June 2nd, 2008

Every week I usually can’t wait to watch a new episode of The 1UP Show. For this week and the last they’ve been running “special” episodes; I put this weeks’ episode off for a couple of days, but I just now finished watching it and I couldn’t help but to rush here and share it. As much as I’ve come to dislike recycling content here, this must be seen!

This weeks’ episode is 40 minutes of a dinner meeting between Mark MacDonald (Editor: EGM), Erik Wolpaw (Writer: Portal), Dylan Cuthbert (President: Q Games) and Jonathan Mak (Creator: Everyday Shooter). This video is utterly fascinating. If you’ve never thought of game designers as artists, or of games as art, and these discussions don’t make you think twice about your stance, I can’t help you. The designers give insights into their varrying creative processes, talk of their past projects and even their gaming habits and what it’s like to play a game as a designer. Please, do yourself a favor and give this a watch. Also, feel free to comment with your thoughts and if I should keep posting things like this or not.

May 30th, 2008

I have another “Shmup” (Shoot’eM-Up) for you here today, similar to Geometry Wars from a couple of weeks ago. Unlike Geometry Wars, however, and more similar to Every Extend Extra Extreme from Q Entertainment, the object of this twin stick shooter is to create chains of explosions over top of some pretty interesting music. The game is Everyday Shooter, created by Jonathan Mak of Queasy Games, and this formerly PS3-exclusive shooter is now on the PC. As the winner of three IGF 2007 awards including Design Innovation, Excellence in Audio and the GameTap Indie Award, it’s very much worth a look.

You’ll forgive me if I refer to Geometry Wars more than a few times. It’s just the most convenient point of reference that I have on hand. Anyway, in Everyday Shooter, like in Geometry Wars you will be navigating your way through a 2D board while avoiding shapes of all colors, shapes and sizes that are swarming around and toward you. Unlike in Geometry Wars, however, your objective is not to destroy as many enemies as possible, as quickly as possible. Rather, you’ll be attempting to set off a chain of explosions that will take out as many enemies as you can. By creating chains you will cause your fallen enemies to “drop” you points that you’ll then have to pick up manually. Bigger chains will net you larger point rewards, so take your time on setting them off.
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