There were a lot of games at Gamescom. A lot of them were good and interesting, but I didn’t get enough time with them to write you thousands of words, or they’re not quite done enough yet. They’re a soufflé that needs more time to rise. But I still wanted to tell you about them, these strange little soufflés in many different flavours. An alternate universe horror game starring Nikola Tesla. A game where you manage orphans. The most ambitious MMO that may never get made. A noir story set against the backdrop of all of creation. Please enjoy this tasting menu. Deep Sky Derelicts 1C just announced the full release date for Deep Sky Derelicts, just shy of a year since Fraser took at look at it for Premature Evaluation. It’s sort of a dungeon crawler roguelite, with tactical card combat folded in. Send a plucky team of scavengers into huge, maze-like derelict spaceships for fun and profit; smash robots and snake ladies; make friends with giant worms; … [Read more...] about Strange indie games to watch from Gamescom 2018
Weird art sculptures
Life is too short to get stuck in a boring game. The phrase "100-hour RPG" sounds wonderful, doesn't it? But when you're 80 hours in, you've mastered all of the systems, and you know there's still a solid Earth day of time left before the credits, it ain't so great. While we love big games that give you a lot of entertainment for your buck, it has to be said that some games really overdo it. That brings us to this week's PCG Q&A. Which game is just too damn long? Let us know your answers in the comments. Wes Fenlon: Dark Souls 2Dark Souls feels like a fine sculpture that began as a massive slab and was carved into a work of art, most of the stone ground away until only the shape within remained. Dark Souls 2 is more like, eh, why waste all that stone? Let's just make an obelisk! It's still a great RPG, but sets out to be bigger than its predecessor, and that means area after area with limited connections between each other, and a game that keeps going and going and … [Read more...] about Which game is just too damn long?
'Can games be art' is a boring question. 'Can games be art galleries' is a much better one. The description seems to fit Hylics, which Mason Lindroth released in 2015. He called it "a recreational program with light RPG elements." It's really a pseudo-game made to be visited rather than played, with building blocks made of acid colors, scrambled words, clay, and an utter love for the absurd.Over the years, Mason Lindroth has become one of the most interesting names in the indie scene thanks to his distinctive art style. His works mix digital art with claymation: a technique nowadays rarely employed in movies, and even more rarely in games (the only other recent experiments that come to mind are Dujanah and Armikrog).Mason makes clay models and takes pictures while moving them against a green screen, obtaining beautiful, twisted animations, pixelated and yet deliciously tactile. You can see the results in his short games like Beachcombers, Weird Egg & Crushing Finger, and … [Read more...] about Remembering Hylics, the surreal art RPG
This interview is part of our Road to the IGF series. You can find the rest by clicking here. Night in the Woods aims to capture that feeling of trying to go home to a place that no longer exists, following Mae back to her old town and friends to find it all very different now. Through interacting with the people and familiar places, though, perhaps players can come to terms with these changes and the inevitability of adulthood. Gamasutra spoke with Scott Benson, Bethany Hockenberry, and Alec Holowka of Infinite Fall, developers of Night in the Woods, to talk about creating a town that feels like coming home again, and how they created the natural connections and problems the game’s animal characters wrestle with. What's your background in making games? Benson: None! Alec’s the guy with experience here. Hockenberry: None at all! Holowka: I started making games at age eight when my Dad decided that I’d been playing too many video games. He bought me a book … [Read more...] about Road to the IGF: Infinite Fall’s Night in the Woods
Connor Sherlock makes walking simulators, and they are definitely simulations that you walk through. Unlike, say, Gone Home or What Remains of Edith Finch, his works aren't visual novels or graphic adventures that borrow the controls and interface of first-person shooters. He's gone a step further, and stripped away traditional elements like narration and explicitly goal-oriented level design. Instead, Connor Sherlock's games are essentially plotless landscapes for pure exploration, with the only reward being the chance to appreciate the architecture of the space. They're less videogames and more video sculptures. Whatever you want to call his work, the musician/game dev creator of The Rapture Is Here And You Will Be Forcibly Removed From Your Home has spent the last two years releasing one walking simulator a month on Patreon, and recently released the first volume of his Walking Simulator a Month Club, collecting more than a dozen of his games from late 2015 to the end of 2017. … [Read more...] about The Walking Simulator a Month Club pushes the boundaries of a sometimes narrow genre