One more from Manuel Kilger to round things out, this time the discovery of a fog-shrouded Master Sword, lifted from his ‘schattenkino’ portfolio site.
This Saturday-stroll Samus is Manuel ‘schattenkino‘ Kilger’s submission to Girls: Fact and Fiction, an exhibition put together by Minneapolis gallery Light Grey Art Lab, featuring “100+ illustrators and designers who have portrayed their favorite women, heroines, and inspirations.”
Here’s the secret that Spaceteam hides: it’s not at all the co-op “space bridge simulator” that you might first assume from a cursory glance at its serviceably rendered and awkwardly labelled display screenshots. You might assume that its a simply a game about deep coordination, overcoming imaginary adversity, delegating responsibility.
It’s only when you see it in action (as via the video below), or get begrudgingly roped into playing it, that it all suddenly comes clear. All of those things are half-correct, but they don’t strike at the core of what Spaceteam actually is, which is the barest, perfect framework that mediates the pure joy of drunkenly shouting nonsense with and at friends.
Created by former BioWare programmer Henry ‘Sleeping Beast‘ Smith, its mechanics couldn’t be simpler: each of up to four players is given a distinct set of buttons, switches & dials and a rapid-fire set of commands that need to be completed within seconds.
Those commands might be on your own display, but more likely are on one of the others, and so each round begins and sustains itself with all players shouting at once for the others to carry out the command in front of them.
Spaceteam wouldn’t work at all if it didn’t elicit an extremely finely-tuned sense of impending panic, which comes not just from its countdown timer for each command, but its dynamically decaying display — each panel popping off its hinges and bursting into showers of sparks the worse you and your team perform, and external asteroid & wormhole threats that, typically, only one of you spots and needs to suddenly relay to the rest.
Even running at peak, calm capacity, you and your teammates will find the situation rapidly devolve into unmanageable chaos, usually within well less than a small handful of minutes, but, like all the best infinitely replayable games, a fast end always feels like your fault, and you’re consistently certain you can do better, this time, if everyone would just chill, the, fuck, out for like half a second and work as a team.
Smith seems to have anticipated that the game might not spread as virally as it has without being released for free — making it more or less impossible for your friends to refuse to join in — with optional micro-purchase packs that unlock trivial, cosmetic upgrades that serve as little more than a tip-jar to show your appreciation, which, to be honest, won’t take more than a few rounds for you to do, as you quickly realize that it is, in all honestly, one of the year’s best and most thoughtfully designed multiplayer experiences. [Spaceteam (App Store link)]
A trademark slender & serene version of Capcom stalwart Mega Man by Melbourne street artist Ghostpatrol, who you may remember from one of this site’s last best art gallery posts from its former life as Offworld.
Craig ‘ishisoft‘ Forrester’s tribute to the quieter side of Polytron’s Fez: quietly sitting with a notebook and slowly wending your way through its puzzles.
With just over a day left to contribute to Double Fine’s latest season of their two week, five-game prototyping session, Amnesia Fortnight and receive all the games and video updates (plus several earlier prototypes), it seemed like high time for a wrapup of the concept art & illustrations that’ve been produced so far, because, almost instantly, each one has become a game I’m immensely excited for.
At the top is one shot from the Ico-inspired adventure The White Birch, below is the zero-episode of the daily updates the team has been providing over the course of the past week, and after the fold, a selection of the rest of the new games taken from Double Fine’s recently launched Tumblr.
But then! From out of nowhere, Tiny Speck announced that GL33k’s contribution, the iPad music-creation tool known as Glitchamaphone, will still be soon available on the App Store, as a final digital memento of the service.
I played with an in-progress build a few months back, and it’s as slick as the video at top leads you to believe, though it’ll now be obviously stripped of previously planned functionality to send your music into the MMO itself, where you would have been able to share and remix your friends’ tracks.
The project’s not a half-mile away from another big original project being concurrently worked on at GL33K: Cosmic DJ, about which you can expect more on soon.. In the meantime, sign up at the Glitchamaphone site to be notified when the app goes live.
A note to our friends in the Netherlands that this Friday, December 14th, through Sunday, December 16th, Art@DeBoo will be hosting the 2012 Playful Arts Festival, a weekend of games focused on “collaborative play” that will include all of the (now Kickstarted!) Sportsfriends lineup — Joust, BaraBariBall, Hokra & Pole Riders — as well as the live-orchestrated Cello Fortress and many more.
Only four remain of this ultra limited edition (of ten!) print run by Andy ‘oktotally‘ Helms, featuring a semi-#sworcery-ish assortment of Metal Gear Solid 3‘s antagonists, which also comes with a bonus larger print of any of the panels you prefer.
Frequently-featured artist Daniel Bressette’s latest (and awesomely starkest) latest is this kaiju-esque Metroid T-shirt, now available through Fangamer, and described as follows: “Civilizations crumble as the King of the Parasites descends from the skies! Behold the fell majesty, the speechless terror, the black fear from the depths of space: PARASITO.”