Posts Tagged games

IGF 2010 – The Finalists

Limbo

Last week, the finalists in the main competition of the Independent Games Festival 2010 got announced. Only one of the games I had to judge during the initial round also made it into the second. There were actually some entertaining and enjoyable titles among them, but with 306 submitted productions altogether, the competition becomes stronger, and the level of polish increases every year. There’s  a write-up on this year’s judging process, in case you’re curious about how that works.

I’m currently toying around with the IGF build of Limbo (pictured above), which is one of the finalists, and happens to have a remarkably disturbing atmosphere thanks to its art direction and sound design. Looking forward to seeing more of the game. The complete finalist line-up is available after the break. Read the rest of this entry »

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Atlas Shrugged

Yesterday, a fellow Goodjer mentioned that he just lost his dad who had suffered a severe heart attack. His father was an avid gamer, and together they enjoyed quite the amount of entertainment software it seems.

It was sad news — but it also reminded me of how, to my parents, gaming always was a closed book. They never did mind me adding it to my list of hobbies, however, they hardly understand what people find fascinating about them. I, obviously, was aware of that, and yet it didn’t become gravely evident until Comanche arrived in 1992.

Comanche

Unlike other developers, Novalogic had opted for a Voxel-based engine, and the result was absolutely stunning for its time. I did not completely fall in love with its flight model — it felt a bit arcade-ish — , but the technology was what kept me playing. There simply had been nothing like this before. Taking advantage of the hilly areas to hide and sneak up on your targets, or doing a daring canyon run with several with several K-50s on your six — Comanche just delivered.

Being completely enthused, I simply had to show the game to my mother. I did a brief demo while gushing over the “incredibly realistic graphics” and what breakthrough we were seeing here. I was emitting vibes of utter excitement.

My mother looked at the screen. Then she looked at me. Then back at the screen. Then back at me again.

Hmmm mmmmm.

That’s when I knew that there was no hope for her.

(Screenshot courtesy of Mobygames)

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