This piece didn’t begin as what it eventually became. I had just finished Rain, House, Eternity and was attempting to outline my thoughts on paper, but the more I thought about it the more I realized that what I was writing was less a review of a particular game and more a discussion on its creator’s full body of work. Continue reading On the many works of Kitty Horrorshow
It feels like far too long since I’ve been as excited for a game to release as Jenny LeClue, so you can imagine my excitement when a playable teaser for it was recently released and I finally got a chance to play it myself. If you missed the Kickstarter or are otherwise unaware of what exactly Jenny LeClue is, it follows a titular young detective as she explores a colorful world, hunts for clues to prove her mother’s innocence, and humorously corrects the narrator when he gets things just a little off (the idea is you are playing through a choose your own adventure novel). Continue reading Indie Impressions: Jenny LeClue (Playable Teaser)
Warning: this article contains vague spoilers for Persona 4.
Persona 4 released way back in 2008 on the Playstation 2, but as with so many games I’ve only just begun playing it (the excellent Vita re-release “Golden” to be exact). It’s an exceptional game that’s completely devoured all my free time and which there is a lot to say about (most of which has likely already said), but one thing in particular has stuck out to me over the 40 odd hours I’ve put into it so far, and that’s in the way it approaches time. Continue reading The Catharsis of Inaction in Persona 4
Last week Valve unrolled a feature that would allow people to sell Skyrim mods on the Steam workshop. It wasn’t a mandatory requirement all mods be paid or listed on the marketplace, but there was now a legal infrastructure to allow modders to be paid for their work. A few hours ago Valve announced they would be removing this feature and issuing refunds to anyone who had purchased a mod. Continue reading Valve Removing Paid Mods Is Everything Wrong With Gamer Entitlement
As I’m writing this GamerGate is entering its 8th month of ongoing terror and intimidation across social media. It’s been a horrendous period in games, destroying people’s lives, driving people out and away from the games industry, permanently scarring the reputation of games in the public eye, causing universities to cut funding for games programs, and showing no signs of stopping anytime soon as its advocates continue to find new, even more horrific methods to try to drive out their adversaries. Continue reading I’m Not A Gamer
I’m not sure exactly why or when it started, but I’ve become completely obsessed with Titan Souls and its imminent release. Despite having watched little gameplay, only knowing basic details on how it works, and having yet to read through an actual preview of the game, there’s just been something about it that I can’t describe which makes me feel it’s going to be something special. After sitting down with the current demo build I can only say that whatever excitement I previously had is now monumentally higher, making the game almost certainly my most anticipated release this year so far. Continue reading Indie Impressions: Titan Souls (Prototype Demo)
Blue Revolver is like a checklist of bullet hell staples, remixed into its own uniquely handcrafted mayhem.
It reminds me a lot of another recent genre classic, Crimzon Clover, but more as an inspiration than a clone. Recognizable pieces make it an easy game to slip into, alternating between different firing speeds while dashing tightly through projectiles. Even in an alpha state Blue Revolver feels polished and sophisticated. The speed of the ship, the number of shots required to take down an enemy, the positioning of oncoming threats and the paths you need to take to avoid them; there’s a level of knowledge in Blue Revolver’s design that’s atypical of a small developer at this point in development, and it has me immensely excited about where it might grow from this point. Continue reading Indie Impressions: Blue Revolver (Alpha Demo)
Close your eyes and think of what the word “game” first brings to mind. For myself and I imagine a lot of people born before 1995, that image was something 8 or 16-bit. Maybe Mario, of MegaMan, or one of the early Final Fantasy games. In my eyes, pixel art is the defacto aesthetic of games. It’s where they began and an art style they created, yet beginning around the release of the Playstation, there’s been a trend in games to abandon the style in favor of attempting as high a level of realism as possible with a game’s graphics. Only in recent years has the style been revisited, mostly by indie developers, and yet the response I so often see toward it is not one of appreciation but accusations of developers being “lazy”, “incompetent”, or “unimaginative”. Continue reading An Ode to Pixel Art
Music creation and editing software is something I’ve always been incredibly interested in learning how to use, but doing so is in a lot of ways like learning an entire new language. Though there have definitely been improvements in teaching newcomers how to use the software, by and large my experience has been loading a program up, being overwhelmed with toolbars, audio tracks, and more level adjusters than I can even begin to imagine what I’d do with them. So hearing about Cadence, I was immediately taken in by how its entire design is focused in the opposite direction of giving you millions of ways to adjust your sound, leaving you with a minimal but still highly functional and dynamic arrangement of tools to create loops which when layered form an actual song. Continue reading Indie Impressions: Cadence (Kickstarter Demo)
I’m not exactly sure where the mindset originated (though if I had to guess I’d say with young people without a large income), but for a large segment of the gaming community a game’s length is often viewed as one of the deciding factors in whether they decide to purchase/play it. It seems absurd to me, as after all nobody says they only read books that are over 1000 pages or albums with more than 20 tracks, but for whatever reason games are uniquely singled out as being required to provide dozens and dozens of hours of content, or else be written off as a poor value or even somehow degrading games as a whole with their meager offering. Continue reading Are long games hurting the medium?