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"Outside of the novel setting, the individual multiplayer games have nothing substantial to offer a person other than progression. This is pretty ordinary stuff.<br />
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There are so many things to do in the actual game that you'd want to do with other people: you'd want to play horsehoes, or Poker, or Blackjack. Even those would be diversions, though. You'd want to drive cattle, or steal them; you want to cut a slice of that country out and see what you could make of it – or get yours riding rough over the smaller towns. As it stands, you're given desperately limited access to a sterile, stricken place without heart or memory." (RDR is great, no question of that, but I think Tycho's right about the missed opportunities of Free Roam. More on this in a proper blog post, coming soon). -
"Now, the cordial racist shopkeeper and I have a relationship. Every five days I return to Armadillo; he warmly greets me, and I kill him. I've even found ways to avoid tedium. Sometimes a single shot to the head does the trick; other times I lasso and hogtie him before letting him have it. If I've had an especially bad day on the range, I let him tell me about the Jews before plugging him multiple times in the piehole, courtesy of my Dead Eye slo-mo skill. Occasionally I even shoot up the store. I guess you could say I'm a loyal customer." And still the myth of Rockstar's "open-world" is punctured by rendering players impotent against things they – rather than their character – have a problem with.
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"Do you see this? It's the world's tiniest open-source violin." Yes.
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"The Alot is an imaginary creature that I made up to help me deal with my compulsive need to correct other people's grammar. It kind of looks like a cross between a bear, a yak and a pug, and it has provided hours of entertainment for me in a situation where I'd normally be left feeling angry and disillusioned with the world." Lovely. I would like an alot of my own one day.
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:(
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"Maybe if I do a good enough job, they'll let me come home." Jesus, this is not far from making me tear up. I really need to do something about my sympathy-for-small-robots thing.
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If you're anything like me, you probably never go near the "Indie Games" tab on Live marketplace. Which is a shame: there's some great stuff amongst all the chaff there. This post points to some good stuff from last year; Leave Home is cracking, as is "I maed a gam3…" (don't be put off by the title).
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"Abstract shooter with dynamic difficulty and metaphorical explosions. Fixed length game session. Score points. Increase difficulty. Split shots. Leave Home…" 240MSP, for your Xbox 360, and it's out now. That's, like £1.50 or something. It's bloody marvellous; great soundtrack, tough difficulty, lovely use of the analogue trigger, super-pretty in high-def. No excuse not to buy it, really.
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"You send an old sweater to my mom. She unravels it… and knits you a scarf." This is brilliant.
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"Oh, that's because it's an alternate reality report…"
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That they are. Got to love the type on these.
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"Cosmovox is a unique and innovative musical instrument for the iPhone and iPod touch." Nearly a theremin. Nearly.
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"Tim, or perhaps T.J. (we were at the pudding stage), began talking about the experience of editing Cliffhanger (the edition we were going to print), and about some of the material that had to be changed or cast away – characters’ names, a lesbian sex scene, the ending itself – and we wondered whether, in a born-digital text, these sloughed-off palimpsests acquired an existence of their own, beyond the shadows of an HFS hard drive; in a library run by Veet Voojagig, perhaps." Picador publish both the final version of the book in print – and the urtext as a separate digital product. Fun.
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"The time comes again. Here’s the first five pages from the first issues of PHONOGRAM: THE SINGLES CLUB. Not only that, but we include seven sample B-side pages, plus a little introduction about what they’re all about, like." Looking jolly good, and am rather excited by the B-sides.
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Wonderful pastiches of popular US newstand titles to promote the new season of Dexter. The New Yorker pastiche is particularly superb.
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"If I had but one backdrop to use for portraiture I would choose a simple roll of white seamless paper. With one roll of paper you can create many options. For the rest of the week I’m going to break it down for you. We are going to look at getting it to pop to pure white, making it various shades of grey, getting it to go black, gelling it to any color in the rainbow, and doing very easy and quick changes in post production to further the visual options available to us when using such a simple background." Fantastic tutorial.
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"Moon Stories, a collection of my latest three experiments, got selected to be presented at the Tokyo Game Show during the Sense of Wonder Night, the japanese version of the Experimental Gameplay Sessions." Beautiful, notably "I wish I were the Moon"
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"In a strange way then, the designer of a video game is himself present as an entity within the work: as the "computer"– the sum of the mechanics with which the player interacts." Fantastic piece from Steve Gaynor, which touches on some notions of the death of the designer – namely, that the designer *is* inherently present in games; they embody themselves in mechanics, and games that downplay logical mechanics that players can reverse-engineer do themselves a disservice.
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I don't normally link to XKCD, simply because it would become repetitive… but "Height" is really lovely.
Achewood tackles the accessibility issue
02 September 2005
With customary aplomb, Achewood tackles the accessibility issue. Sometimes, you just can’t make the web accessible for all.