For this year's Game Chef competition, he submitted a soloplay story game called Storyleaves and won "Overall Favorite" in the soloplay category.
Now, the mere idea of a soloplay story game is somewhat paradoxical on the face of it; story games create stories through rules-constrained roleplay, and without an audience, if only of other players, the idea of "roleplay" is suspect. But what Story Leaves really is, is a short story generation system. More...
Your preference between Castlevania II and III says a lot about your personality. One is a methodical, moody, starkly existential game about deciphering the obscure ramblings of a war-torn population, and the other is a Monster-mash action melee. One suits the pacing of a Jorowdowsky or Tarkovskiy movie, the other runs a marathon of James Whale Universal horror villians. One plays out of the story of a cursed man on an occult quest to resurrect a great evil, the other plays out the story of a holy man on a linear quest to exact justice. One is a brooding masterpiece and the other is a cheap rollercoaster.
Submitted by Offriender on Mon, 02/14/2011 - 21:48.
Liberal Crime Squad is a game that makes us nostalgic for a period in American history when hippies were looking for new direction in their lives, and were ripe to be snatched up by any cult or extremist group that needed the manpower. It simulates the answers to some interesting questions: What if someone could succeed today where the Symbionese Liberation Army failed? What if instead of causing a media storm with the kidnapping of Patty Hearst, they had simply “enlightened” her and returned her to her normal life as a newspaper heiress? What if they had managed to use their crimes to sway public opinion to the Liberal end of the spectrum instead of alienating everyone? Of course, reasonable discourse never enters the equation. The future of the nation is far too important for one to even bother with such naïve measures.
Submitted by TheDustin on Thu, 02/10/2011 - 19:51.
Huh, that picture looks pretty terrible. My little brother could draw better than that, and he's legally blind, arthritic, and also a tad dead. Aw, that Dustin artfag is reviewing again? Figures. He'll no doubt jabber on about how this little shitty platformer is "so fucking punk" because the author put absolutely zero effort into it. I'll humor him though, just so I'll have ammunition to say something snarky in the comment section.
Just as I figured. This game blows. The jump is floaty as hell, don't these punkfags play Mario? Whoo, I can shoot with "X". These spastic NPC's don't shoot back, he'll probably spout some bullshit about how it's "telling of the medium that when players are given the choice between violence and inaction, they will inevitably choose violence". Big fuckin' whoop.
Fuck. I game overed. Stupid controls. Restart.
Do you know what, fuck this game. I'll just leap off the first platform and end this pitif... woah, what's this dot for?Secret area, huh? Nifty. I guess I'll have to scope out the rest of the review below the fold.
Submitted by TheDustin on Wed, 02/09/2011 - 16:24.
I hereby implore everyone in attendance to make some RPG Maker games. I mean, this and Space Funeral prove there certainly are metric fuck-tons of untapped potential to be mined, conventions to be toppled over, all that jazz. I would make a Minecraft reference here but I haven't played it yet -- I know an addiction when I see one. In fact...
*ramble about myself for a good couple of paragraphs*
Oh yeah! Game Journo Story! Fun times, for sure. It is a delicious and tart Ninja-Turtle-phallus-esque pickle to be savored and devoured by you, hearty consumer. Wait a sec, that inane analogy is certainly missing some gratuitous vulgarity. Just imagine a bunch of 'fucks' and 'shits' strewn about casually and thoughtlessly. Where was I? Oh yeah, this song is pretty awesome.
Like Minotaur in a China Shop, the gameplay of Octodad is built around the refractory nature of the controls. The game's conceit is that you have been transformed into an octopus, for some reason, but have managed, so far, to keep your new nature a secret from your family. You have to perform a number of tasks in each room of your suburban family dwelling, under the eyes of your wife and children, without causing them to suspect that you are no longer human.
Submitted by TheDustin on Thu, 02/03/2011 - 11:21.
Not an hour ago I called up someone I missed. I said 'I love you' at some point in the conversation. Shortly after I went over to a friend's place, despite the blizzard and despite the fact that it was 3:30 in the morning. I smoked some hookah. They played Black Ops. Bored, I realized I hadn't checked on any of increpare's work in a while. As soon as his homepage loaded this title caught my eye. I went on TIG's IRC for the second time ever and played this with someone I don't exactly know. I won't spill any beans, but this sums up long distance relationships/internet friendships rather succinctly.
Messhof is the Charles Bukowski of games, and I say that having just discovered Bukowski for real the other night and then, you know, he was fresh in my mind. I could say he's maybe the William Burroughs of games? But That's Increpare, duh. Messhof isn't quite so misanthropic as Bukowski, but how else can you reflect on Randy Balma, so "drugged up on drugs", or the gag reflex of our meat-gouging protagonist in Pipe Dreamz?
Sometimes it's nice to play a game where the most political thing you can say about it is that it's stochastic weights should be better balanced to avoid duplicate spell effects and that this reflects something Deluze and Guatarri said about replication, where you really have to reach into pompous undergrad paper territory to say anything political. Where you're more likely to say, "nice to be able to auto-attack an enemy with one click", or perhaps, "charge spell is fun, I like it when special abilities are more than just bonus attacks, but actually make the game more live to play". Retrograde from undergrad papers to 6th grade discussions on the best thing to jam on over a sunday afternoon. The virtues of being an Atlantean vs. a Vampire; should Werewolves be mages? Should there even be a race of fly people?
In Ulitsa Dimitrova, you play Pyotr, a seven year-old homeless boy in St. Petersburg. The graphics are stark pen drawings, the music an annoying recorder tune. You are a chain smoker, and need to obtain cigarettes. You can break the Mercedes medallions off cars and sell them, and smash shop windows to steal stuff, as well as beg passersby for money. You can also encounter your mom, a prostitute, who will give you some money in exchange for booze, as she is an alcoholic.
If you fail to keep going, you get tired, have a nicotine withdrawal fit, lie down, are covered with snow, and die.
Once the transgressive nature of the subject material is experienced, you realize there's really nothing much to this game; no progress, no strategy, nothing but repetitive experience. As a game qua game, in other words, it sucks, really.
The sadness of its subject material is worth exploring; this is obviously not an emotion much explored in games. Yet it's notable in another way; this is not a game with remote commercial potential (nor is it intended to be such), but it is actually well suited to a particular ecosystem that has not existed in games until recently: It works very well in a festival setting. In such a setting, there are a bunch of games on a bunch of machines, and you move from one to the other. A game with depth that might take some time to get into does not shine here, because few will devote more than a few minutes to any title. Contrariwise, a game with shocking subject material and an unusual visual style will gain considerable attention, and the fact that there's no more than a few minutes of gameplay is irrelevant, since nothing will get more than a few minutes of gameplay.
Dyson is a 4X (explore, exploit, expand, exterminate) space game with unusual technology and a curiously serene feel. You play an alien lifeform that colonizes asteroids, but competitors are doing the same (RTS-like), and your ultimate goal is to exteriminate them.
Your mobile units are "seedlings," which both battle enemies and can be used to build "trees" on asteroids; it takes 16 seedlings to initiate a tree. Trees are of two types -- ones that create more seedlings, and ones that grow defensive pods that are launched at enemies attacking your asteroid. Asteroids range in size and energy, and can each support between one and five trees.
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