August 30, 2012
Microsoft Brings Classic Atari Games Back to Life

Microsoft teamed up with video game maker Atari to port its slew of classic games to the HTML5/touchscreen generation. The first eight games to see the light of day include: Pong, Asteroids, Centipede, Combat, Lunar Lander, Missile Command, Super Breakout and Yars’ Revenge. Both company’s said hundreds more will be added over time.

The games are optimized for Internet Explorer 10 and touch controls, but also work well on any other modern browser.

Atari Arcade, which we first wrote about two years ago, looks like it’ll be a lot of fun for old fans and new ones when it gets revamped. I imagine there are a lot of kids that grew up with Atari in the 70s and 80s that are now fathers hoping to share those games with their kids. It’s funny how many of those Atari games seem perfect for the simple gaming of the iPad-era.

August 15, 2012
Penguin Paperback Video Game Covers

For six bucks you get three covers — specify the games and the console — that look like old school Penguin paperbacks courtesy of ETSY seller JamesBit. Of course, the covers will be emailed to you in a PDF and you have to print them out yourself, but that’s a small price to pay to add a little sophistication to your gaming man cave. I love this, but I wish the covers included game-specific artwork instead of just generic Atari joystick.

Speaking of: why hasn’t Criterion released a curated video game collection yet? [via coolmaterial]

July 25, 2012
The Rise and Fall of 38 Studios

38 Studios, a video game company founded by former Major League Baseball pitcher Curt Schilling, catastrophically went bankrupt this year. In March, they had a high-profile launch for its first game, “Kingdoms of Amular”, and by May they had no money. It was a spectacular rise and a grisly fall captured expertly by Boston Magazine’s Jason Schwartz.

I’m not even going to blockquote something from it because the whole thing is worth reading, especially for the resulting celebrity hubris schadenfreude.

July 19, 2012
How to Ruin a Compelling Internet Short

There’s no way to watch this video of a gritty, live-action video game short without ruining the surprise. Technically, the people who made the video kind of ruined the “twist” by titling it: “PAC-MAN live action reboot”.

That’s a shame, because for the first couple of minutes, the video is un-nervering.You don’t really know what’s going on until the white dots show up and then it’s a monster movie and Pac-man shows up and he’s covered in fur and, well, you get the idea. The concept of turning Pac-man into a monster movie, where Pac-man is the monster is kind of brilliant.

July 18, 2012
The Evolution of PC Games

The Verge’s video game focused sister site, Polygon, looks at the evolution of the PC game.

From the earliest text-based adventures to the latest modern shooters, Reverse Enginears has created a stunning musical composition featuring only sounds and music from PC games.

Reverse Enginears is a digital creative agency that specializes in A/V re-sequencing. AKA “remixes.” Their remixes have been featured in advertising campaigns for Disney, Marvel and GM, and have been watched millions of times on YouTube and elsewhere.

This is a nice follow-up to Polygon’s look at console gaming.

July 14, 2012
Building Better Games Through Tightness

Daniel Cook, the Chief Creative Officer at Spry Fox Games, examines the process of iterating video games to improve them through tightening the system of cause and effect.

New designers often treat the systems at the heart of their games as inviolate features of nature. The properties of a sniper rifle, the combo system in Street Fighter or the energy system in a farming game are treated as mathematical facts. You can tweak some values, but the basic system has always existed and will always exist. Yet the truth is that these systems were invented and then adopted because they had useful properties. They are easy to pickup, yet provide sufficient depth for long term mastery. They are designed artifacts.

We can design new systems that hit the sweet spot between mysterious and boring. By looking at you new games through the lenses listed above (and likely some others that I’m forgetting) you can iteratively tune the systems, models and skills at the heart of your game to be more or less understandable. By following a methodical process of invention, you can take a weak game and turn it into a great game that dances hand-in-hand with player capabilities.

June 13, 2012
Portal: Terminal Velocity

Is there anyone who doesn’t love Portal? Jason Craft made a fan video showing what life would be look if the “Portal Gun” was real. It’s a bit more comical than the last Portal fan made movie we posted, but that’s the point. If Portal Guns actually existed people would just use them to mess around with their buddies. [via uproxx]

June 13, 2012
Check Out ‘Indie Game: The Movie’

Indie Game: The Movie, a documentary about independent video game creators, won the best documentary editing award at the Sundance Film Festival and is now available to download or view online for $10.

I’ve yet to see the movie, but I’ve heard nothing but good things about it. The project was funded through Kickstarter, so there’s a strong DIY ethos about the film’s subject matter, but also in the way the film was created. Even if you aren’t into video games or video game culture, the reviews indicate this has huge appeal.

June 11, 2012
Neal Stephenson’s Clang

Neal Stephenson is best known as a speculative fiction author, whose works span science fiction, cyberpunk, and alternative history, among other subgenres.

However, his new Kickstarter campaign, for a swordsmanship game called Clang, will add video game maker to his resume.

In the last couple of years, affordable new gear has come on the market that makes it possible to move, and control a swordfighter’s actions, in a much more intuitive way than pulling a plastic trigger or pounding a key on a keyboard. So it’s time to step back, dump the tired conventions that have grown up around trigger-based sword games, and build something that will enable players to inhabit the mind, body, and world of a real swordfighter.

At first, it’ll be a PC arena game based on one-on-one multiplayer dueling (which is a relatively simple and attainable goal; we don’t want to mess this up by overreaching). Dueling, however, is only the tip of the sword blade. During the past few years, we have been developing a rich world, brimming with all manner of adventure tales waiting to be written—and to be played. In conjunction with 47 NorthAmazon.com’s new science fiction publishing house, we’ve already begun publishing some of those stories, and we have plenty more in the hopper. Once we get CLANG off the ground we intend to weave game and story content together in a way that’ll enhance both the playing and the reading experience.

Very cool. $25 gets you a copy of the game upon its release.

June 7, 2012
You Can Play the ‘Community’ Video Game

Someone on Reddit actually made the video game, Journey To the Center Of Hawkthorne, from the Community episode finale “Digital Estate Planning.” You can download the game and test it out yourself via this Reddit thread; the game is free,  available for all operating systems, and being continuously updated with improvements. I’m not surprised this happened, but how quickly it happened is. Kudos, people of the Internet. [via laughspin]

June 5, 2012
A Brief History of Console Gaming

Here’s an abridged history of console video games in under three minutes  made using only the sounds, music and video from the games themselves. PC games have been conspicuously left out, but that’s just because if they were included this video would clock in well-over three minutes. [via Polygon]

April 4, 2012
The Rise of Hyperaddictive Stupid Games

Sam Anderson of the New York Times goes really long on the history and cultural impact of “stupid games.”

In the nearly 30 years since Tetris’s invention — and especially over the last five, with the rise of smartphones — Tetris and its offspring (Angry Birds, Bejeweled, Fruit Ninja, etc.) have colonized our pockets and our brains and shifted the entire economic model of the video-game industry. Today we are living, for better and worse, in a world of stupid games.

Game-studies scholars (there are such things) like to point out that games tend to reflect the societies in which they are created and played. Monopoly, for instance, makes perfect sense as a product of the 1930s — it allowed anyone, in the middle of the Depression, to play at being a tycoon. Risk, released in the 1950s, is a stunningly literal expression of cold-war realpolitik. Twister is the translation, onto a game board, of the mid-1960s sexual revolution. One critic called it “sex in a box.”

Tetris was invented exactly when and where you would expect — in a Soviet computer lab in 1984 — and its game play reflects this origin. The enemy in Tetris is not some identifiable villain (Donkey Kong, Mike Tyson, Carmen Sandiego) but a faceless, ceaseless, reasonless force that threatens constantly to overwhelm you, a churning production of blocks against which your only defense is a repetitive, meaningless sorting. It is bureaucracy in pure form, busywork with no aim or end, impossible to avoid or escape. And the game’s final insult is that it annihilates free will. Despite its obvious futility, somehow we can’t make ourselves stop rotating blocks. Tetris, like all the stupid games it spawned, forces us to choose to punish ourselves.

In 2009, 25 years after the invention of Tetris, a nearly bankrupt Finnish company called Rovio hit upon a similarly perfect fusion of game and device: Angry Birds. The game involves launching peevish birds at green pigs hiding inside flimsy structures. Its basic mechanism — using your index finger to pull back a slingshot, over and over and over and over and over and over and over — was the perfect use of the new technology of the touch screen: simple enough to lure a suddenly immense new market of casual gamers, satisfying enough to hook them.

This might be the best piece of #longform journalism you read all day.

Liked posts on Tumblr: More liked posts »