This game was reviewed in conjunction with A Boy and His Blob. To see the comparative review click here.
instant death
Lucidity
Game released: 2009
Developer: LucasArts Workshop
Production: Commercial
Platforms: Windows
Price: $10.00
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A Boy and His Blob
Game released: 2009
Developer: WayForward Technologies
Production: Commercial
Platforms: Wii
Price: $30.00
Beacon
Game released: 2009
Developer: Chevy Ray Johnston
Production: Independent
Platforms: Windows
Price: FREE
Can one person make a game that is qualitatively better than many triple-A titles? How about if that person has forty-eight hours to do it in? How about if we force them to make this game around a certain theme, and we don’t give them that theme until just before they start work? And for good measure, let’s say they can’t use a single premade resource: no bringing in code, or graphics, or sounds of any kind. Sound impossible already?
Many of you may know about LD, and you see where I’m going with this. For the rest of you, there’s a game creation contest out there that has all the restrictions I’ve cited above. It’s called Ludum Dare, and it takes place every three to four months, with the last iteration (#15) having happened a few weeks ago. For Ludum Dare 15 the theme was “caverns,” and one man, Chevy Ray Johnston, won the contest with a game called Beacon, a game so nice it makes me giddy to play. Read more »
Canabalt
Game released: 2009
Developer: Adam Atomic
Production: Independent
Price: FREE
Canabalt is pure genius, and possibly the best Flash game I’ve ever had the pleasure to enjoy. It is a true single button game, in that you use a single button to play, period: there are a lot of “arrow keys + one button” games out there, but this isn’t one of them. You control a protagonist in an urban dystopia who is attempting to make “a daring escape.” From what we are not told, but if you observe the backdrop closely you can make an educated guess or two. The running happens without your input: all you need do is press “x” to jump from one building to another: offices to rooftop, rooftop to crane.
This game is a beautiful thing to watch, and my single complaint for its designers is the lack of a recording/replay option. The first thing you’ll notice here is the atmosphere: with a few shades of gray and some delicate pixel work Adam Atomic and Danny B have created the Blade Runner of Flash games. Academia has conditioned me to feel dirty for comparing a canon film to something made in Flash, but I’m not going to back down: considering its scope, context, and medium, Canabalt does what Blade Runner did for its own context and medium. It is a stark, atmospheric, posthuman platformer. Read more »
When Pigs Fly
Game released: 2009
Developer: Anna Anthropy
Production: Independent
Platforms: Browser
Price: FREE
When Pigs Fly is a devilishly hard little flash platformer of 50 screens. A poor little pink pig has fallen into a cavern while on her morning stroll, and to escape she “wills herself to grow a pair of big, feathery wings.” But can she learn to fly? That’s where you come in: the wings are fragile, and the barest graze of a stalactite can mean disaster.
WPF is a perfect example of a game that is more than the sum of its parts. It has a charm and likeability factor that just can’t be explained by analyzing the individual pieces that make it up. Ultimately, it is the handcrafted nature of the thing that won it over to my heart: the graphics aren’t stunning, but they are beautifully hand-rendered in retro style; the sound and music have a similar appeal, and you can feel Anthropy’s thoughtful hand on the levels. Perhaps the most amazing thing about the game is that overall it is a joyous experience, despite the fact that it is wretchedly hard! Games 100 times the scope of this little beauty could learn a lot from it.
Anchorhead
Game released: 1998
Developer: Michael Gentry
Production: Independent
Price: FREE
I’ve known about interactive fiction for a long time, but for some reason I just never played any IF games. I think I started one or two over the years, but puzzling controls and less than stellar writing quickly made me abort. At the time it seemed to me that IF was simply a remnant of the past: something that we had moved beyond with graphical adventures (I blush to admit that even in my childhood I would hold such a ridiculous notion as graphics > text). Well, more recently IF has kept popping up at places like Play This Thing and TIGSource, but I haven’t had time to look into them. Then I started reading Emily Short’s blog (highly recommended), and I decided that I would by golly play some interactive fiction. Where to start? Well, I found Short’s interactive storytelling must-play list, and decided to dive right in to the first IF title she mentions. And I am happy I did—despite my aversion to horror as a genre.
Anchorhead is a Lovecraftian horror story loosely based on the Cthulhu Mythos. It is a story that starts out as light and easy as a summer’s day, and ends embroiled in layers of fantastical horror, with the universe turning inside-out and upside-down. It is very well-written, highly enjoyable, and quite intricate; its puzzles never seem very contrived, and when you finally come away from the game it leaves you feeling like you’ve spent a lifetime in another place—like one of those impossibly long dreams you sometimes have in the span of a few hours, but more lucid, more memorable. Read more »