Video games are ways to tell stories
Goaaaaal-go-goooooooooaaaal-own goal?! GOAAAAAL GO GO GOOOOOAL
Soccer could be fun to watch, y’know? This tool-assisted playaround proves it.
Terraria looks a lot more enthralling than Minecraft to me. Also, I am a cool dude who is not a nerd.
Cover Art of the Day: Team Meat was so impressed with Magic: The Gathering artist Dave Rapoza’s life-like rendering of their meaty protagonist that they comissioned him to draw the box art for the upcoming special edition PC release of Super Meat Boy, which is set to drop in January.
I haven’t been as compelled by a game since New Super Mario Bros. Wii, and I don’t know since when before that. Super Meat Boy is simple, funny, and flawlessly designed. It’s an exercise in not getting mad at myself.
(This picture is far from representative, so don’t let that distract you.)
I’m shocked this hadn’t been made until recently. Psychonauts is another excellent piece of art that explored some of the same concepts Inception did. I’m disappointed that I haven’t played it much further than the beginning.
Jason Rohrer, whose game Passage I wrote about before, is two weeks away from releasing his next work: Sleep Is Death. While his other works have been fairly simple to play and less open-ended in completion (but are both complex and open-ended in interpretation,) Sleep Is Death has no set completion and the potential for very complex constructions.
The idea is that one player is a story-teller and the other player is the protagonist of the story; each on separate computers. As the game is played, the story-teller builds the story and the protagonist moves on through it. If the protagonist does anything, it is the story-teller’s job to have the world around him respond to it. There’s a explanatory slideshow (produced from within the game) on the website which explains it a lot better than I can.
The idea behind it absolutely thrills me. I am pretty certain I will be purchasing a copy. At 9 dollars for two copies of the game, it’s a great deal. I’ve been fed stories my entire life, but I need practice creating them.
Read about it more at the website.
Plants vs. Zombies was just released for the iPhone. I don’t really know how fully functioning it is on the ubiquitous smartphone, but if the port is even 20% as good as the original version is, then it is worth whatever money PopCap is asking for it. I literally do not know a person who dislikes this game.
On the gameplay front, it is rewarding and complicated without ever being boring; it encourages strategy development and has an incredibly effective learning curve. Beyond the initial 50 stages, there is a plethora of minigames and puzzles to hold your interest. I would like to meet the person responsible for zombie bowling and shake his or her hand.
The art style is pitch-perfect for the game’s sense of humor, (zomboni, anyone?) and the music is catchy and ambient. Just look at the sunflower bop its little head! My heart, it rends.
If you’ve ever once purchased a fart noise maker or T-Pain simulation for your iPhone, you have no reason not to allow yourself to get lost in this wonderfully designed game.