VIDEO: FRICTIONAL & THECHINESEROOM TEASE VICTORIAN HORROR AMNESIA: A MACHINE FOR PIGS
One last holiday-appropriate teaser should round everything out nicely, I think, this time, the lastest trailer for Victoriana horror adventure Amnesia: A Machine for Pigs, a semi-sequel to Frictional’s IGF-winning first-person horror Amnesia: The Dark Descent, by most accounts, one of the most successful attempts at indie horror yet produced.
This time the devs are joined by Dear Esther creators thechineseroom, whose contribution to the effort seem to become more clear right at the end of the video at top, but who remain as evasive as ever about actual storyline & gameplay details, only adding that the game takes place 60 years after The Dark Descent with industrialist Oswald Mandus awakening from a nightmare laden coma into the world of the game.
Follow Frictional’s site for the game for more information leading up to its 2013 release.
See more posts about: A Machine For Pigs, Amnesia, Dear Esther, Frictional, thechineseroom
VIDEO: THE LATEST LOOK AT SIMOGO’S WINTER-HORROR ADVENTURE YEAR WALK
A new ‘All Hallows’ teaser from Bumpy Road & Beat Sneak Bandit creators for Year Walk, their previously-featured Swedish folklore horror adventure, due in the new year for iPhone and iPad.
Simogo have also used the trailer to give a bit more background to the game itself, explaining that the game is a “different kind of first person adventure that blurs the line between two and three dimensions as well as reality and the supernatural.”
They add:
Venture out into the dark woods where strange creatures roam, in a vision quest set in 19th century Sweden. Control and interact with the world, objects and creatures in every way you can think of in your search to bend the rules of the universe and open the rift that separates our world and what lies beyond it.
Mysteries and clues awaits everywhere in Year Walk, but to fully understand the events that took place on that cold New Year’s Eve, players will have to delve deeper than the adventure and lose themselves between fact and fiction.
ONE SHOT: NATALIE HANKE & PETROS AFSHAR’S RETRO HORROR
More holiday-appropriate pixels, this time from Natalie ‘coffeemakescreative‘ Hanke & Petros ‘reanimagic‘ Afshar, with Retro Horror, a ‘little spooky illustration featuring some zombie pixels, ufos and rockets!’ which you can see more detailed closeups of via Natalie’s portfolio site here.
See more posts about: Natalie Hanke, One Shot, Petros Afshar
ONE SHOT: TUBBYPAWS’ TRIBUTE TO POKEMON BLACK
The ghost in the machine “leaks into the real world“, an illustrated version of the Pokemon Black haunted-cart tale made famous by Tiny Cartridge, by local favorite artist Tubbypaws.
Read the full Pokemon Black story here, and play it either as an actual ROM hack here, or as a Nintendo DS visual novel here, accompanied by a custom Mare Odomo DS cart label you can purchase as part of a set here.
See more posts about: One Shot, Pokemon Black, Tubbypaws
THINGS I LEARNED AT GAMECITY: PROTEUS MAKES FOR AN AMAZING CONCERT
Here’s what we already knew, thanks to maybe the happiest hunch I’ll ever have in my life: Ed Key & David Kanaga’s musical exploration game Proteus is able to transform any space it enters into a fantastic dreamscape, proven out at its chill-out room installation at the Wild Rumpus/One Life Left/Venus Patrol party we collectively threw last March during the Game Developers Conference. There, a few dozen people at a time sat back & blissed out, engrossed in nothing more than someone slowly wending their way around its dynamic landscape.
Here’s what I couldn’t have known until it was quietly revealed as a feature of this year’s GameCity: performed live, as in, again controlled by a single person, but with more power of its progression put back into the hands of creator Key & with direct (rather than procedural) accompaniment by Kanaga on keys, it’s even more sublime than probably anyone would have imagined.
The ‘concert’ lasted for the better part of a full hour, with Key & Kanaga happy to give just enough freedom to the player to lend the performance an air of improvisation, while retaining an amount of control (see Key’s god-mode crib-sheet above, which I spy-cam-snapped only to discover later that his handwriting rendered the espionage more or less an impenetrable wash) to ensure that the game wouldn’t “end” until they were ready for it to.
With any luck, this won’t be the only time a performance like this occurs, as it’s not really an overstatement to say that it left the audience struck somewhat dumb — in the meantime, do your own best bootleg facsimile by picking up the game here if you haven’t already, and join us all in discovering why it’s truly one of 2012’s greatest.
VIDEO: THE LATEST LOOK AT PIXELJAM & JAMES KOCHALKA’S GLORKBOT’S MINI-ADVENTURE
Years in the making and still no less hotly anticipated, Dino Run developers Pixeljam have just showed off the video above of Glorkbot’s Mini Adventure, the smaller sister spin-off of the full Glorkian Warrior game they’re creating with local-favorite comic artist James ‘American Elf‘ Kochalka.
The low-bit Glorkbot was originally meant to merely be a power-up found in the fully hand-drawn & -animated Glorkian Warrior — a pocket-sized sidekick that’d go on pixelated side-quests in the main game (as in the original concept art above) — but, as the scale of the latter game grew, the team decided to give that side-quest setup its own full bonus game, to work toward a more easily grasped goal as they made enhancements to the 2D engine that’ll eventually power both.
Pixeljam are promising a full release of the spin-off game — which they describe as “the platforming of Sonic, the exploration and adventure of Metroid and the shooting action of Galaga rolled into a single enormous level” — for PC/Mac/Linux before the end of the year, with a potential iPad counterpart possibly coming shortly thereafter, tiding us over until the full magnum opus finds its way to the finish line.
See more posts about: Glorkbot's Mini Adventure, Glorkian Warrior, James Kochalka, Pixeljam
TRAVEL TAGS: A.J. HATELEY’S GAMING LUGGAGE STICKERS NOW ON SALE
Back just before I’d left for GameCity I posted this preview of A.J. Hateley’s “Gaming Luggage Labels”, which were said to be coming in some secret capacity to the festival itself. As it turns out, they were there adorning “The Sheriff”, a custom arcade cabinet on public display in the main GameCity tent.
While the cleverly-named Sheriff itself was wicked enough — running, as it was, Pippin Barr’s amazing lo-fi Johann Sebastian Joust demake Ludwig Von Beatdown — Hateley’s designs somewhat stole the show.
Unbeknownst to us at the time, Hateley concurrently had opened a shop selling the first set of the stickers via RedBubble here — available in packs of two for the smaller designs and singly for the larger. Hateley adds that purchases of at least six packs get a 50% discount, so there’s no excuse to load up on the entire set and give your own cabinet/bumper/Samsonite the full treatment.
See more posts about: AJ Hateley
VP REWIND: SUPER CRATE BOX HEADED TO COMMODORE 64
Probably the most exciting neo/retro development that surfaced last week: Paul Koller — formerly responsible for bringing AdamAtomic’s Canabalt to the Commodore 64 as C64ANABALT — fully revealed Super Bread Box, a C64 remake of Vlambeer’s freeware Super Crate Box.
While the latter’s already retro-styled designs might seem an easy task for porting back to vintage hardware, homebrew site RGCD goes into full technical detail here of just how challenging the task of replicating the heavier weaponry & screen-fulls of enemies actually was.
A full 64KB version is expected to be released for sale on cartridge by the end of the year, including, says RGCD, all unlockable progress & online crates-collected counts handled, awesomely, by password generation for each session.
See more posts about: Commodore 64, Super Bread Box, Super Crate Box, Vlambeer
VP REWIND: THE FRACTURED FRAMEWORK OF TWINBEARD’S FROG FRACTIONS
If there was one game that quietly dominated last week’s stay in Nottingham for GameCity7, it was one that, weirdly, wasn’t present at all, but rather was on everyone’s lips in all the downtime in between: Frog Fractions, the latest web game from Jim “Twinbeard” Crawford.
What was remarkable, though — or, at least, will be until you play the game yourself — was in how little anyone would bring themselves to say about the game, or how little anyone who’d already heard of the game but hadn’t had a chance to play it wanted anyone to tell them.
It was something like a sly wink or a secret handshake — people would only softly utter “have you played Frog Fractions yet?” and wait for the knowing smile back, both too afraid to pry further and spoil something either one might not have seen.
So consider this a sly wink of my own, and a light push to devote your next hour or two to Frog Fractions, if you haven’t already. You’ll be forgiven for that first wave of confusion as you wonder what’s so compelling about what at first glance seems like simple, sort-of precious edutainment parody, as the game then begins to unfurl layer after layer of straight up ideas.
See more posts about: Frog Fractions, Gimme Indie Game, Twinbeard
ONE SHOT: CORY SCHMITZ’S POP ART SOUND SHAPES
Art director Cory Schmitz filters Sound Shapes through Warhol in this new wallpaper for the game available via his site & produced in promotion of a new official Sound Shapes tumblr meant to highlight the best of the game’s user-generated levels.
While the latter site seems to have suddenly gone dark over the weekend, it’s still worth a follow in anticipation of whatever future updates are in store.
See more posts about: Cory Schmitz, One Shot, Sound Shapes