cronjob ·
December 31, 2010
· Filed under Ephemera
- Eva and Franco Mattes – ‘My Generation’
When and how did I miss this? I was peeking at performance artists Eva and Franco Mattes’s website—to see if they had any other insights about Second Life to go along with their 2006 "avatar portraits"—when suddenly I am instead watching this video of people playing games and having minor meltdowns.
It isn’t even slightly funny. I had to pause and leave the computer several times. Probably NSFW.
Edit at the 8:27 mark: Aha, I knew it. They included Angry German Kid, which is sad, because it was a hoax meant to be thoughtful and funny, and now the kid wishes he’d never taped himself.
Maybe some of these clips are staged, too, but oh my god they can’t all be.
- Cracked – 7 Viral Videos You Didn’t Know Were Staged (and How They Did It)
Angry German Kid: the Depressing Truth
- Eurogamer – Games of 2010: Robot Unicorn Attack
Hysterical, but also, correct. (via @leighalexander)
- Boing Boing – NimbleStrong: the iPhone bartending-manga game
So what you’re saying is, it’s Cooking Mama for Apple-head alcoholics? Sold.
- CNN.com – The 10 biggest tech ‘fails’ of 2010
Eat it, 3-D television! Stuff it in your stocking, Digg!
- Wired Magazine – Wake Up, Geek Culture. Time to Die
King nerd Patton Oswalt is sick of you kids.
- 11 Points – 11 Best Nude Moments in Old School Nintendo Games
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Jenn Frank ·
December 27, 2010
· Filed under Politics

Earlier this month, the Wikileaks Stories project invited independent game developers to turn leaked documents into playable computer games (c.f. Storytelling 2.0: Exploring the news game).
And now for the first complete game submission! Leaky World: a Playable Theory is, its developers explain, an interactive illustration of Julian Assange’s 2006 essay “Conspiracy as Governance.”
As a demonstration, Leaky World conveys how information travels among nations, but also how too much centralization (imperialism?) permits these informational “leaks.” And because uncontrolled leaks will eventually result in radicalized dissent from the unwashed masses, the leaked headlines must be squelched as fast as possible by severing diplomatic ties between nations. I think? Is that what is going on?
As a game, Leaky World is high-speed connect-the-dots. Aesthetically it resembles an Introversion game, probably because of the world map and the metaphors and all the stress.
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cronjob ·
December 27, 2010
· Filed under Linksplosions
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Kevin Bunch ·
Jenn Frank ·
December 25, 2010
· Filed under Features, Reviews
Kevin and I wrote this end-of-decade wrap-up last Christmas, and even as we neared the piece’s natural end, we couldn’t stop adding to our joint Google Doc. Maybe our selections are obvious and not inventive, and probably we are blowhards who like the sound of our own writing, but here is the whole unwieldy mess, not even in its entirety, as it has appeared in my draft box since 01/01/2010. Blah, blah, blah. —ed.
When Jenn asked me if I’d assist in compiling this list, I was pretty excited! Ten years of games! I thought. Why, I have quite a few favorites in that lengthy time period I could mention.
Of course, narrowing it down is no easy feat. In terms of gameplay, video games haven’t exactly taken the huge technological leap the way they have in decades past, and graphically, the only real change is in visual detail. Nonetheless, this decade heralded the advent of downloading games and the return of in-console saving. Some games introduced these fresh innovative ideas; other games didn’t necessarily bring anything new to the table, but did what they did extremely well.
I’m not saying I played all the AAA titles and underground hits—I have eclectic gaming tastes, a low budget, and a proclivity for gaming mostly with other friends—but that has not stopped me from proselytizing the multiplayer goodness of Powerstone 2 or wild system-pushing 2600 homebrews like Adventure II to anyone unfortunate enough to get me started on the subject.
So here are some top picks from the gaming experiences of both Jenn and myself from the past 10 years, and hey, maybe you’ll find something interesting to check out! —Kevin B.
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cronjob ·
December 25, 2010
· Filed under Linksplosions
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cronjob ·
December 24, 2010
· Filed under Linksplosions
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Jenn Frank ·
December 23, 2010
· Filed under Design philosophy, Features
Now that the IGF’s Nuovo Award Finalists have been announced, I hope it’s safe for me to post my impressions of another strong contender, Loop Raccord.

In Loop Raccord, the player is tasked with finding just the right spot in an animated gif, splicing it there, and then reversing the footage so that it creates an infinite loop.
In any given stage, videos are arranged in a grid, 12 at a time, everything moving and bobbing and jumping all at once. Its no-frills presentation is jarringly ugly. It’s a YTMND migraine. It isn’t even fun. And I couldn’t stop playing it. Oh, my god, I came back to it again and again.
And I was horrified, too, because I knew that clearing all these stages was pointless: the game was developed according to the Experimental Gameplay Project’s Neverending theme. Loop Raccord’s visual cacophony is endless. I knew I was headed nowhere! And yet I was completely arrested.
What should video games do? Often we—I am lumping myself in with critics and reviewers, but game-makers say this, too—tell designers to ‘engage the player,’ without considering what we’re really saying. What does that even mean, to ‘engage’ someone?
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Jenn Frank ·
December 23, 2010
· Filed under Design philosophy, Features, Reviews
I have a Mystery House ROM for my Apple II emulator, and I’m going to be truthful, Mr. Jake Elliott: your A House in California did not exactly resemble it as advertised.

Oh, sure, A House in California, recently named a nominee for the IGF’s coveted Nuovo Award, is all stark white flixels against a black backdrop, in the style of some early 1980s graphic adventure game. It is point-and-click interactive fiction, terribly sparse, with all possible parser commands weighting the bottom of the screen.
But the commands are strange—“Remember”? “Forget”? “Befriend”?—and sometimes, depending on what I accomplish in the game, the commands change. That is disturbing. But also, inexplicably satisfying, to see that I am somehow changing things with my actions?
I now totally get why House in California was included in this year’s Learn to Play gallery exhibit: the game uses a lot of “dream logic” and “guess-what-the-designer-wants-you-to-do,” and as you explore and progress, you find yourself making real sense of the game’s mediations. Like other good games that toy with their chosen genres, this game demands that the player learn its secret language.
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Jenn Frank ·
December 23, 2010
· Filed under Ephemera
Every metropolis on Spaceship Earth is stacked with motion graphics firms jockeying to make the very best Gatorade ad, it’s true, and a lot of innovation and artistry get lost in the whir of business gears.
But every December, all the motion graphicians invariably put on their Santa hats, check their client lists, and send out the absolute cleverest Christmas cards and merry-miXmas CDs, made to impress. And suddenly, Behance and Motionographer are thick with seasonal ingenuity. Like this thing!
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cronjob ·
December 22, 2010
· Filed under Linksplosions

- Panic Goods – 1982
Still trying to decide whether to spend all that money on Coda. I don’t know. Will I use it? Maybe I should just upgrade my copies of Transmit and Candybar.
Wait. What’s this? Oh, my god. The 4-pack of Transmit software "for Atari 2600" is on sale for US$9 (original price: $29), while the Retro-styled art print set is $15 (from $49). I’m actually a little bit depressed! Well, I guess I’ll buy those instead.
- Uvula
Keita Takahashi’s bilingual posterous blog (via Panic).
- Panic Blog – Keita Takahashi Visits Panic
Keita Takahashi finally visits Panic, the makers of his Katamari Damacy T-shirts! So cool! (I saw this post by accident. I was really trying to decide whether to spend the money on Coda. $99? I don’t know, you guys.)
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Jenn Frank ·
December 21, 2010
· Filed under Design philosophy

(I have a weakness for Russian villains.)
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Jenn Frank ·
December 21, 2010
· Filed under Ephemera

22-year-old artist Ian Anderson whipped up these nifty little gift tags, featuring pixel animals and seasonal goodwill. (I like the tiny walleyed kitten—it somehow reminds me of Mochi the Dog.)
With the right pea-green paper in your printer, these might dress up your Christmas presents very nicely.
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Jenn Frank ·
December 21, 2010
· Filed under Ephemera

That gleaming lunar landscape is my trusty MacBook workhorse, but also my primary Game Center. So of course I splurged (US$35) on Retro Thing’s Clear Classic USB joystick, available now in both blue and red (but the cool kids are all about blue). The controller’s chassis, sturdy, crystal-clear plastic in the original 2600 joystick’s likeness, is illuminated by a single LED.
I am anti-emulation—I play all my Atari cartridges on a girthy CRT television, thanks—but the joystick integrates with Stella software seamlessly, no re-mapping required. And as emulation goes, this as good as it gets. The stick itself has that apt resistance that feels authentically Atari, yet its diagonal movement is an improvement on the classic joystick’s, making Mountain King a much happier experience. Still, this ain’t no d-pad: homebrew twitch-titles like Lead are best with the keyboard’s arrow keys.
Retro Thing—yeah, the blog! I know, right?—has manufactured just 1000 of these babies for the holiday season. I ordered mine through Amazon
(painless; free shipping), and it arrived in only a couple of days. Legacy have done a great job with the joystick’s design: it feels sure and true, and it won’t crumple under aggressive play. Really nice.
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Jenn Frank ·
December 16, 2010
· Filed under Vinyl and Plush
Ten months since the debut of his Mario Mech (which I blogged about at GameSetWatch, here), Donald Kennedy unveils its sequel, the Yoshi Mech.

Maybe the Best Thing about this particular customization is the robot’s flip-top snout, revealing Yoshi’s inner workings—the command center along the back wall was reappropriated from a Playmobil police station, Donald writes, while Little Yoshi’s laptop-console was ganked from a LEGO set.
“I can’t wait to do another,” Donald writes. “I think Luigi may be next.”
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cronjob ·
December 15, 2010
· Filed under Linksplosions
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