By Terry

Digital

[This is a guest article by PerrinAshcroft. If you’d like to contribute a guest article to TIGSource, go here.]

Digital: A Love Story is a free to download interactive story by Christine Love available for Windows, Mac and Linux. The game is set in 1988 and you begin the game with a threadbare interface closely resembling the Amiga’s workbench. To progress through the game you must use your modem to dial into bulletin board systems (BBS), make friends and enemies, download utilities, hack into protected system and commit phone fraud to make long distance calls. The game has a wonderful retro feel that’s going to tug strings of nostalgia for anyone who built up astronomical phone bills dialling into BBSs back before the internet became so widespread.

Parallels can be drawn to Introversion’s Uplink but Digital is very much its own experience. While Uplink was driven by the game elements of upgrading your deck and breaking into systems in a cool cyberpunk-esque world, Digital keeps its focus on characters and storytelling and draws instead from the unglamorous nerdy reality of the pre-internet digital world. The tools at your disposals are primitive, but are interactive enough that it doesn’t just feel like passive story.

I don’t want to elaborate too much on the content of the story as finding that out is what makes this game worth playing, but the story is really well structured and paced taking you through quite an emotional three-act tale in only a few hours. While the primary story is a fairly serious affair, Christine is smart enough to include humorous side plots such as getting into arguments with Star Trek nerds, a level of attention to detail that keeps the world interesting.

On a technical level I was very impressed once I realised the game was built with Ren’Py, a python based tool for building Japanese style visual novels. The game has been customised to the point where it’s unrecognisable from most projects build using those authoring tools. The interface is slick, the graphics are retro in a perfectly fitting manner and it includes a fantastic ambient soundtrack.

A game like this is unlikely to appeal to everyone, heavily story driven games are not to everyone’s tastes. But for those of you willing to spend a few hours, working slowly through an intriguing piece of interactive narrative there is a lot to enjoy about this title. I considered nit picking at a few minor issues but it seemed silly when for the most part this is a game with a specific purpose in mind and it executes it brilliantly. Ultimately for me, when the ending finally came it was a truly emotional moment where I just didn’t want to let go but knew I had to. Continue reading

By Derek Yu

GDC 2010: Superbrothers: Sword & Sworcery EP


Superbrothers: Sword & Sworcery EP is an iPhone game collaboration between superbrothers (aka Craig Adams), singer-songwriter Jim Guthrie, and Capybara Games, the creators of Critter Crunch. These two videos are from the GDC build of the game, where the player engages in some exploration and combat. I got a chance to try it at the IGF Pavilion, where S&S EP was being shown for winning IGF Mobile’s Achievement In Art award. It’s great – the stylized art, the evocative audio, and the detail in each area makes you excited to see what’s coming next. The combat was also fun, if simple.

The combat video is after the jump:


(Source: GameSetWatch) Continue reading

By Simon Carless

Best Of GDC 2010 – #5: Jenova Chen’s HeavenVille Wins Game Design Challenge

[So, you may have noticed a gigantic amount of GDC coverage over at sister site Gamasutra. We'll do a giga-roundup in the near future, but in the meantime, we've decided to run a Top 5 of most intriguing GDC 2010 write-ups on GSW, starting with Chris Remo on this year's awesome Game Design Challenge.]

Noted game designers Jenova Chen, Kim Swift, Heather Kelley, and Erin Robinson presented concepts around the topic of "Real-World Permadeath" during this year's Game Design Challenge at Game Developers Conference, with Chen's HeavenVille taking the audience-determined top prize -- a bottle of Jameson whiskey.

The terms of the challenge demanded the designers present pitches for games that in some way involve the actual permanent death of a real human being. No further requirements were established.

Last Game & Testament, Erin Robinson and Heather Kelley

Erin Robinson of Wadjet Eye Games and Heather Kelley of Kokoromi, the winners of last year's competition, collaborated on Last Game & Testament, a piece of software intended to replace a traditional written will, to be played by the family members of the game's subject after his or her death.

Creating a will is "probably a pretty tedious process," Kelley said, and "the reading of a will has the reputation of being pretty morose, but also stressful."

Last Will & Testament attempts to solve both of those issues. The person creating the will uses the software to create unique barcode labels for all the items in his or her posession to be given away to friends and family members. That barcode is linked to the name of the item's intended recipient, as well as any historical or family-related information the subject wishes to assign to it.

After the person's death, the family members assemble in the deceased person's home and load up Last Will & Testament on smart phones or other mobile devices. They then embark on, effectively, a scavenger hunt, finding tagged items and scanning them in.

Every time an item is found, each person must take a guess on which person the item will be bequeathed to, based on their knowledge of family history and the item's significance. After each person votes, the true answer is revealed, and the software plays a video message recorded by the deceased, explaining the reason behind leaving the item to its new owner.

At the end of the hunt, each person is graded on his or her proportion of correct guesses. The person with the highest score is then rewarded with a particularly high-value item that the deceased family member was unable to bequeath to just one person -- it is given to the participant who demonstrated the most knowledge of family history.

HeavenVille, Jenova Chen

Jenova Chen of Thatgamecompany won this year's competition with his proposal for a Facebook game, HeavenVille.

"Most commercial games are about fiction. We use fiction to tell the truth," Chen said before introducing his game. "But real-world permanent death is truth already."

"I'm thinking about a platform for truth, and this [Facebook] is probably the best platform, so I just follow the trend," he continued, showing a HeavenVille logo, which changed from black to pink when he noted, "After hearing the Zynga talk, pink is better."

Effectively, HeavenVille is a stock market for dead people. The game ranks people based on metrics of notability like the number of Google search results for their names. For example, he demonstrated, George Washington has 16 million Google results; Albert Einstein has 12 million; and Michael Jackson has 102 million.

But "I don't think MJ is more valuable than these two guys," Chen countered, so the game factors in a multiplier based on the number of years since the person's death. If the person still has a high number of Google results many years after death, that reflects continued notability and value to the modern world. Under those terms, Washington has a score of 4,464; Einstein 660; and Michael Jackson 102.

"That makes sense," Chen said. "Without George Washington, Einstein wouldn't have come to America to develop all these valuable things, and Michael Jackson probably wouldn't be around."

"But, in a way," he added, "MJ is a quick-rising stock."

"You need to look into potential investments," he said. Someone like Barack Obama "is highly rising" and is already an expensive buy, ahead of his stock's maturity date on death. But someone like "Britain's Got Talent" star Susan Boyle would have been an incredible buy just a few years ago, before she shot to worldwide fame. "If you were to buy her before she were famous, you could have made a lot of profit" when she dies, Chen explained.

In addition to the direct goal of earning more virtual money through the game's core mechanic, those who own stock in a particular dead person's stock could further boost that person's value, or use that person for various vanity purposes on Facebook. Presenting a hypothetical situation of the death of Eric Zimmerman, an organizer of the Challenge, Chen gave various examples.

Stock value could also be added by shareholders by tying in connections and achievements like LinkedIn friends and published books on Amazon. "Slowly this game is making people who actually care about Eric to build up a knowledge base, because everything you collect for Eric is going to add to your stock value," Chen said.

More frivolous activities could include "pokeing fun at them or doing social stuff," like having the permission to publish status messages like "Jenova Chen and Eric Zimmerman played Pac-Man," or even selling stock: "Jenova Chen sold Eric Zimmerman to Tim Langdell for 1,300,000."

Karma, Kim Swift

The last game was presented by Airtight Games' Kim Swift, formerly of Valve, who famously withdrew from last year's Game Design Challenge at the eleventh hour. ("We could start a rumor that Kim switched jobs so she could present at this year's Game Design Challenge," Zimmerman joked.)

Swift's Karma is intended as a tool to help people diagnosed with terminal illnesses to come to terms with their own impending death, and to help them use their final moments in ways that bring joy to friends, family, and strangers.

"Most likely I'm going to die one of two ways: from a heart attack, or some form of cancer, based on my family history," Swift said. "If I learned I had terminal cancer with two months to live, what would I think? 'Shit.' That about sums it up. But what about after that? If you have a grim prognosis, you could get prescribed this game, and it would take you through the stages of death in advance, so you could enjoy what time you have left in life."

The game would have the player control a character who has been diagnosed with two months left to live, and the game's goal is to deal with the upcoming death in the best way possible, "both inside the game and outside in your own life as well."

"If you want to sulk and be depressed, it's perfectly normal; you're welcome to do that. But what I want to encourage poeple to do is to help people," Swift said.

The game takes place over a series of rounds, each of which represents one in-game day, beginning in the character's office environment. During that initial stage of the game, the player can navigate the office and perform helpful tasks for various people -- fixing a coworker's computer, bringing in coffee and donuts, and so on. Each action consumes energy from the player's energy meter, but rewards the player with karma points.

Fourteen days later, the player's energy bar shrinks as they approach death, and he or she progresses to the next environment: the character's apartment complex. Every further 14 days, the player progresses to a new location, starting in the character's office environment, then moving to the character's apartment complex, then to a hospital.

Tasks at home could include talking to neighbors over a cup of tea, or helping a neighbor find her cat, and each task is completed by playing a unique mini-game. Tasks in the hospital could include visiting sick children, or helping a fellow patient in a wheelchair. Throughout, the game would assign real-world tasks that would attempt to enrich the player's life as well as those of the people surrounding him or her.

As the game continues, the player character's mobility decreases further and further, and their energy bar continues to shrink until the player character is effectively immobile in a hospital bed.

At that point, the player is visisted by friends attempting to provide comfort. You can help those friends come to terms with their impending tragedy, Swift explained, "or you can tell them to get lost and you just want to be alone."

The final mini-game is to smile -- achieved by tracing out smile with analog sticks. "it's difficult to do," Swift explained, "because you don't have a lot of energy left, but it's your last act as a human being on this planet."

By IndieGames.com - The Weblog

Browser Game Pick: Nicemetal (Babarageo)


Nicemetal is a tower defense game with an interesting gimmick, originally created by babarageo for distribution at Comiket 76. There are a number of unmanned defensive structures in each map, and you have to send out soldiers to operate them for a short amount of time before they'd return back to base.

Enemy robots will attempt to break through your defense, so it is just a question of managing your limited resources and destroying your adversaries before they reach the front gates. Your troops can only move in a straight line, and an enemy robot will have no hesitation when it comes to crushing them with their feet if the two ever meet.

You'll have to skip two cutscenes first before access to stage one is given at the main menu. There are six levels to play in total. Continue reading

By IndieGames.com - The Weblog

Browser Game Pick: NyaHax’93 (alty and nanoray)


Nyahax is a loose remake of Galaga that features thirty stages to play, boss fights and even the occasional power-up items to collect for ship upgrades. Players are given a total of three minutes to beat the entire game, but you can earn some extra time during the bonus rounds that comes after every boss fight.

Don't forget to turn on the autofire option when starting your mission if you want to avoid getting blisters on your fingers. (source: babara) Continue reading

By Simon Carless

COLUMN: ‘Game Mag Weaseling’: Mag Roundup 3/13/10

['Game Mag Weaseling' is a weekly column by Kevin Gifford which documents the history of video game magazines, from their birth in the early '80s to the current day.]

Right-o, let's get straight to business, covering all the game mags of the past two weeks. Apologies in advance if I'm a bit curt for this one -- I'm dealing with a nasty cold at the moment, and my chief motivation right now is "get this done and cocoon myself in bed as soon as possible."

Game Informer April 2010

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Cover: Portal 2 (2 covers)

Portal 2 info is, of course, all over the Internet at this point. The original GI article is nice and all -- really, it's one of those games where the visuals tell the whole story in the early-preview-coverage stage. I'm not sure that the text answers the one question that, in my mind anyway, should've been asked first: How will Valve take a game based on a gimmick that was just engaging enough to build a 5-hour game around and make it the crux of another, "significantly longer" title?

Otherwise, it's a fairly typical issue for a fairly dead chunk of the year. To make up for the relative lack of games to review, this issue's Connect front section extends through exactly half of the 100-page magazine, although nothing in it grabbed me too violently this month.

GamePro April 2010

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Cover: George Washington staring at you

I'm not wholly sure that a mugshot of one of our bold nation's founding fathers is Newsstand Gold for a video game magazine, but the article inside about Civilization V is pretty fantastic. Showing how the main developers got on to the project, it goes over what's new with the game and goes beyond laundry-listing the features and asks the devs some remarkably in-depth design questions. It's like a case history in Game Design 101 -- which dovetails nicely with the rest of the mag, which has a ton of indie scene/game-school coverage.

It may be time to stop saying that articles like this get printed despite being GamePro, and start saying that it happens because it's GamePro.

The "history of NeoGAF" article is also great, despite the fact that my opinion of the forum is closer to Denis Dyack's than most. (I am admittedly bitter when it comes to Internet communities. Keep in mind that I had to deal with the anime community, even grabbier and more ungrateful than their gamer counterparts, for three years straight. It was a full-time job in itself.)

Official Xbox Magazine April 2010

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Cover: Fallout dude staring at you

Fallout: New Vegas is the big story across three Future mags this month, although OXM's Halo: Reach feature is a bit more prominent once you go between the covers, so to speak. OXM also gives full feature treatment to their Final Fantasy XIII review, which is more than P:TOM did -- funny, since PTOM gave it a perfect score (five stars) and OXM didn't (9.0).

PC Gamer April 2010

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Cover: Fallout dude staring down at you derisively

If I had to choose, I'd say that PC Gamer's New Vegas coverage is a bit better. Both features are the same style, that Future house look with tons of trivia-laden sidebars and all that, but PCG's is a bit more engaging, somehow. Maybe it's their choice of screenshots that's subliminally biasing my opinion.

Best part of this issue: The "MMO tour" piece, which is written in a pretty non-critical tone but still delivers a neat progress report-type look into a selection of online games.

PlayStation: The Official Magazine April 2010

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Cover: Kratos staring at you

It's an exclusive review of GOWIII this issue, one that extends over 10 pages and uses only 5 screenshots -- each splashed out across an entire spread, the review text woven around the imagery. It's a cool, cool effect; one of the most memorable review article designs I've seen in game-mag-dom.

Fallout: New Vegas has a full-on feature in this mag, too, but GOWIII understandably takes precedence on the cover.

Retro Gamer Issue 74

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Cover: Ghosts 'n Goblins

Stuart Campbell, who seems to spend his off-days trolling classic-console forums when he isn't busy writing for RG, is back with a big look at all the GnG games, including a WonderSwan release that I wasn't aware of before.

There's also a lovely piece on game controllers, including a sidebar featuring an ergonomics expert calling the Atari 2600 joystick "truly appalling."

Beckett Massive Online Gamer May/June 2010

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Cover: Spock staring at you

From an interview with the "FFXI Community Team" (exactly who's being interviewed is never identified) to an in-depth feature about what attending a wedding in World of Warcraft is like, this month's issue of MOG makes me wonder if people buy this only for the in-game item codes or what. It's admittedly not all bad, though -- a feature on the Chinese online game industry is focused on user share and financials over boring game descriptions, and it makes for much better reading as a result.

Game Developer March 2010

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Cover: Uncharted 2

This is the GDC issue -- you can tell because the mag's suddenly over 100 pages long -- and the cover this time around foreshadows Uncharted 2's major wins at the Game Developers Choice Awards a few days back. The postmortem is nice, but even better is the return of "Coding Tricks," small anecdotes about hacks and kludges game devs have devised to get their stuff to work. I'm just technically oriented to understand it all, and some of it's downright hilarious.

[Kevin Gifford breeds ferrets and runs Magweasel, a really cool weblog about games and Japan and "the industry" and things. In his spare time he does writing and translation for lots and lots of publishers and game companies.]

By IndieGames.com - The Weblog

Browser Game Pick: Stickvania (Michael Birken)

Stickvania is a browser-based remake of Konami's Castlevania with stickmen graphics used for every art asset in the game. Purists will cry foul when they discover that our vampire-slayer can stop moving in mid-air while performing a jump, but most of the level layouts, enemy designs and boss battles will feel very familiar as they've been replicated here with some degree of faithfulness.

You'll need a Java-enabled internet browser to play this game. There are reports that the full screen mode can cause the application to crash when switching back, so you might want to avoid using that feature just to be on the safe side. Continue reading

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.