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.
Paradox Interactive is best known for their hardcore grand strategy titles on the PC market. Makers of such hits as Crusader Kings, Europa Universalis, Magicka, and many more games, the Sweden-based company celebrated 10 years of independence since splitting off from Paradox Entertainment last month in Miami, Florida.
Made up of seven people in 2004, Paradox now has 120 people working across four different studios, with an additional 150 other people on contract making games externally. The company has blossomed, with continued revenue growth year after year, yet with all that success Paradox has managed to keep their indie spirit and continues to put their fans first when developing games.
I sat down with Paradox Interactive CEO Fredrik Wester at their recent annual showcase to see how Paradox has found success in such a niche market, and where he sees the gaming industry heading towards.
Magicka: Wizard Wars is Paradox Interactive's take on the MOBA genre. While most companies have had trouble getting a foothold in the market thanks to how dominating League of Legends and Dota 2 are, Wizard Wars looks to have a better chance establishing itself with how it's offering more bite-sized MOBA battles.
"It looks like we're jumping on the MOBA bandwagon as the same time as everyone else, which I see how it looks from the outside, CEO of Paradox Interactive, Fredrik Wester, told me at their annual showcase last month. "We discussed though building a bigger PvP version of Magicka because so many people were asking for it. Magicka is basically built for PvP, especially if you have friendly fire. I think that is one of the key selling points for us. You can't just go in like you do in League of Legends, I play a lot of League of Legends, and you go in there with everything that you have, and you don't have to care about your teammates.
"Magicka you have to watch your teammates. If your teammate is low on health you can't just throw a fireball in his general direction because you're going to kill him. We are also focusing more on 10- to 20-minute matches. I never play classic League of Legends no more because some games can take an hour. I don't want to spend that in one competitive game. Even ARAM, which is their short game mode, takes 25 to 30 minutes to complete, if it's not like a total steamroll."
Today on Sup Holmes we welcome Jake Elliot of Cardboard Computer (Kentucky Route Zero, Wikipedia Vs. Predator) to the program. Jake's been creating games and "artware" for years, but it was Kentucky Route Zero that really put...
Making a brand new game studio isn't easy. So imagine the undertaking of creating a new brand, crafting a never-before-seen IP, gathering a production crew, and shipping a game in a year. That's what Spearhead Studios did wit...
We talked about what it's been like to live in "the pixelated shadow" or Passage (the game that first put him on the map), the process of putting out Diamond Trust of London (the world's first fan-funded DS game), his file sharing software Mute (downloaded over one million times as of 2008), the urge to create a game that equals the incredible experience of having a real conversation, what motivated him to make a game about feeling awful and being awful (my words, not Jason's), and a lot more.
The Castle Doctrine was born of contemplating society's expectations, masculinity, physical vulnerability and how being threatened changes us. In a lot of ways, it's the perfect game for this age of internet flame wars -- where millions of people people take to their online portal of choice everyday to defend their own metaphorical "castles" (their identified gender group, political party, favorite videogame console, etc.) while working hard to tear down the "castles" of others. It's something most of us have done at some point or another, even though we may not like that about ourselves.
Thanks again to Jason for joining us on the show, and come back this Sunday at 1pm PST/4pm EST when we welcome Cardboard Computer (Kentucky Route Zero) to the program. It's going to be thugnificent.
A week and a half ago on Sup Holmes (now on iTunes) we were lucky to have Will Brierly (Soda Drinker Pro, My Girl, The Golden Girls) on the program. It was an episode filled with surprises, including death scares. Real-life death scares, guys. There were a few moments there when I was sure he was a goner, though I couldn't forgo the possibility that it was all an elaborate goof. If Will Brierly had a middle name, it would probably be "elaborate goof."
His biggest game, Soda Drinker Pro, has been played by hundreds of thousands of people. It's been covered in major newspapers. It contains 99+ songs all composed by Will himself. Countless hours of work and promotion has gone into this game about... walking around and drinking soda.
Is it all a parody of the millions of dollars spent on marketing so many meaningless junk food games under auspice of convincing consumers that they are "important" and "epic"? And why does Soda Drinker Pro contain a secret, brilliant, standalone game called Vivian Clark about taking on the consciousness of any object you interact with? Why did Will hide this amazing, potentially crowd-pleasing game inside of another game that seems designed to confuse and misdirect?
I asked Will about all these things. We also talked about his experiences at real-life soda-lovers conventions, his arcade game Get Outta My Face, where he finds the time and energy to create so many games that are so likely to make him rich and famous, his signature "left-handed drawing" art style, and so much more. Thanks again to Will for hanging out with us, and tune in this Sunday when we welcome Jane Jensen (King's Quest, Gabriel Knight, Moebius)