Showing posts with label Art. Show all posts
Showing posts with label Art. Show all posts

Saturday, September 20, 2014

I Give Up

This is the best and most repeated word/phrase/sound/thing you'll encounter in this MAGS September entry by Emont. I caught myself grinning whenever it played or appeared in my screen, or both. 
The entry is a very simple game, called Man Giving Up. 

And it's all about that. Perhaps a philosophical approach to our everyday's loserism, or just a funny game. Your call. I do have to say there's not much to it, apparently, but the music and sound effects are a high point. The game is quite polished itself, but the sound effects and the music composed for this game are 100% spot on.

So without further ado I present: 

MAN GIVING UP

 

How many times can YOU give up?

Choose from a variety of colourful settings and see how far you can go. You might just surprise yourself. You might find the power was inside yourself all along. Welcome to the world of MAN GIVING UP.



FEATURES:

* Multiple locations
* Complete music soundtrack
* Sounds
* Colours
* Pointing
* Clicking

Thursday, April 17, 2014

Take it like a man or perhaps ...?

With recent reactions over an article over at Rock Paper Shotgun concerning Moebius, I've fallen into my thoughts again, wondering where does criticism and personal views on the matter stop being useful and instead form or affect a general view that's inaccurate, subjective and hurtful to a product and the people affiliated in any way with it?

There's more to videogames than just playing
Sometimes we find ourselves enjoying the way we construct a sentence or reference our personal interests in subtle ways, and we convert people's reactions to our particular way of writing to a graphical/comical idea of it. Slowly, gradually moving towards that direction, hoping subconsciously to re-trigger the same reactions, we've grown addicted to. At the same time, we fail to grasp the concept of a joke being overused, and we see the newcomers reaction as acceptance. In the end, a failure to realize the importance of providing your opinion/thoughts in such ways that it's helpful to others is ever-present.

Of course someone should not butcher his thoughts censoring them in such way that they reflect political correctness, but he should definitely understand the importance of his work. And let's take what I did into account as an example.



Some days ago I stated that I found PISS lacking a hook, and that very issue, had been troubling me from finishing the game. The fact that I was deemed unable to run a complete playthrough of that game, also made me decide to avoid writing a review about it - I just felt the need to explain the reasons behind my slacking. Haven't we all tried something and found it hard to get into, then actually do a proper effort to grasp the concept, ultimately wondering how we felt unable to see the genius at first?Personally I strive to give everything a proper chance to win me, and my thoughts on PISS are ONLY focusing on what was troubling me to get there.

Videogames as a form of entertainment, also occasionally attributed artistic values, is haunted by the subjective rule. What is that you ask? Well, simply put, beauty is in the eye of the beholder. It's imperative therefore to allow everyone to appreciate what we cannot, overcoming the obstacles that we faced - obstacles that rendered the product unpleasant for us, and ideal for those who appreciate differently.

Wednesday, April 13, 2011

Gutter Comfort: How Snakes of Avalon became the flawed hero of indie games

Dear reader,
I won't presume your reaction to these accusations, but I remain presumptuous in making them. You're an indie game fan, of course - but it's even more likely that you're one of a few hundred folks who considers yourself an indie developer. You make games, right? That's my best guess. Here's why that's worth remarking on, before we even talk about Snakes of Avalon: we have to agree on our shared context. INDIE GAMING's most salient grounding points are rooted in the notion that compromises in quality are necessary, because hey - You're on a budget (if you even have a budget) and you can't afford to rent a warehouse, let alone stock and staff it with expert light riggers, composite engineers, or a legal team. But, still, you somehow persist. The potential contribution of your Indie Game is greater than that of those so-called “AAA” games, which are inseparably bound to test audience consensus, board meeting red tape, and aggressive, ROI-minded streamlining. Your game would get watered down pretty fast in that world, and the bracing impact would be lost.

To them, your game wouldn't be worth making. To them, "indie games" are just a double-standard that grants freedoms and permits poor craftsmanship. But, still, you somehow persist. Because your story couldn't be told any other way. Because the greatest symphonies and poetry and novels and paintings weren't accomplished through market research and endured no sub-committees worth remembering - our great cultural inheritance is studded with masterpieces typically made by single individuals barfing their smelly guts out in either high-tone bravura or gritty greyscale, shown to anyone who will look. Now, to be worthy of this artistic inheritance and to make your contribution, you must persist without compromise. Indie Games are small, defiant stories told to anyone who will listen.

Snakes of Avalon is, in fact, a small defiant story told to anyone who will listen. We watch the storyteller barf his smelly guts out in the lowest of slapstick pathetia, but we're compelled by him. He's eager to glimpse the true, silently rumbling pulse of all meaning, but is interceded by his bouncing full bladder while respectable strangers look away with shame. Our protagonist is a failed man, once capable of greatness, who drowns his guilty blinking sorrow in a dive bar full of strangers. The more he drinks, the more he forgets, and it becomes easier for him to smile and for us to laugh along. Not a space marine or sexy gun-toting hero, but a drunken citizen, tearfully trying to remember a once shining truth and finding only watery beer - what can we do but laugh along as he stumbles. He's talking to a mounted fish, now! But still, he somehow persists.

If you've never been drunk and if you've never been a failure, Snakes probably isn't for you, indie developer. (Of course, that's no compliment to either this game or drinking. Or failing. Although I do recommend all three.) Because if you're going to create art, there are stern lessons to be found in this game - and though the vibrant punchlines are told boldly, they reveal the embarrassingly common thread of our ultimate ineptitude in the face of that true, silently rumbling pulse of all meaning. So, unless you've been a drunken failure at least once, you won't get the inside jokes. Also, get off the internet and work on your game, you unsoiled teetotaler. You've got a failure to finish.

Regarding the indie game double-standard I mentioned before, the game's creators Igor Hardy & Alex van der Wijst are getting by on charm. The main reason to play this game, the main reason to play any game, is for the story - which, in the case of Snakes, is as finely conceived and well-told as any other game I've played in years. The screenplay accomplishes its goals with warbling flourish - to further elaborate would necessitate the dissection of dialogue from character. Is that what video game reviews do? Or is it only done when the reviewer doesn't enjoy the game? Either way, if the writing IS the character who IS the art, then our gameplay experience is derived wholly from the blurry sensations of our melodramatic drunk; his ability to witness his immediate surroundings, his inability to do so, his desire to escape them, and his urgency to remember the greater truth of How did I get here, after all?

That being said, and as a small footnote to all of this, I should admit to being kind of curious about what these authors could make with a team of artists and animators? The "talking" animations were charming and, visually, Snakes is cohesive and self-reliant, but here's the deal. Double standard or no, developers (like yourself) are always at risk of losing the respect of their audience. Even though Hardy & van der Wijst have waltzed a wavy and deliberate line into risky stylistic territory, I can't help but feel that it's the finer production aspects that might prevent a wider audience from appreciating their great story. Voice acting is limited only to the cutscenes, and the recording quality of the spoken dialogue introduces those same old questions about developer resources and indie games and blah blah blah. The beneficial double-standard begins to deteriorate.

But, what if they had money to hire voice actors and a sound engineer... Or a team of animators? Or a 3D modeling engine? Who knows to what great heights this game might climb? Or yours! Just imagine how great your contribution could be, if only we lived in a world where profoundly written indie games have the staffs and budgets of those laser-sharp FPS cinemagasms that cost seventy five bucks to play. But it's only a dream, and one not worth sharing. I think we all know that it's better this way, and the joy of playing a game like Snakes of Avalon (or others like it) is that we're privileged to witness the creative process on its own terms. To play an independent game is to watch artists persist. In rare cases like this one, we get the chance to witness art being made. (I'd advise you to play worse games if you don't understand the difference.)

So, I propose we all drink a toast to Igor, Alex, and their man, Jack. Here's to cutting your own ragged path toward the truth. A toast to our shared circumstance - a huge, world-wide dive bar where indie developers like you and me can whisper our small, defiant stories and people will listen, all persisting into a night full of puns and sorrow, free drinks and infinite continues.

Richard Hofmeier is closest to glimpsing the unspeakable truth when speaking puns to empty streets at night. You can contact him through his website: richardhofmeier.com

Tuesday, October 6, 2009

Interview Part 4: Ben304



Nevermind the badly drawn screenshots!!

The man behind quite a few cool games this year (and we ain't done yet believe me, is now the fourth horseman of the Apocalypse(s). Yes, indeed its THE BEN 30FUR. Also known as Ben304. The guy is definitely wanting the award for short game, for he'll probably have all nominations as well.

1)Do you have a favorite AGS game?Or a non AGS game?

I have a lot of favorite AGS games. Favorite overall would probably be Reactor 09, favorite recent game would have to be Death Wore Endless Feathers. As for non AGS games, I have a ton of games I'd like to talk about, but instead of doing that and being boring I will only mention Planescape: Torment, which I only got around to finishing last year. Torment was a game that repeatedly surprised and impressed me, and really showed me that games have the potential to be a lot more interesting than they often are.

2)What's with the short games? ManBoy Vs Doctor Shock, Shoot!, Annie Android, Shifter's Box, Heed, Awakener, and probably another coming up while I ask this..

As I tell everyone when they ask this, I like short games. I consider myself very much a learner when it comes to making games, and I discover new things all the time! I consider all these games that I have made to be sketches - rough concepts or drafts of games, if you will. In order to make longer length games that I am actually satisfied with, I want to try out all these crazy ideas that I have in my head. Shorter length games allow me to test the waters, and see what works and what doesn't. It's also the reason that I don't make sequels.
3)When you first started posting artwork from a game you were working, we were all captured and excited about it. Yeah, its the "Where is Lode?" question. So where is it Ben?

Lode is on my hard drive, and hasn't been touched for ages. I do plan to release it eventually, however it had gotten to the point where I didn't enjoy working on it anymore - and when you're not enjoying your hobby, it isn't much of a hobby. Working on Lode was a fantastic learning experience for me, and I really benefited from working on it, however as a game I didn't think it was very fun, so I decided to leave it for a while and come back to it when I had a better grasp of gameplay design. And it isn't like I haven't given you other games to play while you wait!
4)You seem to have a standard team for most of your games(mostly Kaputtnik and his brother), does that affect the quality of them? And how flexible is that team?

I enjoy working with Sebastian. He has a passion for games and always tries experimenting with new ideas with each project we tackle - something which I feel is quite important. And his tunes capture the moods I try to fit into my games! He also is always suggesting things with regards to game design that I should focus on, and when I'm not being stubborn and try them out I realize he has some darn good ideas. David is someone I've only worked with a little bit, but he has that crazy Pfaller flair I've come to look for in sounds and music, and he's a swell guy as well. As for flexibility - I've never had a reason to look for anyone else to help me out, as they've been more than willing to tackle whatever I've thrown at them.

5)Long time ago, you complained on your blog, that you couldn't complete any games, now you're all into short game-making. What changed?

We all have ups and downs(edit: shhh!!!). I was disappointed at how little I got done last year, and going into this year I tried to approach it with a positive outlook and encourage myself to be productive and motivated. Game making has become my number one hobby, and I really enjoy doing it, even though I have slumps where I'm not interested in it at all. I've also been fortunate enough to have a lot of people say very nice things about my games, and if that doesn't encourage one to try harder and make even more and even better games, nothing will.
6)Are you planning on going on a ..medium length game?

I am in the process of building a longer game as we speak - and have been for a couple of months now. However, I very much consider this a long term project and I do not want to rush it and release a flawed game, so I am taking my time with it, and trying to get everything just right. This also means I will continue to work on other short projects while I am building it.
7)Which one (if any) of your games, you consider as your pride?
That's an extremely hard question to answer... and I guess I'd have to say all of them and yet none of them. Every game I make is built for a different reason, and try new things, so in a sense I love them all for the new things I learnt creating them. On the other hand, I always look back at a game and think "I could have done this so much better", so I guess you can say that I feel I have yet to reach my potential. If I have to pick one, I'd probably have to say Shifter's Box - Outside In, even though in a sense I wish I could go back in time and do it with the graphics that I produce now.
8)You don't quite attract any attention with topics on the games you're making, so I have to ask, any game you're currently working on? And care to tell us (or even show us)?

I am currently working on three projects (as well as ShattenReyze) - the long term one I mentioned earlier and two shorter ones that are more experiments than anything else, so whether I pursue them to completion remains an uncertainty. All three are science fiction stories, and the two shorter ones are a lot less lighthearted than my science fiction stories in the past, so they're really something new for me as a storyteller. As for showing you, you may have a screenshot of each (whether you choose to show all or one is up to you) - but bear in mind that all of the graphics here are still unfinished and will be polished further before any of the projects sees the light of day.

Monday, July 6, 2009

Wadjet Eye for the fan art guy

Well, if you like drawing pictures of Dave Gilbert's games, then send them to Mr G and you may win his new fan art competition.

Wednesday, April 8, 2009

Loominous expectorum victoria!!!

Well, it appears that Loominous (Enc.Knowledge: Marcus Kruppa, widely known as the man that composed the theme for Legend of Leitor's Edge) has done it again. As far as it seems at least. With a theme of microcosm on the current background blitz contest, we're back at praising his skills.

Friday, March 27, 2009

Small characters, big personalities


Whether this gets chosen as the new AGS site banner or not, ProgZMax has created a work of art!

Bet you wish your GIF import was hot like this

SpacePaw has written an AGS Editor plugin that makes importing complex GIF animations a doddle. It imports sprites and creates a view and uses the GIF's timing information, too. You can read all about it on the Tech forum thread.

Friday, March 13, 2009


Loominous used his unfair advantage of awesome skillz to win the "Undead" Sprite Jam with the picture above.

Wednesday, March 11, 2009

Putting things into perspective

Perspective tutorial animation
Over in the forums' Critics Lounge, SpacePirateCaine has posted this very good little animation on how to do single-point perspective (which so many newbies get wrong). Thanks, ye scurvy sea dog!

Wednesday, January 21, 2009

Give me your poor, your walkcycles, your animations

Over in the competitions and activities forum, I've done an appeal for art, sound, dialogue and other assets for the AGS Awards Ceremony 2008 game. Please read it and send me your CHA files, animated GIFs, backgrounds, etc. for the awards game!

Thursday, November 27, 2008

Dualnames View on what's New

Le Woltaire Strikes Back:
A Second Face-Eye of Geltz:


This was dead for a while, but from the man that has one of the five games that have a 5 blue cup rating, you can't expect less. Quality needs time. This is definetely something that I'm waiting for. The graphics are outstanding for an indie game, the plot is definetely worth(at least I can imagine it as so), and well, this game has style.




Empty Mind just go totally empty..:

Well, as I was about to make a short review on this, checking it out, for some reason, unknown, to me and probably the most of the community, Nergal has deleted the game. I do however hope that this will be back soon. Concerning to Nergal's previous games, I'm sure this one can't fail.


Ace Quest: the world is not big enough..literally:



Ace Quest:

Well, it appears that one of the most favorite AGS games of all times, is about to get resurrected. Or at least we can hope for it. Originally created by MillsJRoss , who still is going to work on it(at least I hope so), the game's audience bothered to dive in and post . Progz even drew the wonderful fan picture; a parody to James Bond. I suggest you go and check out the game and MillsJRoss's website.




MAGS News:

Well, I praised Buckethead's entry. But then I saw Cheerios(yep, like the cereals) entry, who only joined the forums to post his game and enter the MAGS. That's definetely one thing to consider. Anyway, to his entry; I find Man VS Fish very cute and charming, as you play from the view of the man and the fish changing at your own will. Seems like a solid idea, and definitely got me.


Visit the MAGS site and pick your favorite one(2 entries so far).


Local Celebrity Enters Competition:

Well, it appears that Thomas Regin has entered the AGS Music Competition, check his entry here.

He recently achieved an honorary mention award for his song "Take Me Home" in one of the world's largest songwriting contests, Unisong. Surprisingly that's the music he posted at the competition..

Things to Check Out:

Ghost's deviant art page. One of my favourites. There's a Ulysses deviation. WOOW. Ghost seems to be a likeable folk everywhere he goes, regarding the comments he got. Carry on.

So let's have a look at what competitions are running at this point at the AGS forums:

Competitions on the Fly:
MAGS:

Buckethead posted a wonderful entry on this one, and as far as you can read from the topic it seems that it's probably the only legitimate entry.

Musical feud! - 18/11/08 -- 02/12/08 - Threeway:

Well, this is an entry I'm trying to enter, but I probably won't. You can select from three ways(Threeway), either a pop song, a detective theme or a mexican song. So far Funkmast and DKH have posted and they both selected the 2nd theme. And Thomas Regin has also posted..it's getting popular.

Sprite Jam-Seasons:

Theme: Pick a season, make a usable sprite personification of the season, and have fun with it! Could be a man, could be a beast, could be...I don't know. You think of something.

Ghost has my favorite entry so far, but Ben surely made me laugh,pslim also posted a very good looking sprite. There seems to be an argument about Sylvr's entry

Photoshop & Friends:

Go and see Progz entry, it feels like he actually drew it, but he didn't.
Abstauber added a totally gross entry. Eww.

Colouring Ball And Blitz have no entries, hope they get some.

Oh almost forgot, abstauber's hosted the animation competition(one entry so far)

Small Foreword:

We've yet to work the final details, but we've agreed that as a slave must do, according to global slave rules, I'm obliged to post frequently, so that the followers and believers of the Ol'Mighty Super Scottish Hero, get their fun.

Wednesday, October 29, 2008

Competition Commision

So, voting is open in the "Under the Earth" background blitz and there's a good selection to choose from.

You can also draw CJ in the Sprite Jam Halloween edition. Spooky!

And a new Tune Contest with the theme of metamorphosis has begun. Get composing!

Monday, October 20, 2008

The Light Fantastic


Well, Ben has another wee graphics tutorial up on his blog, giving some info on how one can do reflective highlights of the surrounding environment.

Tuesday, October 7, 2008

Inky

I was just looking again at Inkoddi's awesome flash animation page and just felt I had to link to it in case any poor souls out there hadn't had the joyful experience of viewing them.

Tomato Sketchup

Ben304 has just put up a sketching tutorial on his blog. Go and learn how to sketch a zombie!