Super Jazz Man Review

Nostalgia is to memory as kitsch is to art –Charles Maier

Stevie Jack, I’m sorry to say, but we just didn’t get you. Or more importantly, we didn’t expect you, at least not to come waltzing down the street, dropping Barthes and Foucault, least of all, amidst all that jazz. We received you expectant of two things only: A sequel to The Apprentice, and colourful, fantastical artwork and animation.

Strictly speaking, we got neither.

Only now, three years later, am I prepared to face the fact that I was not ready, Stevie Jack. After all, in ‘06, the commercial AGS scene was still very much in its infancy, with very little on the market beyond The Adventures of Fatman. We had yet to accustom ourselves to the idea of rewarding indie game designers for their time, with the scene additionally still steadfastly shackled to the gaming heritage of the early 90s. All this despite the flavours and flairs of contemporary retro adventuring having already largely reached the plateau of its predecessors: The freeware version of The Shivah, for instance, had been released in June of the same year, and free games like Reactor 09 continued to push the content envelope.

(more…)

Read More

Ludum Dare 15: Caverns

Ludum Dare is an indie game development competition held regularly every few months which pits developers against a 48-hour deadline to create a game from scratch, based on a given theme. The main site is a community hub for a creative niche in the indie gaming scene that takes part in more than just the competition – like recording time lapse videos and post-mortems of the development process.

Beacon 2XUE The Walls Are Not Cheese

(more…)

Read More

Where’s the Joy in Pad Demos?

Those with a firmer, stronger grip on their joysticks might not have even noticed this development, but personally, I would rather like to know whatever happened to old-fashioned, mouse-powered gameplay demonstrations for first-person shooters? Over the past few years, I’ve found myself increasingly irritated with various PR departments’ keen intent on demonstrating their games on consoles and/or with gamepads only.

The key to successful gameplay exhibition, after all, is authentic exposition. While the generic idea of the trailer is to lure the player in, convince him or her of the game’s meritorious mechanisms, gameplay trailers are not as disconnected from actual gameplay as it would seem on the outset; Think of competitive play, for example, wherein even the most infinitesimal intricacies matter: DPI, polling rate, sensitivity, inversion, crosshairs, macros, bindings, et cetera et cetera. My primary question is, then, why are we not seeing these features in trailers?

A very recent example – one I’m sure most of you have seen by now – can be found in the form of the latest BioShock 2 multiplayer trailer, found below:

The footage above has been clearly recorded with the questionable aid of the gamepad: The first-person camera movement looks imprecise and tardy; most of the third-person action on display, then, consists of arrow-straight movement, sluggish posturing and general standing-about. Two more gameplay video analyses, of Resistance 2 and Singularity, after the jump.

(more…)

Read More

Canabalt

Thanks to RPS for posting this great little flash gem by indie dev Adam Atomic. Canabalt is a fast-paced game featuring a free-runner speeding his way over rooftops. The only control is a single button to make him jump over various obstacles and across gaps. He progressively picks up more and more speed, so there rises a necessity every now and then to deliberately run into some of the non-fatal debris in order to slow him down. It’s the windows that get me every time, though.

Canabalt Canabalt Canabalt

The game is presented in an extremely short and wide aspect ratio, giving more time to see the route ahead but less warning for falling objects. People with very large monitor resolutions can play the even wider HD version of the game. The city depicted in the layers of parallax-scrolling background is futuristic and dystopian: ships fly past and huge robots with searchlights make their way across the industrial landscape. The music is suitably thumping with synths and beats, with quieter, atmospheric interludes.

Read More