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
It was an early afternoon on the final day of the Game Developer’s Conference this year. Everyone scuttled into one of the larger panel halls of the Moscone Center, most looking exhausted over one of their busiest weeks of the year (or maybe just hungover). As everyone swiftly got seated, the panel
“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 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)
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
Virtual reality is absolutely everywhere at GDC this year. On the expo floor, a man strapped at the waist to a treadmill-like device runs in place. At the lunch tables, a woman’s jaw drops as she experiences some simulated haranguing of her sensory organs. Everyone is goggled up. Despite being my fi
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
“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
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
“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
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
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
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
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
There’s something intoxicating about long-distance train journeys. I think it has to do with the fact that, these days, it’s non-standard. It feels detached from the cattle-like experience of air travel: passengers enjoy a luxurious amount of legroom, there are private rooms with bunk beds, closing
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
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
“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
“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