gdc 2016

Game turns you into a 1920s phone operator, complete with vintage switchboard

It must be difficult for a game made on 89-year-old hardware to stand out anywhere, let alone at a conference brimming with excitement over upcoming virtual reality headsets like PlayStation VR and the HTC Vive—it wouldn’t help that this game assigns the player with a menial day job that’s now handl

Inside Please Knock on My Door, a new perspective on depression

“This could be anyone.” This is the premise for game designer Michael Levall’s upcoming game, Please Knock on My Door. It’s a choice-driven narrative, with three paths awaiting the player on exploring the realms of depression, social anxiety, and general phobia.  The game begins almost as any workin

The peculiar future of videogame history

The history of videogames maps directly onto the history of computation. At least, that’s how speakers cast it at GDC this year. Chelsea Howe, Chris Crawford, Dave Jones, Graeme Devine, Ken Lobb, Lori Cole, Luke Muscat, Palmer Luckey, Phil Harrison, Raph Koster, Seth Killian, and Tim Schafer (phew)

Synesthesia and vibrators: a history of innovation from Rez

There’s a moment in the demo of Rez’s PlayStation VR inception (retitled as Rez Infinite) where I accidentally transgressed my professional demeanor and said “holy shit.” Not a lone “holy shit this is kinda cool,” as I glanced around the technicolored space of Area 02. Nor a woozy “holy shit I feel

Planet Licker, a game that you play with your tongue

By far the most innocent game with the smuttiest implications at GDC this year was the alternative controller entry entitled Planet Licker. In the game’s fiction, you are a monster who eats planets made of popsicles. As the player IRL, you are also a popsicle-licking monster of sorts, only instead o

Mirror’s Edge Catalyst and the art of videogame lighting

“We always want more control,” said EA DICE’s Fabien Christin, Senior Lighting Artist (and a man who is very particular about reflections), who led a fruitful panel at the Game Developer’s Conference on Thursday morning. In his technical talk, “Lighting the City of Glass – Rendering Mirror’s Edge Ca

Chambara aims to capture the tension of samurai films

Esteban Fajardo and his team have been devouring samurai films while crafting their competitive action game Chambara. They were particularly drawn to the work of Akira Kurosawa, the renowned Japanese director known for films such as Seven Samurai (1954), Yojimbo (1961), and Rashomon (1950). This las

Meat Boy, Mario, and the perfect platformer jump

“What actions are ideal in a jump curve?” asked Playdead level designer Martin Fasterholdt to a sizeable crowd for his panel at the Game Developer’s Conference. In a discussion that stemmed from Fasterholdt’s own master thesis, the “You Say Jump, I Say How High?” panel explored the varying degrees o

Rhythm hell game Thumper aspires to be a VR fever dream

The term “rhythm game” might call to mind images of a virtual band either slaying or bombing in front of a crowd. Usually, you’re cast as a musician strumming a fake guitar or a fake drum kit to the demands of a note highway, songs turned into timely button presses. Thumper throws all that shit out

Cure writer’s block in the origami world of Epistory

There’s something perpetually charming about tangible crafts in videogames. Whether it’s the hand-made wool in the iOS space-travelling title Voyager (2012), or the ever-customizable papercraft charm of Tearaway (2013), crafts-turned-aesthetic in games always adds an extra layer of tangibility to an

✨Beglitched’s journey to make debugging cute n’ fun✨

You’re a kid in a dust-ridden bookstore. The bookshelves rise high, nearly touching the ceiling, with ladders that slide the perimeter. Buried in the back of the store is the oldest of bookshelves. The color’s faded from the bindings of the books that sit within it, the text made hard to read by the

What happens to the young, retired stars of esports?

When Dennis “Thresh” Fong was growing up, there was no such thing as a ‘professional gamer’. He was sixteen when he started playing DOOM (1993), but wasn’t competing for anything other than the thrill of victory. Aside from hustling chumps at the local arcade, nobody was making money by playing game

Your first look at Figment, the luscious dreampunk game

Surrealism, by its least-detailed description, is the illogical illustration of one’s dreams. Be it through painting, writing, or anything else in the art realm. From the works of surrealist pioneer Max Ernst, to the ubiquitous Salvador Dalí, the textbook surreal aesthetic is known far and wide—and

Videogame to explore the possible causes of the Jonestown massacre

In The Church in the Darkness, you play a man looking for his nephew outside the borders of his own country. The lad has gone to a commune or cult in South America called the Collective Justice Mission, a group led by a charismatic married couple. The parallels to America’s third most famous cult—th

80 Days writer thinks you should stop playing the hero

“Protagonists have had their way for too long,” declared Meg Jayanth, the writer behind 2014’s 80 Days and a contributor to last year’s Sunless Sea. At her GDC talk on Monday, Jayanth took the stage to instruct a room full of game designers to transgress one of the most fundamental conceits of their

The tricky brilliance of Downwell’s gunboots

“Shit, this game is hard.” It was the jesting gripe heard ‘round the panel room at the Game Developer’s Conference on Monday, March 14th. A grievance that, surprisingly, came from game developer Ojiro Fumoto himself while playing a live tech demo of an early prototype of his own game: Downwell. Fumo