• "Proteus, in the end, helps me move further into a design philosophy that avoids blacks and whites, finding a comfortable home in the much less solid greys.  Videogames aren’t about mechanics.  They aren’t about visual or audio either.  They aren’t about the ideas of the author or about the experience of the player.  They aren’t about story or actions or strategy.  They aren’t about controllers or processors or screens.  They aren’t about technology or culture or ritual.

    Videogames are a combination of all these factors, or a combination of some of these factors.  Videogames are whatever we want them to be.  For Ed Key and David Kanaga, while making Proteus, videogames are about the beauty of walking, looking, and listening." However much I bang on about rules/systems/you know the score, I still very much agree with this. I still like the abstract.

  • "The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them – but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
  • "Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive… the only thing not covered in the opening movie is the specifics of the interface." Yes – had this exact same conversation a few days ago. Although John is awfully down on Louis, which seems a tad unfair…
  • "The obstacles that exist are mere impediments to my motion, puzzles placed only to slow me down or stop my free-flow kinetic improvisation. No time to think or overanylize, only time enough to move. This is what the essence of gaming should feel like: a sincere, wholehearted attachment to the action (or actions) that one sets into play. It is a moment where the motivation at hand is intention only, whose aim is exploration and discovery, refined. It is the escape, distilled and realized." GWJ on Mirror's Edge, and never rewinding, never looking back.
  • "Metro Rules of Conduct is a game about the awkward situation of commuting in my hometown, Stockholm. Look at mobile phones, MP3 players and breast for score, but whatever you do – avoid eye contact!" Wonderful; the art-style works really well, as does the head-bob.
  • "Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve. " Pliskin on what GTA4 meant. Perhaps hyperbolic, but it's an important signifier of this year. The Redding quotation about Far Cry 2 is also a stonker.
  • All 226 entrants for the 2009 IGF. Heard of – and played – some of these, but many are unknown. Exciting to see the list, though, if only to be reminded that there's this many games being made and funded independently, at the large and small scale.
  • "aphex twin + vassily kandinsky + doom 2" – now that's a tagline.

Wet Railing

24 September 2008

Railing with drops

Took this at lunchtime, as I took the new camera for a walk. Quite pleased with the picture; it’s hard to find things that look nice on a dark, wet day.

Kenta Cho shmups for OSX

13 October 2005

Webpage detailing ports of Kenta Cho’s shmups (shootemups) to OSX. Noiz2sa and Rrootage had been available for a while, but this ports all of them – Torus Trooper and Tumiki Fighters are good, but Gunboat is probably the standout of those three previously unavailable ones. They work pretty well, and they’re colossal fun. Cho’s shmup games have been available for a while on PC; it’s great to see them all ported to OSX now.