July 18th, 2009

William and Sly
Into the ether from the essentially unknown Lucas Paakh comes William and Sly. From the very start of this adventure the fact that it was written in flash is made irrelevant. The crisp graphics, repetitive but well written sound track, fluidity of the camera – every facet of this project screams quality.
You play as the petite Sly – a fox whose friend (see: master) William is in a bit of a bind. His seemingly arbitrary and unnecessary teleportation devices have all shut down and he needs you to reactivate them. You are to do so by collecting and depositing glowing fairyflies (bugs?) into the stones. Essentially the game beings as one long – somehow relaxing fetch quest. You collect the flies, mushrooms, and keys. Jumping and literally playing in precarious situations has never been so fun. A bit more into the game and Sly is given into to meditating at a shrine which earns an interesting power-up. The ending is seemingly tacked on, and infuriates a lot of people, but I enjoyed even that. There are flaws; it’s too long for what it does, and the scenery only changes ever slightly. Also, did I mention it’s just one long fetch quest?
No matter what though – go play this. There is fun to be had and I posit almost anyone could find a time-sink in here somewhere.
3
Posted in Independent Games | No Comments »
July 11th, 2009
Worry not – I am still around/alive. I am merely hard at work on my fourth album and attempting to aide getting a game review site off the ground. As payment for your patients; I will soon be giving my album TSA away and release a small game – both for free on this very site. Thanks for your continued reading – content will be more rapid now that my life has returned to some semblance of order.
3
Posted in General, Music, My Games | 8 Comments »
May 14th, 2009
I’ve been questioning what gives games their allure for several years now and I think I’ve come to a conclusion or two. The main quest in my search has been to find the games I really find engrossing – dissect them – and discover what the core components are. Personally, I’ve settled upon three variables that drive the volume of fun and set how habitual my experience with the game will be.
- To connect with the being I will play as, the game must not overpopulate the world with beings of a similar nature. By this - I mean to say that in the game world I must feel alone. Even if the game world is (lets say) a planet rife with all manner of interesting characters, they must feel alien, or at least foreign. Isolation seems to be another factor, even if it’s just in select moments. Strangely isolation seems to create a drive to move forward and understand the presented world better. (but, that might just be me)
- Exploration – is – in it’s own right a tool for generating the feeling of accomplishment in players. This plays off the above characteristic of feeling alone quite nicely. The effect of seeing a new area, zone, or location for the first time can be increased if the player feels he or she is the first to do so. This is not to say that exploration is limited to visual changes in the game world. Exploration can just as easily be the interaction a player has with the game itself. I would go so far as to write: The amount of exploration is in a 1:1 ratio with the amount of value a game can have.
- The final aspect seems to be a well paced sense of progress. I think the key here is not the advancement itself – which is present in all media, even if internal to the viewer – but instead the pacing of said progress. The way in which a world moves forward is directly proportional to how alive it seems to be. In this light, correct momentum in a game seems to be paramount. You could correlate this to storyline, character growth, scenery, audible changes, and basically any other facet of a game to see it’s importance.
I think it’s important to note that simply having these themes is not the same as having them be executed well. There are plenty of low quality examples one could find that feature one or more of the above and still suck – but I’m not game bashing here, so let’s move on.
One final point is how these concepts can come to interact. I hate to bring up any real examples but since it will most likely come up anyway and this is an opinion piece – here we go. Let’s take a look at the first half of the Metroid series, which is in my eyes possibly the best series ever created: Each of the games in turn (though, I guess Super Metroid shines) features these three components in spades. The isolation and panic drove me forward where I was greeted with a sort of forced exploration; but no matter how linear Metroid is, it never fell as such thanks to its excellent pacing.
I’m sure there will be people that disagree, and I’ve not really fleshed out these ideas yet, but I think it’s a start in defining what makes a game experience useful or fun. I will continue to work on this theory of mine, but I would like to hear what anyone reading this has to think as well.
3
Posted in General | 6 Comments »
May 12th, 2009

Misery: A small flash story.
I witnessed some small animals being mauled yesterday. This was sadly the inspiration for a small flash game/story: Misery
3
Posted in My Games | 1 Comment »
May 12th, 2009

Vizionz on the Horizionz
I have completed my third studio album; Vizions on the Horizonz. For now; the single 12-52 can be heard on my musicians myspace page. Check it out now. The full album will be released here, as well as a few other locations digitally, on May 30th.
3
Posted in Music | 1 Comment »
May 10th, 2009

Today I Die
A short while ago, before the press leapt upon my like so many wolves, I discovered Today I Die. First reaction: This is refreshing stuff. It’s interesting in a way the flash ‘game’ stream pouring from the bowels of the internet and the so-called abstract indie games can’t be. It’s short – yes it is – but quite sweet. It’s deep, and once again I must stress that it is refreshing.
Definitely worth a play; and while you’re at it, play creator Daniel Benmergui’s back-catalog of games. They carry the same torch as TID.
3
Posted in Independent Games | 2 Comments »
May 10th, 2009
I am going to overload this site with fresh content, as soon as humanly possible.
As far as game(s) news goes, there are volumes to say here but I’ll keep it brief for now. I am working with more fine people than ever before; all the while, trying desperately to convince my ego that I need to get to work! Quite soon there should be many small to medium adventures for you to play and enjoy here. I’ll be revamping several unreleased games and outputting new ones at the same time. It’s a terribly hectic work pace for me but a necessary one. Please do stick around, it should be engaging if nothing else.
Going to swiftly upload my first two albums for purchase, as well as some older music for free download. My third album is destine for release on May 30th: at which point it will be available here.
More info soon,
3
Posted in General | No Comments »
May 10th, 2009
Working on setting up the site, but lo, it exists.
Exciting times,
3
Posted in General | No Comments »