Posted by Kotaku May 10 2012 20:00 GMT
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#minecraft Microsoft press release today: "Microsoft today announced that Minecraft: Xbox 360 Edition, the console adaptation of the hugely popular PC game developed by Mojang, has broken all previous digital sales records, selling more than any other title in the first 24 hours on Xbox LIVE Arcade." [That's an excerpt.] More »

Posted by Giant Bomb May 05 2012 00:00 GMT
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Anthropy's book is quick, a great chapter-per-night read over the course of a week.

I’m almost finished reading Anna Anthropy’s Rise of the Videogame Zinesters, and I’m starting to get the itch to download Game Salad, design software aimed at non-programmers. I have no interest in becoming a professional game designer, but going through the exercise of designing a video game sounds really worthwhile.

We’ll see?

Even when Anthropy is merely walking through the basic steps to designing a game with today’s tools, you feel pushed to do...well, something. Anything. A compulsion to create. She is looking over your shoulder, and you you’re compelled to give this damn thing a shot. Anthropy’s whole book feels like a pitch to the apathetic creative who’s always wanted to make a game but figured actually doing so was out of reach. It’s not, and the difference between making a game and not making a game the doing.

Never following up on this musing would neatly line up with the horror screenplay I’ve always said I’m going to write. I’d tell you the title of said screenplay, but, hell, I can’t even find the document anymore. Clearly, it’s a priority.

Hey, You Should Play This

  • Phi by Thomas Bowker

If you finished Fez, and by finished I mean go for a ride on the off-the-rails cryptography train, you probably weren’t ready for another set of logic puzzles by the end. I mean, I guess you could, but how the hell is your brain not total mush? I’m expecting a series of games directly influenced by Fez in the next few years, and Phi is one of them. Phi came from the Ludum Dare, and it takes but only a few moment of roaming around to realize just how much designer Thomas Bowker took from Phil Fish’s insanity. The world itself reminded me of Proteus, actually, especially when I found myself unable to crack the puzzle, despite seemingly having the evidence, and I kept chasing down frogs.

  • Intense Staring Simulator by Games by Zed

You already had me with your name, Intense Staring Simulator, and slayed me with your writing. There isn’t much to Intense Staring Simulator (if you’re stuck on the last puzzle, try looking around), but when I mull the kind of game I could possibly make with zero design skills, a game like Intense Staring Simulator comes to mind. The dream of democratizing game development is to allow people to craft interactive experiences that play to their individual strengths, rather than conforming to the traditional expectations of a game, which they (me?) may be no good at.

You Should Read These, Too

  • Most Popular Video Games Are Dumb. Can We Stop Apologizing for Them Now? by Taylor Clark for Kotaku

Jonathan Blow is already a subject that’s sure to rub some people the wrong way, and when Taylor Clark profiled the designer of Braid and the upcoming The Witness for The Atlantic, Clark took a swipe at games by categorizing most them them as pretty dumb. Not Vinny thinking about Prototype 2 dumb, but Jeff thinking about Prototype 2 dumb. You know, dumb. Clark’s overall message was lost in his word choice, and so Kotaku provided Clark with a platform to respond. Clark doesn’t believe we have to settle for nonsense when it comes to our video game narratives, and to accept the status quo as anything games are capable are achieving is selling the medium short. I’m inclined to agree with him, and figure more people would, too, had he not used the word dumb. That was dumb. But...

Of course, this issue might not bother you. You might point out that one shouldn't really expect much brainpower from a bullet hell shooter in which one rocket-slides around battlefields aiming glowing energy balls at flying men in super-suits, which is an argument that would hold more water if the same problem didn't afflict virtually every mainstream game. It doesn't even strike me as controversial to point out that there is way, way, way too much of this thematic juvenility in games. Vanquish, like so many others, is a product that makes us say, "It's incredibly silly, but hey—it's fun."
  • Dumbness In Games, Or, The Animal As A System by Matthew Burns for (his blog) Magical Wasteland

...then I read Matthew Burns’ response to Clark’s piece, and wondered if I’d been wrong all along. Make sure you read the pieces back-to-back. I’m not a game designer, and I’m only at the beginning stages of becoming anything resembling a critic--I just don’t have enough experience to draw from yet. Burns has neither of those problems, and in his public reply to the question of "dumb," makes the argument that we’re all expecting something that isn’t possible. It’s not to say video games are not capable of delivering the strong storytelling found in other mediums, but that we’re asking game designers and writers to graft that into places where it’s either impossible or very, very hard.

This point about dissonance has been made before in several “mechanics versus narrative” debates, though narrative versus mechanics, like art versus technology, is ultimately a false dichotomy. (Someone always points out that lots of games exist entirely free of narrative. To me this is like pointing out that some animals don’t need backbones. It’s true, but that doesn’t help us, because we are animals that happen to need backbones. Some games need narrative in order to work.) It’s the reason why games that explicitly exclude combat— Dear Esther, Journey, and others of their kind— seem so promising right now. As an industry, we still haven’t developed anything as mechanically complex as our combat, but at least we’ve figured out that we can remove it.

Posted by Kotaku Apr 22 2012 22:00 GMT
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#fez The soundtrack to Fez officially released on Friday, at a pay-what-you-like price (with a minimum of $7). Because the entire game is a riddle, wrapped in a mystery, inside an enigma, some enterprising folks went and opened the sound files in a spectrogram and, voila, they found even more clues. Or they're Easter eggs, or some other kind of secret stuff. More »

Posted by Joystiq Apr 20 2012 18:30 GMT
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Fez keeping you up at night? Do you struggle to sleep as the solutions to puzzles maliciously circle around in your brain, refusing to take shape? You might as well compliment the madness with the full Fez soundtrack. You can now stream the entire album for free, or secure a download for a measly seven bucks.

Composed by Rich Vreeland (A.K.A. Disasterpeace), the soundtrack features 20 deliciously lo-fi tracks. Go ahead and give it a listen. At least then you can convince your friends that it's not just playing in your head.

Posted by Kotaku Apr 19 2012 06:20 GMT
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#fez Reader John wrote a love letter to his lady friend Sara. To ensure it didn't end up straight in the bin, he turned it into an elaborate mural starring Gomez, of Fez fame. More »

Posted by Kotaku Apr 18 2012 20:45 GMT
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#fez Fez is no stranger to obscure puzzles. The game is absolutely littered with them, some more complicated than others. More »

Posted by Giant Bomb Apr 16 2012 17:00 GMT
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You'll find this boiler room early, but how long will it take you to figure out what it all means?

With Fez, you get as much out of it as you're willing to put in. That is, the game works on multiple layers. On the surface, it's a breezy little platformer that you should be able to cruise through without much difficulty. After all, there are no real enemies, and very few spots along the main path through the game that require actual skill with a controller to complete. As a result, you're given a flashy little ending and the ability to go back into the world and find anything you may have missed. But if you just collect 32 cubes and "finish" the game, you're barely seeing what Fez actually has to offer. And the puzzles you must solve to get everything else are occasionally inventive, often maddening, and always interesting.

Fez is short on story and long on atmosphere. You wake up as Gomez, a 2D boy in a 2D world. After being granted a fez of your own, though, you gain the ability to rotate the world by 90-degrees, letting you use perspective shifts to see the world from four different angles. Typically, this means you'll climb as high as you can, see a platform that seems to be out of reach, and rotate the world until you find an orientation that closes the gap between where you are and where you want to go. It's stylish, but there isn't really anything too tricky about navigating the world. So if you're looking at Fez in hopes of finding a perspectively-minded puzzle game along the lines of Crush, you're probably going to be disappointed. It'll probably only take a few hours to rotate the world around and collect the minimum number of cubes required to complete the game that way.

It's the rest of Fez that makes it something special. As you dig beneath the faux-retro aesthetic, Fez reveals all sorts of hidden elements. It forces you to pay attention to everything, from the paintings in a room to the scribblings left behind on classroom chalk boards. It never comes right out and says what's what, but as you explore the world and start to recognize what you're actually seeing around you, it creates a set of magical moments. On the downside, once you've made this realization (or, more likely, once you've looked up the main secrets), the game quickly devolves into using your map to figure out which areas still have secrets in them, heading there, and quickly collecting yet another anti-cube, which is the game's main hidden item. Between regular cubes and anti-cubes, you'll find 64 cubes in the world of Fez. And to open the game's final door, you'll need them all. You'll also have to finish the game once to unlock an additional ability that's absolutely necessary if you're looking for secrets. While the uncovering of keys to the game's secrets and learning how to interpret the world around you leads to some astoundingly revelatory moments, the way the game boils down to doing the same sort of task over and over again to collect most of the hidden items is disappointing.

Warp gates help you hop around the world.

Exploring the world of Fez is wonder on its own. Despite its deliberately simple look, the world has a collection of vastly different areas to explore, and I was continually surprised by the number of different-looking areas to uncover. What starts as a collection of villages in various states, each connected by a sort of core or hub quickly expands to reveal sewer systems that glow with the monochromatic flair of an original Game Boy, an observatory, an enormous bell tower, an equally huge clock, forests, caves, and plenty of even more surprising areas that play around with deliberate glitches and other great-looking effects. There are tons of things to simply see and study in Fez. They all warrant close inspection, too, both because they're worth examining for their artistic merit and because finding the hidden secrets that lie beneath Fez's outer layer requires you to go in with sharp eyes and an even sharper mind.

At times it seems like every single piece of Fez's world is deliberately placed in order to teach you something about the world. Picking up what Fez is putting down is something that many players may completely fail to do, and those players are likely to come away from the game feeling like it's an easy, dumb adventure with zero challenge. Consider this your chance to lord superiority over those people, whether you figure it all out on your own (which seems pretty unlikely for most folks) or consult message boards and FAQs in search of pointers in the right direction.

While parts of Fez deal in cute, deliberate video game glitches, these are undercut by several very real issues. On multiple occasions, I've had the game simply quit back to the Xbox 360 dashboard without warning. Thankfully, the game auto-saves quite regularly, so I never lost much progress. It sounds like some other players are experiencing more dramatic problems, such as loops that prevent their save game from loading, and so on. Additionally, the game's frame rate often bogs down when you first load into an area, causing stuttery transitions from one zone to another as well as slowdown once you get to where you're going. Some of these problems are more crippling than others, but it all combines to make Fez feel like a product in need of some further clean-up.

Here's Gomez's place, complete with sick drum kit.

Fez really caught me by surprise. On my initial playthrough, the game was downright maddening because it was impossible to know if I should be paying attention to all the symbols and items around the world as I hunted around for enough cubes to finish the game. Then, as I started to figure out what it was actually asking me to do, I started dreading the idea of busting out graph paper and attempting to piece the mysteries together for myself. I ended up taking the coward's way out by visiting a message board or two to get me pointed in the right direction, but once I was over that initial hump, traversing the world and decoding the "real" world of Fez was intensely gratifying. And going to visit the puzzles that I allowed a message board to solve for me to see how the game's developers intend for you to discover this information is unlike anything you've seen in recent history. It's just the right mixture of charm and insanity. Even if you end up letting a collective of Internet sleuths guide you by the hand as you work your way through the game's cubes, anti-cubes, artifacts, and other items, Fez still somehow manages to be worth seeing, if only to marvel at how much weird work went into making what we all thought was just a retro-styled perspective-shifting puzzle game into something decidedly more mind-bending.


Video
Posted by Giant Bomb Apr 16 2012 16:47 GMT
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A friend's father once told me you can survive anything for two weeks...

Posted by Kotaku Apr 15 2012 21:00 GMT
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#fez After its launch on Friday, "about TWENTY THOUSAND PEOPLE (!!)" supplied "more testing" than the game had received in the past five years, according to Polytron programmer Renaud Bedard. "So, as it happens, bugs popped up. Some pretty serious." More »


Posted by Joystiq Apr 15 2012 08:00 GMT
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Fez is already on track to be this year's indie darling among critics, like Braid, Limbo or Super Meat Boy before it. Heck, it received awards before it ever launched. We called Fez "joyful" and entirely worth its protracted development. We aren't alone.
  • Eurogamer (100/100): "It's during this stage that you'll seriously tackle the game's many secrets - all handily marked, but not at all spoiled, on the head-spinning 3D map screen. Think Miyamoto, Kojima or Schafer at their most impish: treasure maps, invisible platforms, secret messages delivered in unexpected ways, puns and tricks of the light."
  • OXM (95/100): "For an experience that could've drowned in an overreliance on using familiar signposts from what's come before it, Fez succeeds in celebrating the past in a smart, joyous way that has us incredibly excited for gaming's future."
  • Edge (90/100): "Draw lines between distant landmarks; forge connections that reveal the logic of a set piece; untangle the story in short, gleeful bursts. The route you pick through Polytron's floating world is nearly impossible to verbalise, while its puzzles resolve themselves in your mind unexpectedly, in clear, wordless chunks. There's really no language to cover many of the things you get up to in Fez. For a videogame in 2012, that may be the ultimate endorsement."
  • Gamespot (85/100): "Fez goes far deeper than the simple platformer it initially appears as, and figuring out the solutions to the many puzzles is an experience that harks back to a time when games weren't scared of taking off the leash and letting you run wild. Invest time in Fez's colorful world, and enjoy the wealth of incredible ideas buried within. "

Posted by Joystiq Apr 14 2012 20:00 GMT
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Fez programmer Renaud Bedard notes "twenty thousand people" have played the game in the past 24 hours, more than have in its five years of development, adding: "So, as it happens, bugs popped up. Some pretty serious."

Bedard mentions that a "small subset" of older Xboxen with smaller hard drives can't run the game. He also notes the game has problems running off a USB stick and that in a "rare situation" - by exiting the game from the "wall village" interiors - a save file can corrupt. He admits it's "nasty stuff."

"We will be working internally and with Microsoft on those issues and let you know more later. It makes sense to issue a patch, but we don't currently have an ETA on it."

Those experiencing "game-breaking problems" should let Polytronic know by email.

"Sorry, and thanks for understanding!" He concludes, "And we're thrilled to see that the vast majority of you are enjoying the game as it was meant to be."

Posted by Kotaku Apr 13 2012 13:30 GMT
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The beautiful, puzzling, nostalgia-inducing Fez releases today on XBLA for 800 Microsoft points. Read Tina's review to see why I urge you to pick it up. More »

YouTube
Posted by Francis Apr 13 2012 00:25 GMT
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it even has a flying rainbow-colored companion... 

Imperial Wizard of Digibutter
Oh yeah I sem to remember this from some time ago

YouTube
Posted by Kotaku Apr 12 2012 23:00 GMT
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#fez Fez is a very cool game. Tina's review neatly sums up many of the things that make it so good. More »

Posted by Joystiq Apr 12 2012 21:32 GMT
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Whenever a game is hyped to stratospheric proportions, many times over a course of years, it enters a volatile realm of public reception.

When a game has won numerous awards before its launch, is one half of an industry documentary, and is developed by an outspoken, opinionated man, it resides in a universe of its own and players are relegated to describe it in one of two ways: with blazing praise or incendiary criticism.

Fez is on fire, and it burns with a brilliant, red-hot, yellow-tasseled flame.

Video
Posted by Giant Bomb Apr 12 2012 00:39 GMT
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Jeff and Brad do some serious rotating as they move through the early parts of Fez.

Posted by Kotaku Apr 11 2012 13:00 GMT
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#fez The first thing that appealed to me about Fez, an independent puzzle platforming game developed by Polytron, was how adorable it was. If my childhood proved anything, it was that eight bits of detail can still make me squee with delight. I instantly knew that I would need a plushie version of Gomez, the main character that sports a cute little red fez atop his Pillsbury doughboy-like form. More »

Posted by Joystiq Apr 10 2012 21:00 GMT
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Fez is officially and finally coming out on Friday, April 13, but half of the highly anticipated experience is available now: The Fez soundtrack from Disasterpeace is available in its entirety via Spotify right now, or for pre-order and sampling on Bandcamp.

Before anyone says, "Wutevs not every1 has been waiting 4 Fez for 5 yrs STFU u guise," the soundtrack is currently number one on Bandcamp, so it's not completely off the mainstream radar. Personally, we've been listening to the soundtrack all day and already we feel more well-rounded.

Posted by Giant Bomb Mar 29 2012 18:26 GMT
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After years of development, a couple of re-designs and a few public gaffes later, Fez is finally done.

Designer Phil Fish announced last night on Twitter that Fez would be released via Xbox Live Arcade on a rather appropriate date: April 13. You’ll only be paying 800 Microsoft Points ($10) for it, too.

Fez was first revealed all the way back in 2007, and loosely had a release window several times, only to be delayed over and over again. The game was a source of controversy at this year’s Independent Games Festival, as Fez won for “Excellence in Visual Art” in 2008, which also came with $2,500, and the “Seumas McNally Grand Prize” this year, which came with a much bigger pot: $30,000. The rules on entering twice may change next year.

Fish also made waves around the same time for deeply criticizing Japanese video games during the Q&A session for Indie Game: The Movie, following a question from a Japanese designer in the audience.

In a few weeks, though, we'll have the best way to judge a designer: their game.


Posted by Joystiq Mar 29 2012 01:46 GMT
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Xbox Live Arcade finally becomes a glorified Fez dispenser on Friday, April 13th. Polytron just blasted out the release date and ten-dollar price point for its perplexing play on perspective -- and we've decided that we now want all such announcements embedded inside exuberant and weirdly hypnotic graphics.

The game's lengthy development time and subsequent trials in Microsoft certification have been dominant talking points until now, and they're joined by an unusual Friday launch date on Xbox Live Arcade. If you want to learn more about the man behind Fez, be sure to read about our afternoon spent with one Phil Fish.

Posted by Kotaku Mar 29 2012 00:30 GMT
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#fez Fez, the perspective-shifting platformer and poster-child for independent games development hell, is ready to go and will arrive April 13, says its studio, Polytron. That's Friday the 13th, a fitting irony for something that's been in production for more than four years. The game will be offered over Xbox Live Arcade for 800 Microsoft points, or $10. More »

Posted by Joystiq Mar 15 2012 02:00 GMT
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Fez's concept of 2D platforming in a 3D space sounds simple on paper, but you have to see its execution in motion to really, really wrap your head around it. Thankfully, we've got six minutes of said motion after the break.

Posted by Joystiq Mar 13 2012 14:30 GMT
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Amidst the gridlocked, city-wide pandemonium that is SXSW Interactive, I was able to rescue Fez's lead designer and artist Phil Fish from a pack of ravenous, business-card waving fans long enough for an interview. We set up at the quiet end of the Palmer Events Center's glass-lined second floor, standing at a chest high, sidewalk cafe-esque table overlooking Zilker Park. It had been raining for two days straight, but that morning the clouds had parted and festival attendees were treated to one of the few gorgeous spring afternoons Texas will get this year.

Fez has missed its most recently announced release window of Q1 2012, but the fact that the game is undergoing Microsoft certification means that it'll be out relatively soon. "We almost made it to Q1," Fish said. "We entered certification like two weeks ago, but we actually just failed it, which is kinda standard. Pretty much everybody fails their first cert."

Microsoft has a two-month window in which it can release Fez once it has gone gold, and Fish wants to make sure it happens as quickly as possible. "We're trying to put pressure on them to release it as soon as possible because the zeitgeist is really good right now, with the movie starting to get a lot of play and the award. And, also, it's been five years. I don't want to wait another two months after that."

Posted by Kotaku Mar 09 2012 18:00 GMT
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#fez Phil Fish doesn't want to talk about Japanese games anymore. Like, really. The Fez creator's been smothered by haters after his controversial remarks earlier this week. But he does want to set the record straight on some things. More »

YouTube
Posted by Kotaku Mar 09 2012 09:01 GMT
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#japan Earlier this week, game designer Phil Fish (above), best known for Fez, set off a firestorm. During a Q&A after documentary Indie Games: The Movie, a Japanese game designer asked Fish what he thought of modern Japanese games. Fish gave his honest opinion—rather bluntly. "Your games just suck," Fish infamously said. More »

Posted by Giant Bomb Mar 08 2012 22:38 GMT
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Inafune has been a loud voice in trying to steer Japanese game development in a new direction.

Fez designer Phil Fish has been criticized at the Game Developers Conference this week for his harsh, crass comments about the state of Japanese video games.

Fish isn't a Japanese game designer, however. Keiji Inafune, formerly of Capcom, definitely is.

Inafune was at GDC to discuss the future of Japanese games, and his talk was equal parts introspection on his own work and motivational speech for the Japanese developers in the audience.

"For fans of our games, our country, our culture or people, please don't look away from me. Please don't look away from me," he said. "This is the honest truth that I want to share with you today."

The crux of Inafune's argument was pointing out that Japan used to be a trailblazer, and the country has become increasingly lazy in the years since. Japan needs to have the desire to win, he said.

The motivation to "win" was a central point, a refrain Inafune returned to over and over again.

"Back in the day, our Japanese games were used to winning and achieved major, major success," he said. "We celebrated many victories and walked down all sorts of avenues as winners. However, at some point, these wins became losses and not realizing, acknowledging and accepting that fact has lead to today's tragic state of Japanese games."

Even though fans have come around on Mega Man Legends, it was considered a failure for Capcom at the time. The press wasn't interested in Mega Man Legends, and the sales were disappointing. Inafune put his heart and soul into that game's development, but commercially, none of that mattered. What making Mega Man Legends did, however, was push Inafune to work hard and work through adversity.

"That experience is my biggest failure and biggest treasure in my video game career," he said.

After Mega Man Legends, Inafune worked on Resident Evil 2. He found it incredibly easy to get anything he needed approved for the project, and generating press was effortless. Inafune dreamed about a world where he never worked on Mega Man Legends, never experienced passionate failure, and envisioned a scenario where he was used to being treated as he was during Resident Evil 2, and how that could instill a poor work ethic.

"If you never get your hands dirty," he said, "you'll never be able to understand the nitty gritty details."

Mega Man Legends went on to become its own spin-off series, but that didn't happen initially.

He made sure to pay his respects to Resident Evil designer Shinji Mikami, pointing out how the original Resident Evil had development similarities to Mega Man Legends. No one believed in the project, no one was talking about the project, and canceling it was a real possibility. Mikami earned his stripes making Resident Evil, and could better appreciate the freedom in Resident Evil 2.

Inafune pointed outside video games for inspiration on how Japan can transform itself: Apple.

"If Apple chose to stick to the glory of the old days with their personal computers and its operating systems, they probably wouldn't be around today," he said. "Steve Jobs chose to develop the brand and not just maintain it, and that's why the Apple we know today exists."

Leaving Capcom was part of Inafune choosing the hard path, rather than the easy. Comcept still has to prove itself, but Inafune sounded upbeat, happy, and optimistic. He's also developing a brand-new game for the Vita, though he didn't provide any details on it.

Even though Inafune was incredibly critical of modern Japanese designers, developer and publishers, he seemed to do so out of desperation and hope. He wants Japan to be big again.

"Time is running out, and we should have realized this when I made that bold statement a few years ago," he said.


Posted by Joystiq Mar 08 2012 03:22 GMT
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The dust has settled and only one independently developed title was left standing. Seconds ago Fez was announced as the winner of the 'Seumas McNally Grand Prize' at the 14th annual Independent Games Festival Awards.

This is the second IGF award for the Polytron-developed title. In 2008, Fez took home the IGF award for excellence in art. After nearly five years of development, Fez is currently undergoing certification for release at Microsoft.

Posted by Kotaku Mar 08 2012 03:00 GMT
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#fez "Hi, I'm Phil Fish and I'm here to talk about Japanese games." Referencing the controversy over his recent remarks, the Fez designer's opening line during the Indie Soapbox got big laughs. More »

Posted by Rock, Paper, Shotgun Mar 07 2012 11:47 GMT
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“There’s no plans to bring Fez out on any other platforms?” I ask Phil Fish, as he finishes off his sandwich. He chews and I mutter an inward prayer. Oh Gods, let him say PC. “We’re not even thinking about it right now,” he says. “I mean, ultimately, I would like to see it on everything. Why not? But we do have exclusivity with Microsoft, as you do – you find it’s really hard to not do that.”

The Gods are useless. Never pray.(more…)