What’s inside this episode:

  • A review of The Movies Superstar Edition by Feral Interaction. This baby’s got everything for the budding movie mogul. Just hop in and express your creativity.
    The Movies Superstar
  • Plus, a review of Thor by Freeverse. This slide-scroll platform game pits a goofy god Thor against giants, the goddess Hel, even a serpent. And Thor just keeps running and running and running and…
    Thor
  • Finally, a review of the Phantom Mansion: The Orange Library, the second episode in the Phantom Mansion series. No, Hector is still stuck in the Mansion. And Omaha is still waiting for more difficult puzzles.

Show Notes:

  • A great conversation with Peter Cohen of The Loop!
  • Peter and Omaha talk about Macworld Expo 2010, and the game scene, or lack thereof.
  • Peter is going to the GDC. Should you?

Music Notes:

  • Digital Droo featured music from Active Lancer by Freeverse; the Active Lancer soundtrack is available at CDBaby.
  • John Gatti featured music from El Ballo.
February 18, 2010 · Posted in Podcasts  
    

 

Part 2 of Gaming the IGF 2009. Includes an interview with Michael and Auriea of Tale of Tales, developers of The Graveyard, a finalist in the Innovation Category. Also, I interview Daniel Tabar of Data Realms, developer of Cortex Command, who won the Technical Excellence and Audience Awards at the IGF.

April 13, 2009 · Posted in GDC, Podcasts  
    

For some reason, I thought that the Independent Games Festival Awards Ceremony was last night, not Wednesday night. That’s what happens when one doesn’t attend the GDC, I guess. Anyway, kudos to everyone who entered the event, and especially to the winners. And major congratulations to the ones who won that have Mac clients! For your reading pleasure, the winners of the IGF 2009 (I bolded the ones with Mac clients or who would be bringing out Mac clients soon after the contest):

Seumas McNally Grand Prize ($30,000)
Blueberry Garden, by Erik Svedang

Innovation (Nuovo) Award ($2,500)
Between, by Jason Rohrer

Excellence in Visual Art ($2,500)
Machinarium, by Amanita Design

Excellence in Audio ($2,500)
BrainPipe, by Digital Eel

Technical Excellence ($2,500)
Cortex Command, by Data Realms

Excellence in Design ($2,500)
Musaic Box, by KranX Productions

Best Student Game ($2,500)
Tag: The Power of Paint, by DigiPen Institute of Technology

Audience Award ($2,500)
Cortex Command, by Data Realms

D2D Vision Award ($10,000)
Osmos, by Hemisphere Games

You can check out the interview with Jason Rohrer and Phosphorous of Digital Eel. I also did an interview with the guys who developed Tag for DIT’s podcast. The GDC got in the way of the rest, but I hope to have interviews with Data Realms, Amanita Design, and a few others shortly thereafter.

March 27, 2009 · Posted in Games, GDC  
    

Today there’s been a flurry of conversation regarding the iPhone in and around the GDC. Seems Apple’s little smartphone has come home to roost as the next big gaming platform, and not just of mobile games either. Some examples include a survey done by VentureBeat in time for their GamesBeat 2009 event set for tomorrow. Based on more than 160 responses coming from people registered to attend the event, 61 per cent voted that the iPhone would impact the industry the most — not surprising, given the rapid rise of Apple’s iPhone as a game platform. Among game platforms, they also saw the iPhone as having the most potential (74 percent), followed by social networks (64 percent), casual web-based (62 percent), and consoles (57 percent).

Better yet, Neil Young of ngmoco gave the keynote today, titled “Why the iPhone Just Changed Everything.” As 1up.com commented “After all, at no point in the past would hundreds of people have roused themselves from bed to attend a Monday morning speech about mobile games. Not in the U.S., anyway. Publishers have been trying and failing for years to achieve any sort of traction in the American mobile gaming market, and it’s only with the advent of Apple’s iPhone that U.S. gamers have started to take the prospect of gaming on a phone seriously.”

Think about it. Where else can you find fart-apps selling side-by-side with Metal Gear Solid?? Seriously, each and every developer has an equal chance of getting the publicity and the attention from iPhone gamers in the App Store. And frankly this enables small developers that actually have good ideas and good games to get the break they need.

But wait, there’s more! Apparently Nintendo is so paranoid about the App Store that, though their official line is “we have no intention of competing directly with the iPhone, iPod, or the App Store”, apparently according to some sources, at a sooper secrit Nintendo meeting, Nintendo is putting some plan in motion to encourage developers to develop “short-form content” for its new DSi handheld. They are encouraging developers to think about making shorter ‘applications’, both games and non-game. It should be very interesting to see what Satoru Iwata, President of Nintendo, says on Wednesday. He will be keynoting the GDC.

Lastly, it seems that Big Daddy may be scheduled for more than just the Mac soon. A question by an attendee made at the GDC to IG Fun CEO Sean Malatesta (who developed the mobile version of Bioshock) about the iPhone resulted in this comment: “Honestly, I can’t comment on BioShock on iPhone right now,” he told the audience. “It’s top secret.” Ooooh, boy! Are we talking Bioshock for the iPhone now??

March 23, 2009 · Posted in GDC, General  
    

 

I’ve uploaded a little while ago the first of the Gaming the IGF 2009 series, about Mac game finalists in the IGF 2009 competition. First up, Phosphoros of Digital Eel, whose game Brainpipe is a finalist in the Excellence in Audio award category, and Jason Rohrer, whose game Between is a finalist in the Innovation award category. Enjoy.

March 12, 2009 · Posted in Podcasts  
    

The Independent Games Festival organizers have launched the voting website for the Audience Award vote. Here you can vote for your favorite IGF 2009 game. The winner of the Audience Award will be awarded a $2,500 prize, part of the $50,000 total in prizes being given during the IGF Main and Student Competitions.

The Audience Award finalists that have Mac demos are: Brainpipe, Cortex Command, The Graveyard, and Between.

Finalists that intend to bring a Mac version but have no current demo are: Dyson and Osmos.

Games that are Flash-based and work on a Mac are: IncrediBots, Coil, and You Have To Burn The Rope.

All Audience Award finalists have qualified by being a Main Competition finalist and submitting a playable public demo of their game. This gives you an opportunity to download their game and try it out first before you vote.

March 2, 2009 · Posted in Contests, General  
    

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