over to the Mac, which would allow any future games based on this engine to be easily launched for the Mac. Alternative [sic], Valve could be using Transgaming/Cider for the translation.
The Significance of Steam and Valve’s Games for Mac - Mac Rumors
This is a big deal for gaming on the Mac. If Valve has indeed ported or rewritten their Source game engine for the Mac, it’s an even bigger deal. Not only would Mac users have access to a great game distribution platform, but game developers would also have access to a game engine that could easily target Windows, Xbox 360, PlayStation 3 and OS X. It would make the case for developing Source-based games for the Mac a no-duh proposition.
Plus, I don’t see how Valve could justify this hype if all they’re doing is using Cider to act as a graphics translation layer. That’s nothing new, and anyway, who would want to base an entire business venture on another company’s inelegant graphics translation product? I hope Valve sees it the same way.
Update 3/8/2010: They do.
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GameSpy: God’s PR Problem: The Role of Religion in Videogames - I am genuinely surprised, and impressed, by this article’s exploration into the role religion plays in video games. Surprised that it’s asking serious questions (on a level I haven’t seen since Next Generation magazine, the best gaming publication ever), and impressed at the quality of the article and the designers’ responses.
This is good gaming journalism, folks. Good job, GameSpy, and thanks to Julian Murdoch for looking for meaning in today’s games.
Folks, I’m concerned. I’m concerned because this screenshot is from Nintendo’s upcoming Metroid: Other M.
Does this excite you? No? Okay, how about this one.
…still no?
Me either. I’ll be the first to tell you that a game isn’t about how it looks; it’s about how it plays. And from what this, um, guy at Kotaku says (seriously, did this guy write this with his elbows and thumbs?), and from what Matt Casamassina and Craig Harris at IGN have to say, the game is going to be fantastic. I really do trust Matt Casamassina (been reading his stuff since N64.com!), and here’s what he’s got to say about it:
I was skeptic, but now I’m a believer. People, this works. It’s fresh. It’s fun. It’s stunning. We’ve waited decades for a few tasty morsels about Aran’s history and now we’ll get to watch it all unfold in cinematic glory as we take out the Space Pirate trash and explore an immense, lush world — all with blazing fast controls. I will be counting the days until June because Other M has leaped to the top of my must-have list.
I’d characterize that as glowing praise. But I’m still concerned.
What’s the deal with the neon color palette? Where’s the atmosphere that made the Metroid Prime games so memorable? I don’t see any of that in these screens. It looks plastic and boring, frankly.
I’m more than pleased to hear Nintendo is trying to infuse this universe with a richer story, but how about pairing that story with visuals that engage us?
Why is everything so shiny?!
Am I alone in thinking these screens are actually quite bland and forgettable? Let me know, Metroid fans.
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New Super Mario Bros. - ★★★
I realize this game is going on four years old, but hey, I just finished it recently.
This is a really fun game. If all you want is one sentence to sum it up, here’s the one you probably expected: Nintendo returned to Mario’s 2D roots and made a really fun Mario game in New Super Mario Bros. for DS. So fun that I was compelled to collect every star coin—meaning, I completed the game. This is news; I’ve rarely completed games from top to bottom, start to finish, corner to corner. Only a handful come to mind: Star Fox 64, Super Mario Kart, The Legend of Zelda: Wind Waker, Super Mario World, Star Wars: Rogue Squadron (the first one for Nintendo 64), and now New Super Mario Bros. There may be others I’m missing, but the point remains that this game was fun enough for me to enjoy investing my time in finding every secret.
With that said, you’re probably wondering why I gave it only 3/5 stars. Well… what kept it from a higher score was its complete lack of anything noteworthy or memorable. I wasn’t keeping track of any exact times, but I’m fairly certain I beat the final boss under five hours into the game, and that’s including time I spent exploring. The game overall was just much too easy. I don’t think I died once until the final world. Even completing the game by collecting all the star coins was a relatively painless affair; only three or four involved any actual skill to retrieve. I understand there’s a need to make the game easy to pick up and play (more appealing to children and casual gamers on the go), but many times I found myself disappointed or underwhelmed at the game’s difficulty and wished for something more challenging.
Another aspect I found supremely lacking was the game’s utilization of the DS’s capabilities—which is to say, it didn’t use them at all. For example, when you go down a pipe, Mario drops to the bottom screen, which now becomes the play-action screen. It would be cool if you could use the stylus in these moments to perform some novel act with Mario or interact with the environment. But the game does nothing to leverage this opportunity, and unfortunately, it never does in any other circumstance either.
This is what separates New Super Mario Bros. DS from being a great game: it has the unfortunate talent of substituting charm for cleverness more often than not. Where it could do something fun and novel, it opts instead for fun and familiar. The mega and mini mushrooms are cool power-ups in their own right (the mini being the more interesting one), but these are just new power-ups—they’re not new ways of playing Mario. The raccoon hat brought flight to Mario in Super Mario Bros. 3. Yoshi brought multilayered gameplay to Mario in Super Mario World. These two things genuinely changed how we play a Mario game. New Super Mario Bros. did nothing of the sort, and is worse off for it.
Again: a fun game, but too easy, and ultimately too unimaginative.
What could I say that would be more awesome than this picture?
Nothing. Except knowing that it’s art for this game.
A puzzle game that involves rearranging the play window itself. Super cool idea.
An all-around solid article on the independent gaming movement. Quote: “‘These games have used what is innate to games — their interactivity — to make a statement about the human condition. And we in the industry seem to not be able to do that.’”
Games, I think, have the most promise for true innovation in human expression. That’s the main reason I find them, and articles like this one, so interesting. That, and I grew up playing video games and love a good, fun video game. If you have a PS3 or an Xbox 360 (or both, like me), you really should check out Flower and Braid. Both are absolutely amazing and beautiful games that really function more as experiences—they each give you a very distinct feeling. Last I checked, that’s what art does, too.