All posts tagged games

Introducing: The Playground

Years ago, I was involved in the early days of the Indie MEGABOOTH. I am extremely proud to see what it has grown into since I left the initiative to work on other projects, but some of the early ideals of the initiative stuck with me ever since. The idea was – and to this day remains – that creators that stand together stand stronger. This same mantra made Humble Read More...

I got a bit morally stuck wanting to tweet about an article, so instead I decided to write a short blogpost about it. Robert Yang’s work tends to include powerful commentary on and about sexuality and gay life, and touches upon topics that in many cultures and countries might be classed as inappropriate. On my Twitter, I tend to avoid topics of sexuality due to the wide and worldwide variety Read More...

The uncomfortable lack of security at E3

The Electronic Entertainment Expo, like every year, is a beacon, a celebration for games as an industry. The events’ three days in the Staples Center conference building in Los Angeles are technically the heart of the event, and attracted over 70,000 professionals in 2016. Since the introduction of livestreaming, the soul of E3 lives in the spectacle and coverage of that spectacle surrounding the event. Large publishers and platforms throw Read More...

Games Discussion: Mario Kart 8 Deluxe

Yakuza-0 is the latest and sixth major installment in the beloved Japanese Yakuza series, but unlike EA’s FIFA or NHL games, the story being told is not chronological. Yakuza-0 is a prequel, more like the similarly named Resident Evil Zero, and tells the story of events before the original Yakuza game – while failing to reach the levels of horror Resident Evil so effortlessly creates. In Yakuza-0, players assume the Read More...

Last week I visited the annual IndieCade Festival, which was an absolute delight. I had the opportunity to check out some of the many phenomenal games on display – Wheels of Aurelia, Replica, Bad News, Beglitched, Killbox and Elsinore, just to name a few – and catch up with a lot of the local community. I was also asked to announce the winner of the IndieCade 2016 Grand Jury award. With that comes the ability Read More...

Event[0] is a game about survival. If you haven’t played it yet, I’d like to warn you that this article contains major spoilers. As in, this post reveals the ending of the game, and some of the most magnificent moments in the game. The game is a few hours long, available through various stores through their website, and launched at $19.99. It is a fascinating game, and one of the more tense Read More...

Over the past few days, my constant No Man’s Sky ramblings on Twitter have led to a number of interviews from domestic and international press about the game. One thing that really caught me off-guard was just how hard it is to pitch No Man’s Sky. I decided to spend some time today looking at Hello Games’ pitch for No Man’s Sky, and came away rather impressed at the care Read More...

No Man’s Sky didn’t send out review builds because the game wasn’t done. No Man’s Sky gets leaked by resellers breaking street date. Polygon, Kotaku, and numerous streamers obtain a copy before release date and play it. No Man’s Sky developer and the platform holder both say the game isn’t final. No Man’s Sky developers shows changelist for the Day 1 patch to stop this nonsensical discussion about a build that Read More...

Games communicate something from the creator to the player, and as such, carry intent. While I can’t statistically prove it, I’ve come to believe intent is what separates a good from a bad game. Intent creates a direction, an impulse to a design. It doesn’t necessarily start at the idea’s inception – very often a game comes from messing around and experimenting, but at some point an intent must form. Read More...

Last week, I visited Tel Aviv to speak at GameIS, an independent games event run by a group of indies and volunteers from the Israeli games industry. It was a phenomenal event, filled with inspiring, aspiring and creative individuals. The event felt vibrant, and was full of interesting projects. Given my political views in favor of a Palestinian state, and my heritage as an Egyptian Arab, I was not surprised Read More...

There’s one mantra that has guided me over and over and it is that every structural action you take causes ripples. I don’t want to go as far as to say I believe in the butterfly effect as much as 2015 horror title Until Dawn did. What I do believe in is that facilitating things pays off in the long run. If you worry that there are not enough developer Read More...

One of the most interesting conversations happening in games right now is the controversy surrounding Fire Emblem: Fates, a Nintendo game in the popular Fire Emblem series. While the game originally launched in Japanese markets in June 2015, the US version of the game came out today (as of this writing, there is no mention of a EU release date), and it’s already one of the most controversial launches in Read More...

Sorath’s Devil Daggers released today and it is fantastic. It’s fast-paced, it’s brutal and it’s relentless. What is most striking about how relentless it is, though, is not the relentless action – the type of overwhelming mayhem Vlambeer uses in our own games to force flow in the player –  Devil Daggers is relentless in its identity. More than anything, it has become clear that independent titles that manage to relentlessly adhere Read More...

 Content warning: discusses Firewatch spoilers Campo Santo’s lovely debut title Firewatch has released to both critical and financial success, and yet the internet seems to be split on one specific element of the game: the ending of the game. During the course of the game, the player assumes the role of Henry, a man running from life and a marriage falling apart by taking a job as a firewatch in a national park. Read More...

The Witness has an interesting design premise: it’s a game that comes from a strong and singular authorial vision. However, having played through many hours of The Witness so far, I would posit that that strength is also its biggest weakness. The strengths are easy to discuss: The Witness was created over seven years purely around Jonathan Blow’s vision of the game – creating something strongly consistent and focused. The weakness is Read More...

I couldn't help it. I responded to one of those "should I refund" threads. I felt like I rly needed to say it. https://t.co/yEBNH6wFku — Jane Ng (@thatJaneNg) February 13, 2016 Speaking of Firewatch yesterday, this tweet by the amazing Jane Ng went out a few days ago, and I had strong feelings about it. Jane Ng is an artist on Firewatch, which was made by the around 10-person strong Read More...

My favorite ‘laws’ in life are those that seem remarkably simple & obvious, but that have a lot of unexpected implications. One of my favorite is a Human-Computer Interaction law called Fitts’ Law. While there’s a lot of specificity you can discuss, the basic version of the law is as follow: The further away and the smaller something is, the more difficult it’ll be for the user to point at it. That’s it. Read More...

If you’re working on a creative project with multiple people, think about your essence statement. An essence statement is a single sentence that explain the core value and purpose of your product. It is not used for external communication like a product pitch is, but is mostly for internal communication in the team. It doesn’t describe the mechanics or aesthetics as much as it discusses what the goal of the project is Read More...

I want to make a charity stream called Awesome Games Done Very Slowly and it's me 100%ing RPGs for a week while not using the run button. — Adriel Wallick (@MsMinotaur) January 11, 2015 + 393 days = Grand total we managed to raise for @AbleGamers during Square Bowl II: $11,231 Thank you SO MUCH everyone <3 — Adriel Wallick (@MsMinotaur) February 8, 2016 = $11,231. $11,231 / 393 ≈ $29 per Read More...

For work on the PlayStation build of Nuclear Throne, I need access to a PlayStation 4 devkit, a physical device much like a modified PlayStation. There’s one set up at our office, and I’ve ensured I can access it from anywhere through the internet via a VPN connection, which (simplified) makes a computer from anywhere in the world pretend it’s connected to the PlayStation devkit directly. Sadly, my VPN connection from Read More...