Sunday, November 29, 2009

Just add code and art!



Another fun site I found on the interwebs: It's a "make your own Atari 2600" label. Just import your art and viola! Instant cart art!

Sounds like the perfect tool for those awesome 2600 homebrewers I've read about.

Why not make one yourself?

Wednesday, November 25, 2009

Sadly, no Barbara Crampton... but...



I am constantly amazed at the little gems that are stashed all over the interwebs. I found one tonight called "Deanimator" based on Lovecraft story "The Strange Case of Herbert West" (aka the "hero" in the movie Reanimator)

Skinny little Herbert has nothing between him and a horde of undead but his trusty six-shooter - which seems like it always need reloading. It also features some very nice animation. Pro-Tip: Use your mouse cursor to select the zombies rather than just "aiming" and shooting at the zombies.

It's very simple, very moody and very effective.

Thursday, November 5, 2009

Pay $400 to read this post.




I just played Upgrade Complete, a very amusing shooter over at Kongregate - in which you have to buy and upgrade EVERYTHING in the game - including your ship, the graphics and even the copyright screen. It's a great statement on the state of micro-transactions.

I hope they do a second version as the game play is a little unchallenging - the enemies don't even fire back and there are no sound effects and I would have liked to see the graphics get really ridiculously detailed as they got upgraded but then again, it's just about you obsessing about getting more coins.

All-in-all a fun concept.

Tuesday, November 3, 2009

Mickey Moose?



Mr. Boss goes international!

For those of you who missed me at GDC, I will be presenting "Everything I Learned About Level Design, I Learned From Disneyland" at the Montreal International Game Summit on November 16th in the Westmount Room at 16:00 (that's 4pm for you Americans)

Make sure you drop by and say "hi"!

Thursday, October 8, 2009

The rise of the "digital dark ride"?

I've noticed an interesting trend lately in the casual gaming market (read Wii) that ties in nicely to this halloween season: Mature rail-shooters that are trying to capture older audiences with scary/violent content but light gameplay.

Dead Space: Extraction and House of the Dead: Overkill both take control of the character's movement and the game camera in favor of action and atmosphere. I haven't played Toy Story Mania 3D yet, but if it is anything like the Disney's California Adventure theme park ride on which it is based, it will move the player around from mini-game to mini-game. And yes, I know TSM3D isn't mature rated - but it is based on a dark ride.. more on that in a second.



But what I find very interesting is that the creators of JU-ON: the Grudge (based on the series of Japanese horror movies) refer to their game as a "haunted house simulator" (it's even right on the box)(Side note: Their "second player mode" allows the player to scare the first player rather than help them with gameplay... a neat idea which I am curious to see how it is executed.)We all know that one of the gating factors of a video game is player skill. If skill is removed from the equation, will it make it more appealing to players who are normally turned off by lack of skill? does it still make it a "game"? or is it something else... like a "digital dark ride"?

You could argue that the "dark ride as game" concept has been around ever since Castle Wolfenstein 3D or Myst. Anytime the camera is used as a stand-in for the player, the game becomes about the emotion of the player rather than any skill (other than shooting).

As someone who takes inspiration from dark rides and haunted houses for level design, I find this "haunted house simulator" concept intriguing. Just how much "game" is required to qualify it as a game? I've been quoted on saying that Disneyland's Haunted Mansion is one light gun away from being a first person shooter, but what about the opposite? Are games primed to be a dark ride with a little player interaction such as waving a wii-mote at a target and pulling a trigger? What is more important for a game to be: something for the player to experience or something for player to conquer with skills?

I plan on playing and reviewing all four of these titles this month, so play them yourselves and let's talk about them!


Friday, September 25, 2009

"Why didn't anyone tell me about these?"



Sometimes I feel like Henchmen 21 from the Venture Brothers. Howcum no one told me about the "Awesome" series of cartoons? If you haven't seen them yourself, they're damn funny and incredibly accurate. (but not for the kiddies)





Their creator Egoraptor obviously had the same experience with "Shadow of the Colossus" as I did. }:P



Thursday, September 17, 2009

Yeah, I know... it's obnoxious but...



Everyone's doing it. And now, so am I.

mrbossdesign@twitter

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