I played Amnesia: The Dark Descent spiritual/ghooooostual successor SOMA, and it didn’t really do it for me. That said, Frictional creative director Thomas Grip’s plans for the wetter-is-deader stroll into the maw of madness are quite interesting, though whether he can pull it all off remains to be seen. Today we continue on from our previous discussion, pushing doggedly forward into Grip’s plan for possibly the longest build-up (five hours!) in horror gaming history, YouTube culture’s effect on horror, procedurally generated scares and why they both aid and mortally wound true terror, modern horror’s over-reliance on samey settings and tropes, and where Grip sees the genre heading in the future.
Agree or disagree, the man has some extremely illuminating perspectives, and you can’t fault him for wanting to break away from the played-out influence of his own previous game. It’s all below.
… [visit site to read more]
SOMA didn’t scare the scuba suit off me, but I did find a creeping sort of potential in its soaked-to-the-bone corridors. Amnesia: The Dark Descent 2 this ain’t. Or at least, it’s not aiming to be. Currently, it still feels a lot like a slower-paced, less-monster-packed Amnesia in a different (though still very traditionally survival-horror-y) setting, but Frictional creative director Thomas Grip has big plans. I spoke with him about how he hopes to evolve the game, inevitable comparisons to the Big Daddy of gaming’s small undersea pond, BioShock, why simple monster AI is better than more sophisticated options, the mundanity of death, and how SOMA’s been pretty profoundly influenced by indie mega-hits like Dear Esther and Gone Home.
… [visit site to read more]
It’s not that I feel like SOMA is poorly made. On the contrary: for a demo of a game that’s at least a year out, the Amnesia spiritual successor practically sparkles beneath its grimy, moss-encrusted shell. I just feel like, despite a very unexpected setting, I’ve been here before. Crept through these halls, turned these nobs, let these tidal waves of otherworldly sound crash into me as I press ever onward, slightly on-edge but no worse for the wear.
… [visit site to read more]
Everyone knows that the scariest things aren’t actually monsters themselves. It’s the horrors lurking in our own runaway imaginations, creatures of such impossible (and impossibly specific) phobia that our only recourse is to head for the hills long before we ever see them. That’s the power of a great horror environment. SOMA‘s Upsilon research facility, for instance, creaks, groans, and whines quietly to itself like a child who’s afraid of the dark. From there, your mind does the heavy lifting. Watch below, and then read about Amnesia: The Dark Descent developer Frictional’s core design pillars for its sci-fi madhouse.
(more…)
Level With Me is a series of interviews with game developers about their games, work process, and design philosophy. At the end of each interview, they design part of a small first person game. You can play this game at the very end of the series.
Thomas Grip is creative director of Frictional Games, based in Helsingborg, Sweden. They’re known mostly for the Penumbra (a first person horror game series) and Amnesia (another first person horror game series), and they’re currently working on another first person horror game called SOMA (a first person horror game). Astute readers may sense a pattern.(more…)
We still don’t know much about SOMA, Amnesia developers Frictional’s next game. But there is a general theme emerging from the teaser videos: the first video showed an engineer attempting to communicate with what appeared to be a H.R. Giger’s CRT monitor. This new video shows the same engineer talking to a disassembled robot. In the game’s fiction, it’s a “standard UH3 articulated robot,” and it “spontaneously developed a desire to socialize from observing human interaction.” It gets creepier. Way creepier.(more…)
I’ve spent the past few days F5ing Frictional’s teaser site for their next game, which has been promising a new sci-fi game from Amnesia chaps. Well, my patience has finally been rewarded. The site is live with a scant amount of data about a thing called SOMA. All the information is based on the game’s fiction, so there’s no context to what we’re seeing. All I know is it’s sci-fi, and the machine at the heart of all this looks like a kid’s TV bad guy: it is an evil monitor. Live action trailer entitled “Vivarium” is below.(more…)
“What the *crag* am I doing? This isn’t fun. No one is forcing me to do this.”
That’s a more or less verbatim quote while playing Amnesia: The Dark Descent. It was 1:00 a.m. on a weekday, and besides my slumbering dog, no one was in the apartment. I was shouting at myself, and loudly, vainly hoping to verbally deconstruct this torture I was putting myself through. After weeks of reflection, it’s still true. I can’t say any of the five or so hours I spent sneaking, hiding, sweating, and fidgeting would fall under the traditional definition of “fun.”
Amnesia is not a “fun” game. It is, however, addicting in the same way a roller coaster ride is.
Rewind to earlier this summer. In the middle of June, it was time. My fiancee was on a business trip, 2012’s new releases had reduced to a trickle, and I’d frankly run out of good excuses. “Good evening, Amnesia,” I told Steam.
When a thing appears in Amnesia, there are no options but to run, hide, and pray for silence.One glass of whiskey, two glasses of whiskey, three glas--no, wait, stop. Two is the sweet spot, was the sweet spot. Amensia required a small dose of liquid courage to get the ball rolling, giving enough oopmh to push one over the edge, so that upon inevitable death, you don’t hover too long over the escape key and get any ideas.
For someone who prides themselves on being a horror fanatic, I had seemingly little reason for having not played Frictional Games’ terror, thought I felt like I had a good one: I was afraid of what lurked inside. I purchased Amnesia years ago, when it first was generating buzz, and bought it out of obligation. I had heard the stories, watched a sampling of screeching YouTube videos. Oh, the water level. Oh, the closet scene. Oh, hiding in the dark. Oh, oh, oh. Who would want to indulge in such madness?
In the summer of 1999, The Blair Witch Project was released. 14 years old at the time, The Blair Witch Project was also the first, best example of viral marketing--long before there was a name for it. The filmmakers and marketers were promoting the documentary-style horror film about three kids who head into the woods in search of documenting evidence of a local urban legend and never return, as though it was constructed from bonafide piece of discovered film. Then, so the story went, someone pieced together their journey for all of us to watch. It’s a preposterous concept, but one that plenty of people bought at the time, and as a 14-year-old, I totally ate it up.
(The old website is still creepy.)
I’ll never be able to erase the final image of The Blair Witch Project from my mind. The wall, the screaming, the back-and-forth editing between the two cameras, the delay between the audio and video on the black-and-white camera, and that idiot Mike with his back against the wall. *crag*. The way people spoke of Amensia, I suspected it was to be my video game equivalent of The Blair Witch Project. It wasn’t long before I remembered how I spent the summer of 1999, waiting until the sun would start coming up before sleep came. The crunching of leaves and sticks by animals in the backyard reminded me of the tent scenes in The Blair Witch Project. I was not longing for a relapse.
Fear, I’ve come to realize, is one of my own addictions, one that acutely reminds me I’m alive. When the hairs on the back of my neck stand straight up, when it takes me an hour to fall asleep because I’m convinced there could be, might be something in the corner of the room (I have this awful, creepy scene from Communion to thank), I deeply regret everything about this addiction. The moment the adrenaline passes, though, I remember the heightened sense of awareness, adrenaline--it’s enthralling. Knowing my fears helps inform the whats and whys of my own behavior.
One of the biggest realizations I’ve hard since my father passed away three weeks ago was that I’d, in part, been using this addiction to make up for the lack of anything truly horrific having happened in my life, a way of filling in some perceived, misguided gap. I felt a need to counter a sense of guilt, and I turned to to stories and experiences that got under my skin. Horror, whether through books, movies, or games, allowed me to repeatedly indulge this.
Scarier still was acknowledging this part of my relationship with fear was now gone. If I’d broken my contract with the addiction, would I no longer find interacting with fear to be any fun?
It took just 20 minutes with Justine, a short and free expansion to Amnesia released last year, to realize there was nothing to that theory. Though one of the reasons I became so interested in exploring my own fears through various mediums has disappeared, Amnesia’s hooks are just as psychologically damning as they once were weeks ago.
When the camera dropped, and the credits rolled, my heart was pounding like a jackhammer.There’s a key difference between Amnesia, and all other horror media I’ve encountered: it should be played alone. Though it can be enjoyed with another person, you’re cheating yourself out of the intensity derived from the singular experience. Simply having another person in the room allows you to validate "oh, right, this is a video game," and those brief escapes from the reality of the virtual world are enough to create a regrettable rift in what's possible.
Then again, maybe you think it's crazy to submit yourself to that. I get it. Like I said, Amnesia isn't "fun." By transferring terror to another human being, it's made manageable. Having seen to the credits, I blame no one for the latter, and it’s why I’m somewhat sympathetic to Electronic Arts and its decisions behind Dead Space 3, despite my reservations about its impact on the design as a whole.
I’ve had this conversation with Ryan on the podcast before, but video game horror has the unique characteristic of forcing the individual to engage at a profoundly deep level. In a book, when you turn the page, the story progresses, the killer moves closer, the characters keep running. In a movie, you can bury your head in the pillow, cover your ears, and pretend nothing is happening. When you eventually return, the movie will have pressed on. Nothing happens in a horror game without your involvement, and Amnesia digs its heels in further by removing the power fantasy. When a creature appears, you have nothing but the darkness to keep you safe, and even that’s killing you.
Amnesia works because of what you can’t see. Tthe moment you’re up close with one of the game’s Predator-esque monstrosities, the game loses something. It’s that moment in the water, when you’re being stalked by an invisible thing. It’s that moment when you’re searching through a brightly lit area (almost always a safe haven), a creature appears, you hide in a closet (again, "safe"), and you hear a thing break down the door and, I guess, huff around you. It’s close, close, closer, and you’re confronted with the reality that there’s nothing you can do but wait.
I didn’t watch The Blair Witch Project again until years later, unwilling to wager that I’d emotionally regress. Similarly, I don’t want to play Amnesia again, either, and I’m not especially upset A Machine for Pigs was delayed.
Sooner or later, though, the itch will return, and I’ll want to remember what all this felt like.
Sooner or later, I’ll want to feel that alive again.
Last week, I ran the first half of my recent chat with Steve Gaynor, formerly of Irrational and 2K Marin, and now of indie studio The Fullbright Company – who are working on mysterious, ambitious, suburban-set non-combat first-person game Gone Home. Being as I am an investigative journalist par excellence, I decided that it would be appropriate to spend the second half of the interview forgoing questioning entirely in favour of simply shouting the names of other games at him. Games like Myst, Amnesia, Jurassic Park: Trespasser, Journey and Dear Esther. Rather than hanging up in disgust, he offered fascinating, thoughtful replies on the limits of interactivity in games and the sort of scale Gone Home is intended to operate on.(more…)
I’m becoming a broken record at this point, but that Amnesia: The Dark Descent follow-up is coming. I had a very real intention of writing it yesterday, and then a day full of Quick Looks happened. There’s merit to the argument about giving thoughts time to breathe, but I may jump back into the game (I haven’t touched the downloadable add-on, Justine) to remind myself of the terror.
The Penumbra games are also giving me a curious look from my hard drive (the Internet suggets skipping the first game, we'll see), but Eternal Darkness has my attention right now, and, yes, I’ve heard your demands to do something with my playthrough of it.
Jeff and the rest of the Internet have given me some pause about Spec Ops: The Line, a game I was totally ready to write off, but one that apparently does enough interesting things with its story to be worth checking out this weekend. I’d like to do nothing more than play Eternal Darkness on Saturday afternoon, but these types of games have to be played in the dark with headphones, no? Spec Ops: The Line seems like the perfect candidate for an interesting idea another developer will execute on later, which appears to be the curious relationship between I Am Alive and The Last of Us.
So much for it being a slow period for games. I'm buried! Turns out you just have to look around.
Prepare for an avalanche of discussion about Spelunky. We may have the summer’s critical favorite arriving on July 4 for Xbox Live Arcade. You can play Spelunky right now, though, if you head to the game’s website. Developer Mossmouth has been tweaking the Spelunky formula that previously addicted so many for years now, and the fruits of that labor will be available soon. If you’d like a hint of what’s to come, the latest case of a developer kicking you in the balls until you learn to look before you leap, make sure to download Spelunky. Best part? It doesn’t cost a thing!
Thomas Was Alone, which we featured in a Quick Look earlier today, is a great example of the interesting ideas that can spring forth from the design minimalism forced within a game jam. Once that developer realized it were onto a good thing, it fleshed it out. I’m hopeful Flip’d will have the same opportunity, as the basic ideas being explored have enormous potential. In the most basic terms, Flip’d is a first-person puzzle platformer where the player has control over swapping gravity. It’s more or less a first-person VVVVVV, which is easily one of my favorite modern platformers. VVVVVV was stupid hard in a great way, and Flip’d quickly heads in the very same direction.
(That headline is made up, by the way--Pruett didn't write one.) Pruett is one of the most meticulous and dedicated critics of the horror genre. We spent the better part of an hour dissecting our love-and-hate relationship with the genre at a party earlier in the year, which gave me another idea that we’ll have to reivist in October. In his dissection of Silent Hill: Downpour, Pruett does a wonderful job of identifying the specific design reasons Downpour doesn’t work. It’s more than the combat being broken or a nonsense story. Pruett goes way, way, way deep, and ensures I'll never have to write my own thoughts about Downpour down, since Pruett took all the words out of my mouth.
This is Downpour's Big Idea: it is the first Silent Hill game to feature a large, open world for its town. Most other Silent Hill games have featured large outdoor areas, but they've never been really open; they've always been walled off at the edges so that the player is lead along a very specific path. The open world is a significant deviation from the series norm, and it is the core problem with the game's design.My favorite pieces of writing are the ones where I’m humbled as a reporter. Russ Pitts completely knocked it out of the park with this article for Polygon, in which he chronicles the path to this fall’s Dishonored. Too often, this part of the story is relegated to a paragraph or a quote, while Pitts spends thousands of words taking us from the origins of System Shock to modern day. This is the kind of story that makes me sit back, think, and know I need to step up my own game. It’s quite a tale, and makes me all the more anxious for Dishonored--it was absolutely my favorite at E3.
"I literally said it was a slap in the face to Ultima fans and RPG fans," Harvey said. "And I sent it to my boss. I don't know why I did it, but it was the kind of thing I did back then."I promised a nuanced account of my experience with Amnesia: The Dark Descent's endgame last week, but I've been swamped with other, more time sensitive features that have placed that on the back burner. If you want a taste, download this week's podcast, which is basically a rough draft of where I'm going with it, anyway.
The next games in my horror backlog have already been lined up, too: System Shock 2 and Eternal Darkness. These experiences are giving me (and Ryan) some good ideas about what we could do here at Giant Bomb to help "celebrate" Halloween later this year.
System Shock 2 is a weird one, since it's not available on Steam or Good Old Games, and the only reason it's functioning on any modern operating system is because the fans have put in the work. It actually runs beautifully on my MacBook Air, despite System Shock 2 never having being released natively for the Mac--it's using an emulation wrapper called Wine. There's a whole rabbit hole of mods, too, including two-player co-op, widescreen support, improved textures. People love System Shock 2, and I'm anxious to join them by finding out why.
I'm just as curious about diving into some broken games that have gone under my radar, too. I Am Alive has all sorts of problems, but I stuck by my podcast statement that it's a really good game, at least insofar as being a game with truly compelling ideas that fumbles the execution. It was a fascinating experience, one I got much more out of than, say, Lollipop Chainsaw, a game that would run you a hell of lot more if you picked it up at the store.
This will actually be a new feature going forward, but since this week was interrupted by my flight back to Chicago, I didn't have much time to play much of anything. Instead, let's get hyped for some weird games, shall we?
Metal Gear Online turned off the lights this week, and that's a fact unlikely to change anytime soon. Metar Gear Online found its niche, and though it wasn't a very large niche, it had its champions, and it's aways sad when an online game makes the switch to permanently offline. It's a tragic fact about video games, one that writer Patrick Elliott explores in this piece for Kill Screen, in which he laments about how games have not taken much time to consider how they'll be preserved as they continue evolving. Sure, the lucky few who are paying attention have a chance to experience everything along the way, but what about when our memories fade, or we want to show our children? In many cases, we won't have any options, and games like Metal Gear Online will be a footnote in history. Also, I'd never heard of Nintendo's Satellaview before reading this article--holy shit!
When the inevitable server shutdown does come, it will fundamentally alter the experience of Demon's Souls. The core mechanics will remain – combat, weapon systems, boss battles – but the experience surrounding them will become irrevocably isolated. When the last summon sign fades away, when the threat of invasion vanishes and the devious interplay between players comes to the end, the game becomes a shadow of its former self. In the darkness, a message appears: My heart is breaking.It’s with a huge sigh of relief that I’m able to announce that I’ve finished Amnesia: The Dark Descent. The game had such a profound emotional impact on my psyche that I’m going to table most of my thoughts until I’m able to write them down for a separate story next week, but a great weight has been lifted off of me.
Naturally, a teaser for Amnesia: A Machine for Pigs was released today. The nightmare begins anew!
I’m guessing the next Amnesia will conveniently arrive for Halloween, but before then, I’m trying to fill in my own horror gaps. I’ve never played Eternal Darkness (I know, I know), so a copy of that is coming via eBay next week, and I’ve had a few recommendations to play Call of Cthulhu: Dark Corners of the Earth.
There’s also the other games from Amensia developer Frictional Games, the Penumbra series. All of them were on sale recently, so even if they don’t live up to the hype of Amnesia, I’m curious to track the evolution of that studio in reverse. I know they have combat, which sounds iiiiinteresting? Dipping into Penumbra lines up with my desire to play the deeply flawed I Am Alive this week. I Am Alive isn’t a good game, but we can learn much from bad games.
Are there any not-so-great games that you’ve been able to appreciate, for one reason or another? Chime in.
You might remember Cipher Prime's Auditorium Duet as one of the few Kickstarter projects I’ve highlighted on Giant Bomb. I wrote about it because it seemed likely to not get funded, but in the final hours, it did. This is not about another foray onto Kickstarter for Cipher Prime, but another game that’s absolutely worth your attention: Splice. It doesn’t have anything to do with the just okay 2009 horror film, but they do have a common theme. In both the movie and the game, it’s all about genetic manipulation. In one case, you’re left with a horrifying creature, but in Cipher Prime’s game, there’s a serene, relaxing puzzle game. Players are tasked with dragging and manipulating microbe sequences to line up with a set of patterns, and the sequences become understandably more complicated. It’s rather beautiful, too. We’ll do a Quick Look of this next week, but I wanted to give you guys a heads up for the weekend.
Given the response to Anita Sarkeesian’s Kickstarter, I’m torn on the anonymity question. Imagine what would have happened if Blizzard had gone through with its plan to out everyone on its message boards? The benefits of anonymity are clear, but are the consequences worth it? I’m used to having everything about me in the public eye, so maybe I’m just used to it, but we all know the vast majority the people who make up the assholes of the Internet wouldn’t act like that if they actually had to associate their name with their commentary. I’ve taken a smug satisfaction from the outing of racists on Twitter, situations where users apparently forgot they weren’t anonymous. In a Facebook world, I wonder if anonymity on the Internet is a dying idea, an idea eventually swept away by the courts.
New government proposals say victims have a right to know who is behind malicious messages without the need for costly legal battles. The powers will be balanced by measures to prevent false claims in order to get material removed. But privacy advocates are worried websites might end up divulging user details in a wider range of cases. Last week, a British woman won a court order forcing Facebook to identify users who had harassed her. Nicola Brookes had been falsely branded a paedophile and drug dealer by users - known as trolls - on Facebook. Facebook, which did not contest the order, will now reveal the IP addresses of people who had abused her so she can prosecute them.The past has lessons, and I’m glad Michael Abbott is here to tell us about them. Video games are not the first medium to experience a glut of sameness, and while the “I’m tired of shooters” meme seems to rear its head every E3, that criticism felt especially poignant this year. I’m not tired of shooters, I’m just tired of these shooters, and Abbott found an analogy with the western genre in film. For more than a decade, the western dominated the cinematic landscape, and disappeared for a few key reasons: “1) Genre fatigue and homologous products; 2) High cost of production; 3) Public outcry over violence; 4) Narrow target audience.” Sounds awfully familiar, huh?
History could prove prophetic. The second wave of Western filmmakers (Sergio Leone, Sam Peckinpah, Clint Eastwood) turned our deep familiarity with the genre in on itself, addressing existential questions and examining the nature of violence. These films were radical departures from the Hollywood formula, not because they rejected the familiar settings or the guns or the hero/villain dichotomy, but because they made these the very subjects of their scrutiny.(Thanks to Zaktius for the above).
Just thinking about this sequence from Amnesia is making me sick to my stomach. Ugh. UGH.I finally pulled the trigger on Amnesia: The Dark Descent. My thoughts on that nightmare will come in a piece after E3, let me make it clear that in no uncertain terms, Amnesia is terrifying.
Can someone give a thumbs up or down on the Penumbra games? Seems all of them are just $10 until the Humble Bundle is over, so maybe it doesn’t matter if they’re any good. At $10, who cares?
Which reminds me that Amensia is in the latest Humble Indie Bundle. That’s going for the next two weeks, and includes Amnesia, Psychonauts, Limbo and Superbrothers: Sword & Sworcery EP. That's one hell of a package, and I'm tempted to bite a second time. The average contribution, as of now, is just $7.71 (!!!), and paying anything above that also nets you a copy of Bastion. Soundtracks are included for all of the games, in addition to versions for PC, Mac and Linux.
I don’t feel ripped off for having spent $20 just a week ago, though. What’s $20 for the the scariest experience I’ve ever had? I don’t think I’ve been this numb with horror since Paranormal Activity, a movie I knew nothing about before walking into the theater (this was two years before it was released and became a phenomenon, at a tiny theater in San Francisco). Prior to that, it’s definitely The Blair Witch Project, which continues to haunt me.
It’s been a busy week leading up to E3, so I haven’t been doing much else but waiting until the sun goes down, pouring a glass of scotch, and sprinting through the dark corridors of Amensia. That said, I’ve spent more time than I want to admit dicking around with Reddup 4: Move Cautiously, which puts the concept of player-driven risk/reward front-and-center. You’re dragging an arrow around the screen and must avoid the other arrows, but as you move, the arrows becomes bigger and bigger and bigger. I managed to make it over the 100 mark after a few tries, but the game’s simple enough in the run-up to 100 that it’s easy to become arrogant and suddenly find yourself boned.
Don't think about it--just click. Seriously, though, you should start clicking.
This isn’t the first time Tom Bissell has been mentioned, and unlikely to be the last. I’ve been mulling on Max Payne 3 since the credits rolled last weekend, conflicted on the choices Rockstar Games regarding the balance of cover and bullet time, and whether the story was one that needed telling. Bissell spends several hundred words raking Max Payne 3 over the coals for its obvious ludonarrative dissonance (in short, the disconnect between narrative and gameplay), and Bissell’s walks us through (in his seemingly effortless conversational tone) why he thinks that’s maybe okay, even if it’s not really okay, and what that says about the developers, the player, and Max Payne himself.
“Let's also not kid ourselves about what happens even to a sane, well-adjusted person after an entire day of watching faces get shredded by bullets. I played Max Payne 3 in two long sittings. After the end of my first sitting, which lasted around six hours, I went to a dinner party with my girlfriend. I was, she reports, "mouthy" and "agitated" during our dinner, and she wondered what had gotten into me. What had gotten into me was that I was shooting people in the face all afternoon.”As games became more sophisticated and stories seemed more important, an early idea was to import writers from Hollywood. It hasn’t really worked. TJ Fixman has been a writer at Insomniac Games for years, and become intimately familiar with his role in the development process. In his blog, Fixman breaks down what people think a writer does and how that actually translates. His insights into why games writing sometimes devolves to the point of parody in service of instructing the player is informative, even if it makes you weep at the role of playtesting.
“The primary goal of every game story, from Mass Effect to BioShock to Ratchet & Clank, is to provide context for gameplay. Why am I here? What am I doing? How do I succeed? Why did I fail? The answers to these questions are both critical and unpredictable. At Insomniac we test and rework every level, setup, and boss encounter to ensure the player understands what they’re doing while (most importantly) having fun. Often times, this can mean modifying characters, rewriting VO, or even cutting full levels – and as a writer, it’s my job to make sense of it. It doesn’t matter if your hero wouldn’t go through that door without backup. Those NPCs were cut, and gameplay says he needs to go through that door. Make it work!”I’m so glad the news about 8-4 teaming up with Giant Bomb was finally announced. I’ve been sitting on those plans for what seems like months now, but the CBS deal happened, PAX East came out of nowhere, and it felt like things would never go public. Phew!
With Vinny in the office and Drew on his way, we’re finally getting the pieces together. Sure, we’re still a ways from being as prolific as pre-CBS, but we’re getting there. I guess that means I won’t be recording any more Quick Looks, but it was fun (?) while it lasted.
Nightmare House 2 is still sitting on my computer, and I’m hoping to finish that off on Sunday night. Did any of you check that out? I’ve noted a bunch of the other horror mods that people recommended, and I’ll get around to those, too. My fiancee leaves for a few days next week, so the time is ripe for me to play a bunch of terrifying games and go to bed shivering and sobbing. Will I finally play Amnesia: The Dark Descent, or come up with yet another bad excuse?
With Machinarium, not only did Amanita Design make a game inspired by old school point-and-click adventures, it made a rather good one. Macinarium was a touching love story (love!), and I’ve been curiously waiting to see what Amanita Design would produce next. Botanicula also involves moving a mouse around the screen and a fair amount of pointing and clicking, but it’s an altogether different type of game. Players are guiding five different creatures, each outfitted with what one might call “powers,” and solving puzzles on a giant tree, in which there is a scary spider eating stuff. It’s weird, but totally feels like the kind of game you’d expect from the studio that produced a robot love story. As of this writing, there’s a wonderful Humble Bundle going on, but it’ll be available on Steam soon, too.
I don’t spend much time scrolling through YouTube for video essays (most aren’t any good!), but I’m a fan of Ben Abraham’s commentary, so it didn’t take much convincing to load up his latest work. In “Attention and immersion,” Abraham points out how “immersion” is an utterly bizarre word to use when talking about particularly engrossing games. Of course, Abraham now has me second guessing every single one of the words I use while talking about the experience of playing games. While “attention” doesn’t seem to rightly encapsulate the feeling we’re all grasping to describe when we get sucked into a game’s world, a conversation about our gaming lexicon is a healthy one.
If there’s an underlying theme to articles featured in Worth Reading, it’s about trying to approach what it means to talk and think about games from a different angle. That said, as a reporter myself, I’m also a fan of a really good story, and learning how the Halo movie fell apart is a good one. Wired has an excerpt from Jamie Russell’s Generation Xbox: How Video Games Invaded Hollywood, in which Microsoft’s arrogance about the Halo franchise caused what should have been a surefire hit to become a missed opportunity for everyone involved. It’s a simple culture clash, but one on such a massive financial scale that you can’t help but chuckle as the wheels come off.
Microsoft were aiming higher — much, much higher. CAA’s deal-making matched the software giant’s aspirations. According to the New York Times, Microsoft were demanding creative approval over director and cast, plus 60 first-class plane tickets for Microsoft personnel and their guests to attend the premiere. It wouldn’t be putting any money into the production itself beyond the fee paid to Garland, nor was it willing to sign over the merchandising rights. To add insult to injury, Microsoft wanted the winning studio to pay to fly one of its representatives from Seattle to LA. They would watch every cut of the movie during post-production. Clearly, Microsoft was entering into negotiations brandishing a very big stick.P.S. Play Far Cry 2.
Trouser-colour troublers Frictional Games, makers of Amnesia: The Dark Descent, have dramatically unveiled a website for their next game, pulling aside a metaphorical curtain, making thunder noises with their mouths and flicking the lights on and off. Scared? Nope? You’re just made of steel, aren’t you? I’d have thought a website with a blurry image with the word “Amnesia” on it in scary script and a link to a Google Map of China (click the image, if you dare) would have made you curl up into a ball. So what is going on? Well, I’m afraid I know as much as you do, apart from the two little more bits of information contained below this terrifying jump. Dare you? Mwahahaha…(more…)
This week, a few mods that I’ve been monitoring but haven’t had a chance to have a proper go at yet. In some cases, that’s because they haven’t been released yet, in others it’s because the hours in every day are sadly limited, and as well as playing games and writing about them, I very occasionally sleep. I even venture outside from time to time, although admittedly not in the current political and meteorological climate. Too chilly. Too bitter. All too real. Onward to fantasy. Preferably with decent central heating.
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