NEW from VIDEO Magazine, arising out of its popular "Arcade Alley" column, it's
ELECTRONIC GAMES Magazine!
(page of PDF links) Brought to you by editors Frank Laney Jr. and
Bill Kunkel, and filled with all the latest news on programmable home console games, computer games (with special coverage for the new ATARI 800 system), stand-alone electronic devices and arcade gaming.
[more inside]
posted by JHarris
on Feb 7, 2013 -
37 comments
The Most Dangerous Gamer The Atlantic profiles game developer Jon Blow, most famous for creating the acclaimed and philosophical
Braid, now working on "puzzle-exploration" game
The Witness.
Blow aims to make The Witness a groundbreaking piece of interactive art—a sort of Citizen Kane of video games...“Things are pared down to the basic acts of movement and observation until those senses become refined,” he told me. “The further you go into the game, the more it’s not even about the thinking mind anymore—it becomes about the intuitive mind.” (
previously,
previously)
posted by shivohum
on Apr 11, 2012 -
74 comments
??? WHAT IS KUSOGE ??? From the Japanese for "shit",
kuso, and "game." They're relentlessly terrible video games that in some cases have attracted a following because of their awfulness. Here are some of the most commonly recognized examples:
[more inside]
posted by JHarris
on Dec 31, 2011 -
30 comments
Here is a video playthrough of The Legend of Zelda without a sword. It is possible to get right up to the last boss without one, although it requires knowing a
lot of tricks. That is exactly what mev1978 does in his playthrough, without dying. And then he does it again in the second quest.
First quest (1:61:31) -
Second quest (1:13:18)
[more inside]
posted by JHarris
on Dec 26, 2011 -
33 comments
Trash cans, landfills, and incinerators. Erasure, deletion, and obsolescence. These words could describe what has happened to the various building blocks of the video game industry in countries around the world. These building blocks consist of video game source code, the actual computer hardware used to create a particular video game, level layout diagrams, character designs, production documents, marketing material, and more.
These are just some elements of game creation that are gone -- never to be seen again. These elements make up the home console, handheld, PC and arcade games we've played. The only remnant of a particular game may be its name, or its final published version, since the possibility exists that no other physical copy of its creation remains.
As a community of video game developers, publishers, and players, we must begin asking ourselves some difficult but inevitable questions. Some believe there is no point in preserving a video game, arguing that games are short-term entertainment, while others disagree with this statement entirely, believing the industry is in a preservation crisis.
Where Games Go To Sleep: The Game Preservation Crisis [more inside]
posted by timshel
on Feb 9, 2011 -
44 comments
Happy Birthday, MeFi, here's a fun free* game!
Ikariam is sort of like a Skyrates version of Civ, with the real-time MMO combat and diplomacy that might bring to mind. Also, it's set in Olympian Greece, but only kind-of. Enjoy!
*Batteries not included. Some registration required. Suggested age: 8-and-up. Some implied violence and consumption of alcohol (wine). Expansion materials may be purchased but are not necessary to enjoy the game and are, by the judgment of this MFGA (MetaFilter Gaming Authority) member: "some kind of bullshit."
posted by Navelgazer
on Jul 14, 2008 -
20 comments
SMW - The complete soundtrack to Super Mario World, covered by one man using dozens of instruments. Roughly in game order, faithful to the originals, with some bizarre artistic license thrown around. A private hobby made public. Dedicated to Koji Kondo.
posted by Pretty_Generic
on Aug 13, 2005 -
20 comments
"
In the game, the player plays the role of a character called The Postal Dude. He lives in a town where there are all kinds of people, white, black, skinny, fat, straight and gay. You can play the game in a passive role without killing anyone," Desi said.
"We are not political," he added.
posted by donkeyschlong
on Jan 23, 2003 -
17 comments
Robotron: 2084. Presented is an interview with the creator of the fantastic game from the mid 80s; regarding the design of enemies in the game, he has this to say: "Some of the most interesting and deadly aspects of the enemies were bugs caused by improperly terminated boundary conditions in the algorithms. Often these bugs produced behavior far more interesting and psychotic then anything I conceived of." There are many more interviews of classic game authors in the book which is the source for this interview, James Hague's
Halcyon Days. (Link thanks to
Glish.)
posted by moz
on Aug 2, 2002 -
32 comments