SoundSelf was one of the more interesting experiences I had at PAX, or any other convention for that matter. I put on the Oculus Rift, the headset, and then hummed into the microphone where the visuals and audio would react ...
DarkSiders II - 90% off | GhostControl Inc. - 30% off
Worms Armageddon - 66% off | PixelJunk Franchise - 56% off
Race the Sun + Soundtrack - 40% off | EVE - 75% off + free ship
Call of Duty: Ghosts - 50% off | G2A Gift Cards - 7% off
And more! You can also buy all the games at G2A.COM at 7% off with special G2A Gift Cards. Shop Now
The industry is currently trying to support two generations of consoles at once, which means game publishers have to decide what the safest bet is for their next projects. Some companies are creating the the same content for ...
I met with Wargaming boss Victor Kislyi last week in a dark, quiet, private meeting room on the GDC expo floor on an early morning following what was probably the biggest party of the week. The chief executive looked surprisi...
Oh my god, it's the last Sup Holmes on Dtoid! Ahhh! What does that even mean? We'll find out soon enough, as the Sup Holmes year 3 Kickstarter is set to go live any second now. In the meantime, why not tune in to the show tod...
There's no two ways about it -- Microsoft had a terrible reputation with independent developers during the last console generation. Not that indie's games didn't sell well on the platform, because many of them certainly did. However, the culture and attitude at Xbox was one that didn't mesh with a lot of small teams and many of them documented their experiences in a negative light.
That's not a good position for Microsoft to be in. With the audience for independent games growing at a tremendous rate, the "triple A" development process makes less and less sense from a business standpoint. After all, an indie game needs to move far fewer units to be considered a "success." Nothing needs to sell at an astronomically high rate to be worthwhile.
Microsoft's attempt at repairing this somewhat burned bridge within the indie community was to launch the ID@Xbox -- a program designed to be more accommodating to independent developers and make it as painless and attractive as possible to publish on the Xbox platform. Microsoft held an event at GDC to showcase 25 studios' games that are part of ID@Xbox and we got a chance to talk to some developers about their feelings about the program thus far.
Literally the first thing I did at GDC this year was sit down with Capy Games president Nathan Vella and talk about their upcoming games Super Time Force and Below, as well as his hosting duties at this year's IGF awards.
Also, a woman in the background knocked over a lamp and broke it, which I thought was pretty funny.
Today on Sup Holmes we welcome Jane Jensen to the program. Jane has been working on games that put story and characterization at the forefront since the 1980's, working on established series like Police Quest and King's Quest...
Two week's ago on Sup Holmes (now on iTunes), we welcomed Molly Carroll to the program. Molly used to be a big part of the Dtoid Forums community before moving on to become community manager at Chucklefish (Starbound). We talked about how Molly got into the game industry, the role that she plays in the development of Starbound, how to develop and maintain a passionate and creative community around your game, the stuff that happened when the Mighty Number 9 community manager was announced, her pending move to England, and a lot more.
Outside of her work at Chucklefish, Molly's been working on smaller games with a development collective called Owl Cave. With games like Richard and Alice and Starbound already under her belt, it's pretty clear that Molly's going to have a long and fruitful career in the game's industry. I'm glad I got to know her now before she ends up sheltered away from shows like Sup Holmes by some big publisher. It's going to be fun to see what she does next.
Thanks again to Molly for appearing on the show, and tune in to Sup Holmes live at 1pm PST/4pm EST today when we welcome legendary adventure game developer Jane Jensen (King's Quest VI, Moebius, Gabriel Knight) to the program. It's going to be one for the books.
Last Sunday on Sup Holmes (now on iTunes) we welcomed Erin Reynolds of Flying Mollusk to the program. We talked about so many things, like the influence Ecco the Dolphin and Gremlins had on her formative years, why she got into game development, that jerk from Fox News (my words, not hers), her work at Disney and Zynga, her thoughtful-but-dead baby drawings, the Michelle Obama awarded student game Trainer, depicting mental illness in games, the idea of "positive games," and of course, Nevermind -- the biofeedback-integrated horror game she's been working on for the past few years.
Nevermind is designed to make you feel uncomfortable, but the real goal of the game is to help players learn to be aware of their own anxiety and learn how to manage it. You play the role of a new kind of mental health counselor who enters the subconscious minds of their clients, in an effort to help them work out repressed memories of trauma. It's your job to stay calm in the midst of a world teeming with surreal threats. If you can't do it, how can you expect your client to?
That's just the tip of the iceberg on what Nevermind has to offer. Check it out on Kickstarter here, and back it while you still have the chance. Erin tells me that even if they don't make their funding goal, that backing still helps them immensely, as the closer they get to their goal, the better they'll look to potential publishers. Backing any amount will help them to make their game, regardless of how much funding they get in the end.
With so much to talk about, I failed to ask Erin an incredibly obvious question. What are the fears that she's had to overcome in her life, and how might they relate to Nevermind? Erin was kind enough to fit that question in after the show was over. You can find her answer below.
Today on Sup Holmes we welcome Erin Reynolds of Flying Mollusk to the program. Erin's been in the game industry for over ten years, having worked on a variety of games for big publishers, including working as senior game desi...
We managed to catch up to composer Austin Wintory (Journey, The Banner Saga, Monaco) following his D.I.C.E. Summit talk on how technology has changed music making, and how this impacts videogame scores.
As a fellow musician a...
We recently had a chance to chat with Journey and The Banner Saga composer Austin Wintory, and as a fellow musician I took the opportunity to talk shop. Curious about which tools he uses to create music with, I asked abo...
I think the question that most people asked themselves when they finished Broken Age Act I was "Okay, so when am I going to get to play Act II?" The more pressing concern was "Will there be an Act II?" but thankfully Double F...
Earlier this month, I caught up with Media Molecule's Rex Crowle, lead creator on one of my favorite games of last year, Tearaway. My main goal was simple: to thank him for such a fantastic Vita game. But we ended up chatting about Tearaway's reception, as well as some of the challenges that Media Molecule had to work through to bring us the final release.
I also repeatedly told him that they should make another Tearaway game.
Our own gentle giant, Max Scoville, had a chat recently with Denby Grace of 2K Games about their upcoming title, Evolve. In case you missed it, Evolve is being developed by Turtle Rock Studios, the minds behind the Left 4 Dead series. Max got the scoop on some of the finer points of gameplay in this "4v1" clash of predator and prey.
After sifting through the game footage for this video, I'm thoroughly intrigued by the unusual concepts presented in Evolve. Knowing this game comes from the people who crafted the remarkable AI in L4D, I'm rather excited at the idea of a new multiplayer game I can just play by myself when my friends aren't around. *cough*Payday 2*cough*
A week and a half ago on Sup Holmes (now on iTunes), we welcomed Brian and Andrew Allanson of Ackk Studios to the program. We talked about their breakout success Two Brothers, their start in making their own games (and Pokemon toys) before they were old enough to drive, the differences and similarities between using writing, coding, music, and visual art to convey ideas, and a lot more.
I was taken aback by how creating games seems to be something that's hardwired into the Allanson brothers's DNA, though the idea that their games have the potential to be widely accepted and appreciated is still so new to them. They've made a lot of games over the years, some of which they would only consider releasing under assumed names, as they never intended for anyone outside of their small circle to ever experience them.
Their excitement to finally share their games with the world at large seems to be taking precedent over their interest in getting big money, as their next game will be a free title for phones that will take a very different approach to life and death than Two Brothers. After that, it's the release of Project Y2K, a game where you use excess AOL start up discs (or their non-lawsuit friendly parody equivalents) to battle opponents, among other things. It's definitely one to look forward to.
Thanks again to Brian and Andrew for being on the show. We're taking a break from live recording this weekend as Sinistar (our intrepid production manager and engineer) is moving to a new galaxy. Stay tuned for the rerun of our most recent episode with Jake Elliot (Kentucky Route Zero) and come on back on February 16th when we welcome Mike Kasprzak to the program.