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The Imaginary Architecture of Kentucky Route Zero

Videogames add new devices to our shared cinematic language that were once only impracticable theory. While interactivity itself can be an anchor that keeps an audiences’ expectations on pacing grounded in the realtime, the real advances that truly change the way we think are those in perspective and in the experience of space.
Kentucky Route Zero, act II
Kentucky Route Zero, act II
Kentucky Route Zero, Act II begins with the question “Are we inside or outside?” as characters explore a space that’s both institutional (a great and dysfunctional bureaucracy busily shuffles around an unmanageable archive of random information) and natural (an entire floor of the structure is filled with placid and slightly bored bears, and the sounds of office work mingle with faint sounds that could be the dripping of an underground stream). There’s even odd religious overtones in this space (A functionary describes it as having been a cathedral that was requisitioned, and its parishioners and priest sent to continue their worship somewhere in storage).

Kentucky Route Zero may frustrate people who play games for the cognitive food-pellet-dispenser of interactivity. You’re not patted on the back for either your patience or your skill, and what constitutes puzzles are primarily exposed as being yet another spacial form, one that is invisible or impossible to adequately describe in any other media, and must be navigated to be understood.

It is, first and foremost, a beautiful, funny and cinematic game that feels brave and thoughtful in both its construction and in the pacing of its play. I’d recommend a lazy Sunday tinkering with it to anyone who wants to take a peek at a crazy outlier that describes the boundaries of what games can be. It’s the perfect game for someone who lacks the childhood context to put up with the trappings of mainstream games to find out why they are important, and feels like an important step into the sophomore years of the evolution of an artform.

Interview – The Catamites | Game Jolt

Goblet Grotto

Game Jolt interviews The Catamites- the source of gleeful madness like Murder Dog IV: Trial of the Murder Dog and Pleasuredomes of Kubla Khan.

I spent a lot of time playing his title Goblet Grotto during IGF judging last year. There’s a wonderful feeling of discovery when you are playing something totally unhinged. The glaze of sameness that makes me turn off most games about 15 minutes in is gone, and you feel like anything could happen.

The New Yorker- Faraway

faraway
Tonight in the New Yorker (or at least one of its electronic proxies) is an article about the legendary toils of our prodigal son Steph Thirion, and his longsuffering iOS game Faraway- 2011 Fantastic Arcade grand prize winner, yet still not in our hot little hands. It’s such a shock and a joy to see any mainstream press of such a small and beautiful struggle
(and with an animated gif of the comet to boot!)

There’s an open problem in skill-based game design about the razor-thin line between simplicity and complexity. Too simple, and games become boring over time, converging on the anodyne safety of Candy Land. Too complex, and they become arcane mechanical labyrinths, glorified spreadsheets that molder even in the closets of obsessives. The zone of perfection between those extremes is a moving target, especially if, like Thirion, your role-model games have been played for centuries. “If I were to design Go, or chess, it would take many, many, many years to get that game right and balanced,” he explained, “so there’s a component of getting the gameplay right that took a long time.”

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I wrote a short piece that is included in this exquisite coffee table art book of my friend Steve Brudniak’s sculpture. The book will be received along with an exhibit of 30 years of his work at the Avis Frank Gallery in Houston on May 3rd.

http://www.brudniakbook.com/

A Glitch is a Glitch

62814256 from David OReilly on Vimeo.

62814256 on Vimeo on Vimeo

via 62814256 on Vimeo.

juegosrancheros.com — JUEGOS RANCHEROS presents: Two New Games from KATAMARI creator Keita Takahashi

This is going to be a really special Juegos Rancheros get together that should not be missed.

juegosrancheros.com — JUEGOS RANCHEROS presents: Two New Games from KATAMARI creator Keita Takahashi.

Dazed and Confused 20th Anniversary Reunion – Photos – The Austin Chronicle

 

Dazed and Confused 20th Anniversary Reunion – Photos – The Austin Chronicle.

AT THE DAZED AND CONFUSED REUNION: REMEMBERING A TOKER’S CLASSIC – Esquire

DAZED AND CONFUSED 20 Year Reunion – Austin Film Society

I can’t explain to you how old this makes me feel.

DAZED AND CONFUSED 20 Year Reunion – Austin Film Society.

Edge: A Nation of Indies

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Photo by
Nathan Black

Edge online writes on last Sunday’s Juegos Rancheros indie buisness development crash course, Nation of Indies.

Computer Chess Roundup

Dr. Wheeler, Tsar by vorpaldinger
Dr. Wheeler, Tsar, a photo by vorpaldinger on Flickr.