LABOR STRUGGLE: THE LATEST LOOK AT FLASHBANG’S CRANE WARS
Flashbang’s previously posted Crane Wars prototype from Matt and Adam Mechtley is now officially the next game to come to Blurst — the web-game portal that brought you Minotaur China Shop, Blush and Paper Moon — and, from the extensive over-the-shoulder video above, it’s picking up overtones of a union-versus-scab battle as well.
During the 14-ish minute video, you’ll see that union worker concept image I posted a few weeks back come to life, actual gameplay after the 10ish minute mark, and a brief shot of Mary Roach’s science of orgasm Ted talk.
Work in Progress: Crane Wars [Flashbang]
- Swingers only: Flashbang's wrecking ball prototype Crane Wars …
- Hard hat arena: first concept art from Flashbang's Crane Wars …
- Gimme Indie Game: the depth-defying planar-platforming of Paper …
- Gimme Indie Game: the flails and flagellations of Flashbang's …
- Gimme Indie Game: Minotaur China Shop, happiness in shattery …
See more posts about: Blurst, Flashbang, Offworld Originals
ONE SHOT: LAUREN GREGG’S QUARTER-PUMPING VIDEO GAME NERDIMAL
Part of illustrator Lauren Gregg‘s fantastic Nerdimal series (which also covers anthopomorphic Star Trek, Apple, comic book, skate, band nerds and more), and still available — if you hurry! — in a super-affordable limited edition print run of 100.
See more posts about: Offworld Originals, One Shot
MORE THINGS FRANCIS HATES: PRETTY MUCH EVERYTHING YOU DO, TOO
In our neverending search to discover everything Left 4 Dead‘s Francis hates, we hit a stumbling block at ihatevans.com, as it turns out Francis hates everything you’ve ever ‘tweet’ed about hating too. [via the increasingly alarmingly L4D-obsessed Alice Taylor]
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VIDEO: STREET FIGHTER, DECONSTRUCTED
The latest in Dylan Hayes‘ attempts to tear down Street Fighter to its constituent parts yields what I’m assuming is nothing more than low-bit collision boxes battling underneath an abstract sky. Only the dizzy birds, blood, and one lonely fish remain. [via Mike]
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ONE SHOT: THE DYNAMIC TENSION OF TEAM FORTRESS 2’S SNIPER UPDATE
Valve channel vintage Charles Atlas for the latest in the continuing struggle between the Sniper and the Spy leading up to TF2‘s latest update. See the official page for an explanation of what’s going on here, though it does honest to god boil down to new jar-of-pee weaponry, ala the team’s April Fool’s gag [via Valve].
See more posts about: Offworld Originals, Xbox 360
GARTH AND GINNY’S PIXEL FILMS: 2500 PIXELS IS ENOUGH
Garth and Ginny‘s “Pixel Films” are about as high resolution as you’re likely to get from a 50×50 pixel square. The latest animation, coming by way of the Brighton Fringe Festival, follows up their first Pixel Film (below) which screened at the famed Pictoplasma festival last year.
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DON’T LISTEN, MAKE: 8 BIT WEAPON/SONY’S CHIPTUNE ODYSSEY LOOP/SAMPLE PACK
Also new on the 8-bit front: Seth and Michelle ‘ComputeHer‘ Sternberger of 8-bit Weapon (who you’ll recognize from Reset Generation‘s excellent score) have also written in with news that Sony has just officially released “8 Bit Weapon: A Chiptune Odyssey“, their loop and sample sound library.
Says the Weapons:
The library contains real sounds from each of the following computers/consoles: Apple II, Commodore 64, NES, Gameboy, and the Atari 2600. Each system library has everything from drums, bass and synth to special effects. Both Michelle and I have featured song demos built into the collection to boot! The sound library works with ACID, Ableton Live, Cubase, Garage Band, Logic, Soundtrack, and more!
As a bonus, Sony’s also throwing in MP3s of their Electric High EP, along with an exclusive track, for anyone who orders online. Listen to samples of the samples via Sony’s product page, and drop me a note via that ‘Send a Tip’ button at the top of the page when you’ve finished your latest EP/album.
8 Bit Weapon: A Chiptune Odyssey [Sony Creative Software, 8-bit Weapon, ComputeHer]
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LISTEN: THE CHIPTUNE/SINGING-SYNTH TECHNO-POP TRIBUTE, 8-BIT PROPHET
Japan’s finest chiptune label (and accompanying 8-bit news network), VORC, has written in with word of their latest collection, 8-BIT PROPHET: a tribute to Japanese 80’s “techno-pop”/new wave band TM Network, with a particular twist: rather than instrumental covers, all vocals on the album have been produced using Yamaha’s singing speech-synth Vocaloid.
As noted earlier, Vocaloid’s spawned its own personified singing idol named Hatsune Miku, made famous by endless versions of popular songs spread on Japan’s YouTube equivalent, NicoNicoDouga (hear her version of Portal’s ‘Still Alive’, though her pronunciation’s obviously a bit stilted in English), and the combined style of her signature sound with 8-bit backing is actually not a half-step off of YMCK‘s own happy low-bit pop.
The album will be out June 3rd, with Posca handling the CDs and hearjapan handling worldwide digital distribution: they’ve currently got a two-song sampler available now.
While you’re visiting VORC, also see: their Squarewave Surfers compilation, with 8-bit musicians worldwide covering songs like Tequila and Itsy Bitsy Teenie Weenie Yellow Polka Dot Bikini (!), and Holy 8bit Night+, which gives Octoroc’s 8-bit Jesus a serious run for its holiday money.
「8-BIT PROPHET – TM Network Tribute Generated by Chiptune + Vocaloid」 [VORC Records, MySpace, YouTube]
- Listen: YMCK's Bowser-busting hardcore Mario remix – Offworld
- Listen, too: Another PicoPict YMCK NES mega-mix – Offworld
- Katamari Damacy coming to DSi as… a block puzzle game? – Offworld
- Octoroc releases the full 8-bit Jesus – Offworld
- 8-bit Jesus, the NES themed chiptune holiday album – Offworld
- Listen: Pixelmod Records' Merry Pixmas Compilation – Offworld
- Offworld: Music Archives
See more posts about: Listen, Music, Offworld Originals
ONE MORE GO: PASSAGE, OR WHY I REALLY SHOULD KNOW BETTER
I have a happy, long-running argument with one of the nicest game developers in the world about whether or not games can do subtle emotions. It’s a familiar debate: games can deliver big, bold visceral emotions – fright, frustration, triumph – but are subtler sensations – regret, embarrassment, alienation – beyond their remit?
As ever, what puts the kibosh on this whole discussion is that games don’t contain emotions at all. The emotions are supplied by each individual player, and since each individual player will respond to a game in a unique way, there’s no empirical answer to be had. Our happy argument has been bubbling along for years, but all that’s really happening is that he’s saying ‘here are the emotions I experience when gaming’ and I’m saying ‘and here are mine’.
So I shall not, in this column, be telling you about how Passage proves that games can somehow inject into their players the kind of oblique, mutating emotions we struggle to find words for. If that’s a disappointment to you, then a quick Google will provide satisfaction: hundreds of people have written movingly about their experiences of this little game about the biggest of ideas. I went back to it this week, as I often have before, for a refill of the ammunition needed to convince yet another friendly, clever, skeptical non-gamer about the potential of the medium. It worked: after talking her through Bioshock, Bejewelled, World of Warcraft and Passage, it was Passage she wanted to play. (more…)
See more posts about: Offworld Originals, One More Go
THE BATTLESTATIONS: PACIFIC INDEX: EIDOS HUNGARY, BY THE NUMBERS
The team behind just-released action game Battlestations: Pacific provide a crazy charming Harper’s Index-style breakdown of their development process by the numbers. An excerpt:
Oldest member of the dev team: 49yrs
Youngest member of the dev team: 23yrs
Average age at Eidos Hungary: 31.41yrs
Official Eidos Hungary Parties: 5
Average number of coffee mugs left on the balcony overnight: 12
Number of devs playing guitar: 6
Number of monitors per developer: 1.5
Biggest TV screen in the office: 62 inch
Number of Imperial Japanese naval flags in the office: 3
Number of 48-star US flags in the office: 3
Number of British White Ensign flags in the office: 2
Amount of milk used for coffees during development: 3240 litres/856 US gallons
Amount of bottled water consumed in the office during development: 17680 litres/4670 US gallons
Number of developers who created all FMV’s in the game: 6
Devs reading Battlestations.net & other forums at least once a day: 16
See the full breakdown for more, including a log of Total Gross Register Tonnage resulting from sunken ships during dev and testing.
Battlestations: Pacific – The Facts, The Stats, The Truth. [Battlestations.net, via Margaret]
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