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PROJECT SCISSORS photo
PROJECT SCISSORS

HOT JAPANESE SCISSORING


Welp
Feb 10
// Kyle MacGregor
Good lord, that looks horrifying. Nude Maker, um, made some monstrous prop scissors for its live-action NightCry trailer, which you can see The Grudge director Takashi Shimizu using on Clock Tower creator Hifumi Kono. Th...
NightCry photo
NightCry

Project Scissors coming to PC pending Kickstarter


Nude Maker asking for $300,000 to fund enhanced version of NightCry
Jan 26
// Kyle MacGregor
NightCry (Project Scissors, if you're nasty), has taken to Kickstarter with new ambitions. The point-and-click horror title was originally planned for just Vita and mobile devices, but Nude Maker has now set its sights o...
Starr Mazer Kickstarter photo
Starr Mazer Kickstarter

Point-and-click shoot 'em up Starr Mazer now on Kickstarter


Starrmazing
Jan 22
// Darren Nakamura
A couple days ago Steven told us that Mega Man composer Manami Matsumae would be contributing to Starr Mazer, and that she would not be alone in that endeavor. Indeed, the huge list of composers on the Starr Mazer Kickstarte...
Starr Mazer photo
Starr Mazer
Starr Mazer is a mix of point-and-click adventure game and side-scrolling space shooter, "featuring dynamic story module system for massive replayability, a deep voice-acted story, and beautiful pixe...

Project Scissors dev: 'Working with a renowned film director could easily become a nightmare'

Jan 14 // Jonathan Holmes
Dtoid: The Ju-on series is largely psychological horror, where Clock Tower is more physical. In short, Ju-on plays upon my fears of insanity, mortality, and crushing guilt/depression/shame, where Clock Tower mostly makes me afraid that a small man will stab me. How do you plan to combine these two brands of horror into one game? Kono-san: I intend to focus on the atmosphere along with the physical fear from the Clock Tower franchise. That is, focusing on the psychological fear in the process leading up to the murder. Also, being killed with scissors will have an additional significance. This kind of fear at a deeper level comes from Ju-on and the influence from Mr. Shimizu. Dtoid: Hideo Kojima and film director Guillermo del Toro are teaming up for the next Silent Hill. What do you think of their collaboration, and do you see this pairing of game and film directors becoming more and more common? Kono-san: Upon seeing the movie starring the ghost of Mr. del Toro (The Devil's Backbone), it felt like a Japanese film with a fateful confrontation between the characters. I've heard he has a deep understanding of subculture, including games, so I think it has great potential for a successful creative collaboration. Working with a renowned film director without a proper understanding of games who might force his off-the-point suggestions could easily become a nightmare. However, if it is possible to establish a partnership with mutual respect for the culture each party embraces, these kinds of collaborations may become more common. It goes without saying that my relationship with Mr. Shimizu is this kind of positive partnership. Dtoid: What's truly going to set Project Scissors apart from other games in the genre? Why will audiences want to play it? Kono-san: Since this game is a point & click "adventure game," it is possible to create a cinematic effect in the storytelling, more so compared to games that emphasize action. As such, similar to my previous work, there are many in-game events with a touch of dark humor being prepared. Moreover, I think there is no game that emphasizes "escaping" and "hiding" as much as this game does. The anxiety when playing hide-and-seek, or playing tag. I would like to deliver entertainment that evokes the sense of butterflies in your stomach, at its purest. [Part 1] [Part 2]
Project Scissors photo
The final part of our interview series with Nude Maker
[Art by Mariel "Kinuko" Cartwright] We're closing out our Project Scissors: NightCry pre-release interview series with director Hifume Kono by bringing the focus back on the historic pairing between developer K...

You play as a woman in Project Scissors because 'who wants to hear the screams of a grown man?'

Jan 13 // Jonathan Holmes
Dtoid: Some have interpreted the Clock Tower series to symbolize the fear a young woman may feel towards their budding sexuality, and from the potential physical and sexual threats they may find from others who lust after them. The over-sized scissor weapons are easy to interpret as a phallic symbols. Were any of these themes intended, or is it just a case of fan interpretation going overboard? Kono-san: In my mind, the fear and anxiety a girl may feel in her adolescence holds great meaning from an occultist point of view. It's said that most victims of poltergeists are girls in their adolescence, and in the film Carrie, the physical changes experienced by the teenage heroine are the turning points for the script. I did intend on the scissor to be a phallic symbol, and for the killing with the scissors as an alternative to sexual intercourse, from the original installment of Clock Tower. Unraveling the history of crime around the world, there are numerous cases of sexually impotent individuals committing suicide as an alternative to sexual intercourse. I try and avoid sexual imagery in games for the general public, but as humans are burdened with karma, I feel that treating such themes implicitly adds to the depth of the narrative. I did not expect gamers to understand my intentions, but it pleases me greatly to know that some players and fans of Clock Tower have interpreted my true intentions.  In Project Scissors, the scissors will be treated as a symbol for a new interpretation. I hope players will play the game to find out what the scissors represents for themselves.Dtoid: The Clock Tower games have traditionally starred women. Any concern that male players will struggle to identify with a female player character? Any interest in creating a game with a male protagonist and perhaps a female enemy to shake things up, or is the established formula here to stay? Kono-san: It may be hard to relate to, but who wants to hear the terrified screams of a grown man? Additionally, beauty is highlighted in a hideous world where blood is spilled and pieces of flesh are splattered in the scenery. I wanted to illustrate that kind of beauty. Although the main character [of Project Scissors] will be a female, she will not be your ordinary heroine. I am currently enjoying illustrating such a heroine as we develop this new title, and I hope gamers will also enjoy the new type of heroine featured in our game. Dtoid: What type of control scheme are you looking at to ensure the game feels familiar and yet accessible to players at the same time, while being appropriate for that of a horror title? Kono-san: My goal is to implement a control mechanism that allows for the most number of players to play my games. I believe that the point & click mechanism is the best fit for this, and I will intend to keep it as simple as possible. However, in order to emphasize the "escape" and "hide" systems, I have added one additional element to the control mechanic. We are currently balancing this through trial and error so that it will be effective in the game. [Part 1]
Project Scissors photo
Part two of our three-part interview with Nude Maker
The original Clock Tower was a cult hit when it was first released, and it's managed to stay fresh in the minds of horror game fans ever since. The Jennifer Connelly look-a-like lead; the shocking juxtaposition between quaint...

The Grudge director is working on Project Scissors 'for free'

Jan 12 // Jonathan Holmes
Dtoid: How did the collaboration between Kono-san and Shizumi-san come together? Kono-san: For me to create a brand new horror franchise, I felt the need for "fresh air" from outside the games industry. This new air should not be a comfortable breeze; it must be a dominant force, like a hurricane. This was when I came up with working with Mr. Shimizu, the director of one of my favorite films, Ju-on. I was very nervous as I approached him, since we did not have any budget to afford an internationally renowned film director like him. However, Mr. Shimizu really was intrigued about the project, and kindly agreed to work with us for free as our partner!!! At that time, I felt so lucky that I probably would have been able to win the jackpot 10 times in a row. Dtoid: The Clock Tower series has never flinched when it comes showing the player character suffer a gruesome death. Will NightCry maintain the same level of disempowerment and player suffering? Kono-san: We will most definitely express gruesome deaths and disempowerment in this installment as well. However, these are not simply elements that display bad taste. These situations help to illustrate that only under these disempowering situations will human bravery shine. Maybe these occasions are as rare as finding a diamond in the sandy shore. But that's what makes these occasions so special. I use these situations in the game because I hold a positive view towards the essence to being human. This time around, the deaths are terrifying, but the ultimate horror awaits beyond the deaths. This is much more terrifying than simply dying. Will characters fight off this horrible ending, or will they get swept up by their fear? I hope gamers will play the finished game to find out for themselves. [embed]286049:56853:0[/embed] Dtoid: What compelled you to develop this follow-up title for mobile devices rather than as a full-fledged console release? Kono-san: In creating the spiritual successor to Clock Tower, the important thing for me was to keep the point & click mechanism. (Of course, I had my share of sleepless nights before deciding this because the point & click is NOT the preferred choice of control mechanism for commercial games these days.) With that in my mind, it was obvious that touchscreens for smartphones and tablets would have a high affinity for this game, so this was a natural decision for me. Also, I don't like talking this way, [but] the budget for this project was also a major factor. I was only able to provide a very limited budget for this game.
NightCry photo
Part one of a three-part interview with Nude Maker
Earlier this month, our first look at Clock Tower spiritual successor Project Scissors: NightCry arrived in the form of a live-action trailer made by Ju-on and The Grudge director Takashi Shimizu. It was p...

A game like X-Files and True Detective? Just don't go Normcore

Dec 17 // Jonathan Holmes
[embed]285025:56686:0[/embed] Dtoid: On Sup Holmes a little while back, Ron talked about how Blazing Saddles was one of the inspirations for Monkey Island 2. Any inspirations like that for Thimbleweed Park? Gary: Thimbleweed Park is a satire and parody of shows like Twin Peaks and David Lynch, X-Files and True Detective. Ron: Gary and I both like humor that is a little bizarre. Game humor works well when it’s drawn not only from the characters and the dialog, but also from the world. Seeing odd things that tell their own funny story. Seeing something in the background that makes you chuckle and adds to the world. Like the chainsaw hanging in the kitchen. It was just there and it helps tell the story of the world. Dtoid: If you could make a live-action TV show of Thimbleweed Park, who would you cast? (Hint: Joe Flaherty needs the work.) Ron: I never like to think about actors when I’m creating or writing characters. If I get someone in my head, then the character becomes them, or some other character they played. I’d rather characters were blank slates. Once the game is done, I can start to think about it, but never before. Some people have compared the two agents in Thimbleweed Park to Mulder and Scully on the X-Files. I don’t know that if we’d thought of that before because their personalities are so different. If we had, then they would run the risk of just becoming those two characters. [embed]285025:56687:0[/embed] Dtoid: Do you have an ideal audience for Thimbleweed Park? Kids? Republicans? Normcore Enthusiasts?Ron: What’s a ‘normcore’? Seriously, I have no idea what that is. It’s not some kind of fetish thing is it? Like being a Republican?Gary: We’re planning on having two difficulty levels: A harder more traditional old-school point & click graphic adventure mode for savvy adventure gamers, and an easier ‘casual’ gaming mode which will be more accessible. So I’d like to think we’ll have something for everyone ‒ Democrats, Republicans, and Kids alike. Dtoid:  For many of today's youth, the iPad/iPod/iPhone is the only game console worth owning. For a lot of your fans in their 20s and 30s, consoles are the place to be. Any thoughts on how to approach those markets with Thimbleweed Park? Console ports maybe? A mini version of Thimbleweed Park for Apple devices to help suck them into the PC/Mac/Linux game? Something else?Ron: I do most of my gaming on an iPad, so this is a question very dear to me. Due to the roots of Thimbleweed Park, we felt that it needed to come out on the PC first. We have a stretch goal for the iOS/Android ports that hopefully we’ll hit. Getting onto consoles is also something we’d like to do and will start exploring that when the game is a little farther along. We know how we’d adjust the UI for touch and controllers, and it will be something we pay close attention to during development. Nothing worse than a crappy port. Dtoid: There are a lot of easier jobs in the world than independent videogame developer? What keeps you two going? Gary: I love the process of telling stories with characters and have worked in comics, animation and video games. One of the nice things about a video game the scale of Thimbleweed Park is that it’s mainly going to be me and Ron, we’re the core creative team and we’re in charge of developing a story we want to tell.Ron: I don’t know how to do anything else but make games. I’m basically unemployable in the real world. [embed]285025:56685:0[/embed] [Part one] [Part two]
Thimbleweed Park photo
Never pay more than 20 bucks for a computer game
Oh no! It's the end of our three part interview with Ron Gilbert and Gary Winnick, creators of Maniac Mansion and the masterminds behind Thimbleweed Park, a game that has currently raised over $500K on Kickstarter. We di...

Thimbleweed Park photo
Thimbleweed Park

Monkey Island creator on Kentucky Route Zero, designing worlds and not sucking


I’m looking for 30 dead guys and one woman
Dec 15
// Jonathan Holmes
It's time for part two of our interview series with Gary Winnick and Ron Gilbert, two of the fathers of the Point & Click genre. as we count down to the end of their Thimbleweed Park Kickstarter. Talking to these leg...
Ron Gilbert adventure photo
Ron Gilbert adventure

Maniac Mansion spiritual successor Thimbleweed Park meets Kickstarter goal


The hamster is safe!
Nov 24
// Jordan Devore
It's happening: the creators of Maniac Mansion are making another 2D point-and-click adventure together. Ron Gilbert and Gary Winnick launched a Kickstarter for Thimbleweed Park just last week and with more than $375,000 rais...
Shadowgate update photo
Shadowgate update

Shadowgate launches 'retro two-pack' update today


Enjoy the original on your fancy machine of the future
Nov 22
// Rob Morrow
Starting today, developer Zojoi and its publisher Reverb Triple XP will be updating the re-imagined point-and-click adventure title Shadowgate to include the 128K Mac and Apple IIGS versions of the game, free of charge....
Stasis photo
Stasis

Isometric horror game Stasis reminds us it still exists


One year later, and I'm still excited to play this
Nov 12
// Rob Morrow
A year after reaching its Kickstarter goal, I'd nearly forgotten all about Stasis. You remember that one, right? It's a lovely-looking isometric sci-fi/horror point-and-click that drew inspiration from films like Alien ...
Murder photo
Murder

Intriguing cyberpunk point-and-click title Murder teased


Do androids dream of pixel art?
Oct 27
// Rob Morrow
Peter Moorhead, the designer behind the striking but mostly negatively received pixel art point-and-click adventure game Stranded has released a teaser trailer for his next project, Murder. Moorhead describes the project as ...

Did Pirates of the Caribbean rip off Monkey Island?

Oct 26 // Jonathan Holmes
[embed]283049:56111:0[/embed] Despite my fanboy freak out, we still had an amazing conversation. We talked about working with George Lucas, how frustrations with other games can inspire innovations in his own designs, the influence of Blazing Saddles on the ending of Monkey Island 2, his thoughts on modern adventure games like Lone Survivor, Kentucky Route Zero, and The Stanley Parable, the actual secret of Monkey Island,  how 90% of your ideas suck, why that's OK, his dream to return to Monkey Island, the game he's planning now, and so much more.  I also couldn't help but squeeze out some resentment I'd been holding in. Those Pirates of the Caribbean movies? They should have been Monkey Island movies. To me, that's what they were -- poor man's Monkey Island movies. Ron seemed to know exactly what I meant, though he was a little more composed and respectful than I was. He certainly looked calm. In fact, I don't think I've ever seen someone look so consistently relaxed. Maybe it's because his face is made entirely of squares. I bet that helps.  Thanks again to Ron for being on the show, and if you want to meet the creators of Adventures of Pip and maybe win a code for Devil's Dare, tune in for the live show here at 4pm EST. We'd love talk to you and give you things.
Sup Holmes photo
Get to know the people who make great videogames
[Sup Holmes is a weekly talk show for people that make great videogames. It airs live every Sunday at 4pm EST on Youtube, and can be found in Podcast form on Libsyn and iTunes.] Last week on Sup Holmes we...

Dropsy photo
Dropsy

Dropsy delayed until early 2015, hugs his way onto tablets


Look ma, no hands
Oct 23
// Rob Morrow
Ringmaster of the surreal Jay Tholen recently provided an update on Kickstarter with news on his creepy/charming point-and-click adventure game Dropsy. First, it's being ported to mobile platforms -- iPad and Android tablet...
Outpost 13 photo
Outpost 13

Bad dog! Outpost 13 basically lets you play as The Thing


Man's best fiend
Sep 18
// Darren Nakamura
This is why you name a dog Fluffy or Fido or Spot. When you go and give it a name like Fenrir, after a mythological wolf monster, it gets taken over by an alien being and wants nothing more than to devour your flesh and bone...
Paradigm photo
Paradigm

Paradigm is a point-'n'-click game starring sloths and mutants


Poor mutated Paradigm is looking for love
Sep 04
// Alasdair Duncan
While adventure games are doing as well as ever, there's still not too many that hark back to the classic era games like Day of the Tentacle. They used to be really weird! Jacob Janerka's Paradigm seems to emulate that style...
Book of Unwritten Tales photo
Book of Unwritten Tales

The Book of Unwritten Tales 2 hits Steam Early Access today


Here's a video for you, too!
Sep 04
// Brittany Vincent
The Book of Unwritten Tales 2 is hitting Steam Early Access today. The sequel to the 2009 point-and-click adventure game was successfully funded via Kickstarter and looks just as charming as the original. I'm a huge fan of...
Shadowgate Death trailer photo
Shadowgate Death trailer

Face your mortality in the latest Shadowgate trailer


The point-and-click puzzler comes to PC on August 21
Aug 14
// Rob Morrow
Playing through the NES port of Shadowgate is one of my fondest memories of gaming during the late eighties. In fact, Shadowgate was my very first exposure to the point-and-click genre. Coming from a family of die-...
Devolver Digital photo
Devolver Digital

So long, RNG: Gods Will Be Watching update adds new difficulty options


There were complaints about the game's randomness
Aug 08
// Jordan Devore
Reading through Alasdair's review of Gods Will Be Watching, I don't know if I could put myself through some of the game's horrors even once, much less multiple times due to failure. Deconstructeam's Mercy update should help. ...
Sierra photo
Sierra

Sierra's making a comeback, and signs point to King's Quest and Geometry Wars


More at gamescom
Aug 08
// Brett Makedonski
Activision's playing the role of necromancer, and reviving Sierra Entertainment from the dead. At least, if recent indications can be believed. A teaser site has appeared that plays the above video with a new Sierra logo and...
Randal's Monday photo
Randal's Monday

Clerks actor heads up point-and-click adventure Randal's Monday


He's taking it day by day
Aug 03
// Jonathan Holmes
Many who fondly remember playing point-and-click adventure games growing up are quick to find that the feeling just isn't the same should they give those classics another spin. The same is often said of Clerks, Kevin Smith's...
Deals photo
Deals

This Humble Flash Bundle has Putt-Putt and other Humongous titles


24-hour sale
Jul 28
// Jordan Devore
Night Dive Studios brought the likes of Putt-Putt, Freddi Fish, Pajama Sam, and Spy Fox to Steam earlier this year, and here they are again in this flash sale from Humble Bundle. If you want to go on a nostalgia trip and come...
Gods Will Be Launching photo
Gods Will Be Launching

Gods Will Be Watching dials back the torture for a launch trailer


That doesn't mean it's any less depressing
Jul 22
// Brett Makedonski
Launching a videogame is usually cause for celebration. However, this Gods Will Be Watching launch trailer is bleak enough that you won't want to celebrate anything, not even the game's impending July 24 release. At lea...
Maniac Mansion photo
Maniac Mansion

Ron Gilbert releases original design document of Maniac Mansion


Meanwhile, I can't contain my excitement
Jul 22
// Brittany Vincent
I absolutely love the SCUMM period of Lucasfilm Games (later LucasArts) development and this document gives insight into the game that started it all. It's interesting to see that although the Edison family stayed much the sa...
The Walking Dead photo
The Walking Dead

The Walking Dead Season 2 Episode 4 out next week


Amid the Ruins
Jul 17
// Jordan Devore
Two more episodes to go for season two of The Walking Dead. Won't be long now. This season's fourth episode, Amid the Ruins, releases next week. PC, Mac, and PS3/PS Vita (in North America) get it first on July 22. A day late...
AR-K–Chapter 2 photo
AR-K–Chapter 2

AR-K–Chapter 2 is a sequel to a game I bet you didn't play


Well, maybe you did, I don't know
Jul 14
// Brittany Vincent
AR-K –Chapter 2: The Girl Who Wasn’t There- is the sequel to point-and-click adventure game AR-K –Chapter 1-. I'm willing to bet you haven't played it, but the brainchild of Gato Salvaje Studio is now availa...
Grim Fandango photo
Grim Fandango

Grim Fandango is headed back to PC in all its remastered glory


I can't wait to dive back in
Jul 09
// Brittany Vincent
It seems like it should have been a no-brainer, given the game's original success as a PC adventure games, but the remastered version of Grim Fandango has just been confirmed for PC as well. Additionally, it'll be headed ...
Ouch photo
Ouch

This Gods Will Be Watching trailer made me wince


Not your average point-and-click
Jul 02
// Jordan Devore
I'll go out on a limb here and suggest that we're not going to feel good about ourselves after playing Deconstructeam's point-and-click thriller Gods Will Be Watching. The game is out July 24 for Windows, Mac, and Linux on S...
The Golden Wake photo
The Golden Wake

It's back to the 1920s in The Golden Wake


Wadjet Eye is publishing this point-and-click adventure game.
Jun 26
// Alasdair Duncan
The 1920s is another one of those time periods, rich in history but still passed over as a setting for videogames. The Golden Wake is a new point-'n'-click adventure game from genre specialist Wadjet Eye set in Miami that sp...

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