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  • Rite of Spring: Flower and What’s Lacking in the Romantic Games Movement



    Last week was full of everything you want out of a vacation: a change of setting from urban sprawl to glorious mountain range, rancid air exchanged for clean winter wind, great food, better scotch, and the best company. Of course, there was also a smorgasbord of great portable games. Retro Game Challenge, Atlus’ under-the-radar curiosity My World, My Way, and Kirby Super Star Ultra made for marvelous palette cleansers, washing away the last traces of Epic Holiday Gaming morsels still stuck between my gaming teeth. It was restful, brief, and rejuvenating. When I returned, I knew that it was going to be time for 2009 hardcore gaming to go into high gear what with Street Fighter IV and a Killzone 2 demo waiting, but the first thing I had to spend some time with was Flower. As soon as it had finished installing, well, it felt like my vacation had just gotten an extension.

    The game is exhilarating. Having grown up in rural upstate New York, the contrast of Flower’s city-bound preludes and its soaring bucolic playgrounds pulls at very specific heartstrings in me. The game is brief but I’m no less taken with it. Jenova Chen and ThatGameCompany are damn good at eliciting just this sort of emotional response with their games. Their debut Cloud was rich with the same bittersweet catharsis that characterizes Flower. Both are something like the game equivalent of a symphonic poem, their fluid flight-based gameplay replacing music as the visceral informant of a visual/audio narrative. They’re games unified in subject too; Cloud and Flower chronicle escapes to a pure, natural world from metropolitan confinement. They are concerned with beauty and simplicity.

    I wouldn’t say that Chen and TGC started it, but they’re certainly poster children for what appears to be a burgeoning romantic movement in game design.

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  • Konjak: Legend of Zelda Platforming the Right Way



    In the past twelve months, much praise has been heaped upon Jon Blow for his time-bending platformer, Braid. Braid defies convention! Braid is an artistic tour de force that’s changed the gaming landscape forever! Jon Blow is mii mee mii mee mii mew! Hell with Jon Blow, I say! The man can’t even make a game by himself. He needs an artist and a musician to help him! Pfft. He’s no Joakim Sandberg, no siree. You want genre redfining platformers, Mr. Sandberg, also known as Konjak, is your man. He also happens to be the man.

    I kid about Jon Blow, but I’m all too serious about Konjak. His game Noitu Love 2 was without question the most beautiful and adventurous 2D platformer to come out in 2008, and I say that as a man obsessed with Bionic Commando and Mega Man 9. Thing is, Konjak is responsible for literally every facet of the game, from its propulsive techno soundtrack, to the art, to the batshit insane action.

    What’s he up to these days? Oh, just making a sidescrolling homage to Zelda called Legend of Princess.

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  • Indie Dev Moment: i made this. you play this. we are enemies.



    Jason Nelson may not be Jon Blow, but I’ve got to hand it to the man: this is a fun little platformer. i made this. you play this. we are enemies. is, in the words of its creator, “an artwork/game/digital poem/world of scribbles and ideas from back of my brain, way-way back in a storage room for contextual whims.” What it is, in practice, is a collage-based platformer built on surreal deconstructions of well trafficked web magazines, blogs, and search engine portals. imt.ypt. wae. (go ahead and steal that name, dance punk band of fifteen year-olds!) scratches a couple of my recent itches, namely forays into surrealist game design and games that hook you by making you uncomfortable (in this case through scattered imagery and discordant sound.) Is it one of the greatest achievements of mankind? Certainly not. Is it an artistic success?

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  • The Eternal Question: Why Is Super Mario Bros. Fun?



    No, seriously, take a minute to think about it. Pour yourself a stiff drink or brew up a nice cuppa tea, put on your thinking cap and try to summarize your conclusion in a single sentence. It’s a peculiar question, really. I found myself trying to answer it late last night after spending some time with Mirror’s Edge. DICE’s platformer shares a lot of the same fundamentals as good ol’ SMB and, concerning the question at hand, both are fun for similar reasons. Super Mario Bros. lets you go wild on a playground where the laws of gravity are paying only loose attention and injury is not a threat. You can run and jump to your heart’s content, and if you see something, like a shiny coin or glowing box that might hide unknown treats, you can hit it with your fist and never worry about bloodied knuckles. Super Mario Bros. is fun because running and jumping, whether in real life or on a screen, is fun, and it’s this maxim that’s fueled platforming as a genre for twenty-five years. But the greatest platformers, the Marios and the Mega Mans, owe their success to more than just running and jumping. They also let you change their world. In Mario, especially in later series entries that allowed flight, crushing bricks opens new ways to move through the Mushroom Kingdom’s surreal landscapes. Mega Man has to destroy robots to ensure safe landings after a jump. If jumping and running was all you did in Jon Blow’s Braid, it could barely be called a game at all.

    When you settle into Mirror’s Edge, when you trust yourself to move through the level properly and let DICE’s carefully laid out obstacle courses subtly guide you, it manages to transcend the natural abstraction that comes from making things on TV move. It is physically and mentally affecting. It is fun. But, and mind you I’ve only played the first three levels of the game, all you do is run, jump, and climb.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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