<![CDATA[Kotaku: Indie Games]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Indie Games]]> http://kotaku.com/tag/indie games http://kotaku.com/tag/indie games <![CDATA[ Saturday Timewaster: Pandemic 2 ]]> Ever wanted to decimate the world's population or see if you could develop a super-bug that would leave the globe in utter pandemonium? If the answer is yes, browser-based Pandemic 2 is your game; even if the answer is 'uh, no,' it's an interesting way to while away some time. Watch as your customized disease of choice is let loose on the world, then use your 'evolution points' to mutate the perfect delivery method for a global pandemic — the goal is to have a trail of devastation (and bodies) left in your wake. There are two different modes, 'realistic' and 'relaxed,' so if you're not sure you're ready for a realistic onslaught, you can try your hand with the easier mode.

Pandemic 2 [CrazyMonkeyGames via IndieGames]

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Sat, 19 Jul 2008 14:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5026998&view=rss&microfeed=true
<![CDATA[ XBLA's Delisting Policy? Developers' Perspective ]]>

GamerBytes, the new blog in the Game Developer/Gamasutra/GameSetWatch line up, chatted with some developers to get their opinions on the XBLA delisting issue. The little three parter is a nice look at a couple of view points. Unsurprisingly, opinions are mixed — some are staunchly opposed, while some (like the cofounder of Merscom, Buku Sudoku developer) think it's a fabulous idea:

I support this policy. I think it is important to maintain a consistent level of quality and if a game is not hitting these targets (which are not that rigorous) they aren't giving the gamer a good experience ....

I always believe in quality over quantity and I think the Microsoft policy is a good move in this direction. I understand how some developers feel they might end up wasting their effort, but I think if they make a REAL effort these hurdles should be a piece of cake.

Of course, there are some excellent points made against the plan — like the fact that even "low" revenues can mean a lot to small indie developers — but we'll see how this all shakes out in the wash.

XBLA Delisting - Developer Response (parts 1, 2, and 3) [GamerBytes]

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Sat, 14 Jun 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5016492&view=rss&microfeed=true
<![CDATA[ Industry Vet Turns To Social Networks With Caffeinated Games ]]> Another game industry vet has set his eye into social networking to support indie development. Greg Chudecke, who was lead tools designer at Zipper Interactive (SOCOM) and worked on Atari's Backyard Skateboarding and Black Label Games' Fellowship of the Ring title announced he's struck out on his own, founding an indie game company and social network.

The company's called Caffeinated Games, and its goal, said Chudecke, is to create AAA-level titles that have an online community around them. Part of the challenge for both indie and commercial developers in creating concepts and marketing their games is that it's so hard to guess what the audience wants or will like - and indie devs have fewer resources for focus testing than the big guns.

Because of that, coming up with games can be very financially risky, and so lately lots of savvy industry vets have been looking at ways they can use social networks to connect with gamers, let them try out ideas and test responses in order to better gauge what people will like and whether it will sell.

You may remember just a few weeks back we spoke to Threewave's Dan Irish, who was launching a similar strategy using Facebook. Caffeinated Games' full announcement post-jump.

SOCOM and Lord of the Rings Veteran Founds Indie Game Company and Social Networking
Site Caffeinated Games.

Randle, WA
– June 11, 2008 - Announcing the founding of Caffeinated Games

(www.caffeinatedgames.com) an independent game company and social network focused on
the creation of original AAA games. It is founded by the former Lead Tools Engineer of Zipper
Interactive (SOCOM fame) Greg Chudecke who prior to Zipper worked on Backyard
Skateboarding (Atari) and Lord of the Rings: The Fellowship of the Ring (Black Label
Games).
Caffeinated Games Social Network allows gamers to connect directly with the creators and
create a community around the games.
"When you read postmortems about failed indie game companies you often run across a
common thread, either the publisher didn't understand the concept or didn't market the game.
We at Caffeinated Games recognize publishers have to guess what games people will buy so
it is often hard for them to sign off on new ideas. Also if your game doesn't fit into a specific
genera they may have a hard time marketing the game. Our approach to overcome this is to
make the games we want to play and then pitch those games directly to the gamers. Cut out
the middle man if you will. The gamers after all are the ones who ultimately make your game
a success."
Caffeinated Games is set to Announce their first title next week.
For more information please visit www.caffeinatedgames.com.

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Thu, 12 Jun 2008 09:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5015815&view=rss&microfeed=true
<![CDATA[ Saturday Timewaster: Putty Puzzle ]]>

I don't have time to waste this weekend, sadly, but if you do, there's a challenging little puzzler called Putty Puzzler, found over on the interestingly named 'Coke and Code.' It's putty. It's a puzzle. It's kinda hard. I spent a little bit of time with it and was pleasantly challenged — I'll come back for more after I've got a little time to waste.

Putty Puzzler [Coke and Code via Rock, Paper, Shotgun]

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Sat, 17 May 2008 15:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5009509&view=rss&microfeed=true
<![CDATA[ Pleasant Saturday Timewaster: Meet In ]]> I really love the too cute for words Grow games — nothing complicated, but cute and fun to play. There's a new game from the same creator — while not a grow game, it's a cute and quick little puzzle. And if you haven't experienced such classics as Grow Island, there's even more to go and click.

Meet In ver.0 [Eyezmaze]

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Sat, 03 May 2008 15:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=386873&view=rss&microfeed=true
<![CDATA[ The State of Indie Gaming ]]> fl0wscreen.jpg Juan Gril has an interesting look up at the current state of indie games, both on the PC and on this current crop of consoles — what's currently cooking, and potential and pitfalls for the future. And where is the hotbed of radical innovation?:

Some people may disagree with this statement, but frankly if there is one platform where most of the radical innovation in video game design is happening, that platform is the World Wide Web. For every innovative Wii game in the market, there are dozens of innovative Flash games.

It's not only because the barriers of entry and the production costs are lower, it's also a platform open for experimentation. You can throw something out there, discover that you wanted to change something, change it on your server, and boom, it's available for everybody else.

There are some other interesting bits of information contained within the article ('Don't spend more than $200K developing a game for XBLA!'), and some stats and predictions as well.

The State of Indie Gaming [Gamasutra]

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Sat, 03 May 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=386844&view=rss&microfeed=true
<![CDATA[ "Braid: More Fun Than Calculus!" ]]> braidtitlescreen.jpg Some of us here at Kotaku Tower are a little divided on Braid: I had a discussion with another editor who declared that the story ruined it for him, since it "reads like a prepubecent boy wrote it." Ouch! As I referenced in a recent essay, I enjoyed Braid a lot, though I felt the story was trying a little hard in spots (which I suspect is why the aforementioned critic wasn't a fan). But despite my sometimes strident opinions on Jonathan Blow, the game's creator, and my apparent propensity for managing to irk the man with practically every post I make about Braid, I liked the setup of the game and was always looking forward to discovering what new mechanics a level would bring. Chris Dahlen has a different take on the Braid game mechanics: maybe they make you think too hard? Kinda like calculus:

I started fumbling my way through instead of actually understanding the exact solution and executing it flawlessly. I beat the boss at the end of the branching-paths level but I'm still not sure how I did it. This again reminds me of taking a math exam and writing down some random number because I kind of figured that was the answer, but couldn't crisply explain it. There are plenty of games that you can win just by randomly mashing buttons - say, any number of fighting games - and everyone's played an adventure game where you combine the plunger with the rubber ducky and the shoelace and somehow manage to fish the key out of the grate, but the only reason you threw all that crap together is that it was the only stuff left in your inventory.

That said, Braid has little tolerance for half-assedry.

I personally didn't find it maddening, since there's no penalty for screwing up and it's pretty easy to hop back and forth between levels if you find yourself hideously stuck (sometimes it's better to just come back later). The experimentation was what made the game fun for me; if I couldn't 'crisply' explain how I did something, did it really matter? I've come through more than one boss battle or game level on little more than luck and just managing to survive; since Braid doesn't have a death penalty, 'managing to survive' isn't a concern, and that luck can lead to happy accidents that will allow you to understand exactly how to manipulate the controls.

Braid: More Fun Than Calculus! [Save the Robot]

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Sun, 27 Apr 2008 16:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384491&view=rss&microfeed=true
<![CDATA[ Do We Need Boutique Developers? ]]> beardsleypeacockskirt.PNG Michael Abbott has another little thought provoking post over at the Brainy Gamer on whether or not we need 'boutique' developers — just like the heavies of the film industry have divisions that deal in 'boutique' titles:

Portal is a boutique studio project. Valve could have made it bigger, longer, and splashier and unveiled it as their NEXT BIG IP. Or they could have simply bought the team and plowed all those great ideas into the next edition of Half-Life. Instead, they made a game that was just the size it needed to be with just the amount of attention it required.

We need more boutique developers. I believe there is a vital market for such games and an enthusiastic community of gamers hungry for such experiences. Not every game requires a 3-year $100 million development and marketing effort. And there's something to be said for allowing gamers to discover a game and push it forward ourselves. This was a big part of Portal's success, in my view, packed as it was into The Orange Box with much bigger and more recognizable titles.

I'd venture a 'yes, that would be nice'; the question is, would more studios be willing to follow the Orange Box path?

Do we need boutique developers? [The Brainy Gamer]

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Sun, 27 Apr 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384483&view=rss&microfeed=true
<![CDATA[ What Game Design Needs: More ... Monotony? ]]> echochrome.jpg ... So Margaret Robertson argues, at least when it comes to graphics — why did everyone abandon monochrome for color? Wouldn't a little variety be nice?:

Why were we so quick to leave black and white behind as we moved on from Pong and Spacewar!, and so quick to assume that these 15, 52, 512 or 16.7 million new colours were necessities not possibilities? Why, other than the small consideration of it being certain commercial suicide, did so few designers chose to keep things monotonous? Why can't I think of a single voluntarily black-and-white game, from the last ten years, since my best candidate, Vib Ribbon, turns out to have a little hint of pastel indulgence in its scoring display.

I admit that while I adore old black and white film (more because I'm a fan of silent movies than because I'm so wild about monotony), but I do like my games to be vibrant — the washed out grey-and-browns is getting a little old. But I'm all for black and white if it's executed well — I've seen several modern films that utilize black and white and color to great effect. I suspect the game industry made a rush for color because, well, that's what humans do when a newer and cooler technology comes along.

Monotony [Lookspring]

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Sat, 26 Apr 2008 15:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384392&view=rss&microfeed=true
<![CDATA[ Interview With Kian Bashiri (You Have To Burn The Rope) ]]> yhtbtr.png We posted about the satirical You Have To Burn The Rope a few weeks ago; it's come up again in my reading this week, since I noticed the guys at Hardcasual used it as a launching point to grouse about the state of game journalism, then apologized after some other people like the guys at Rock, Paper, Shotgun offered a response. In any case, with all the talk about satire! And game journalism! And the meaning of the game!, it was nice to read the IndieGames interview with the creator, 21 year old Kian Bashiri, and his explanation of the game that is entirely unfettered with pretentiousness:

Well, it is a joke. And I don't want to say too much about it, because dissecting a joke always makes it unfunny. Part of it is this really silly idea, and part of it is this statement about how games are too hard and complicated. It's also a subtle reference to how some games are kind of patronizing toward the player, like too easy.

But I never set out to make it this way, it kind of turned into this with time. It started out as an attempt to make a game that spoiled the whole experience for you before you played it. Funnily enough, people really don't read instructions...

It's a nice little interview that touches on a lot of stuff (and no whining about the state of game blogs!).

Kian Bashiri (You Have To Burn The Rope) [IndieGames]

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Sun, 20 Apr 2008 10:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=381838&view=rss&microfeed=true
<![CDATA[ Interview With Blueberry Garden's Erik Svedäng ]]> blueberrygardenbirds.jpg A few weeks back, we mentioned a a funky little indie-in-production called Blueberry Garden; now the nice people at the Swedish Game Awards have let us know they've put up a short and sweet interview with Erik Svedäng about the game. There's not a ton of new information, but I'm getting a slightly better feel for what Blueberry Garden may be all about, and also growing more intrigued:
Some of my favorite games are Shadow of the Colossus, Starcraft, Go (the board game), Worms and Super Mario Bros 3. I think you can see influences from most of those games in Blueberry Garden. I also have to mention Nifflas and his games Within a Deep Forest and Knytt, they really helped me gather the courage to do something where exploration and mood is more important than a well defined goal. The game is influenced by a lot of other things too... like music (Sagor & Swing, Detektivbyrån, among others) and the Swedish outdoors.

So if your interest was piqued by the trailer, go check out what the creator has to say about the game. I'm looking forward to taking it for a spin someday.

Blueberry Garden Spotlight [Swedish Game Awards]

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Sun, 06 Apr 2008 13:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=376588&view=rss&microfeed=true
<![CDATA[ The Video Game Name Generator Competition ]]> postapocalypticunicorns.jpg The Video Game Name Generator is always good for some fun, but what's even better is the game design competition run by the Independent Gaming Source: entrants had three weeks to come up with a game based on a generated title. The contest garnered 48 playable entries, including such scintillating titles as "Time Shark II: Medieval Shark Strike Force," "Shameful Pachinko Romance," "Post-Apocalyptic Unicorn Uprising," "Emo Harvest on The Oregon Trail" and my favorite, "Super Mario vs. Programming in China."

If you're running Windows, you're in luck. Head over and check out the entries, many of which are of pretty high quality for only having three weeks of lead time.

The Video Game Name Generator Competition [The Independent Gaming Source via GrandTextAuto]

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Sat, 29 Mar 2008 13:00:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=373755&view=rss&microfeed=true
<![CDATA[ BusinessWeek...Arcade? ]]> BusinessWeek are very serious. So seeing they've just opened the "BusinessWeek Arcade" - which is a catalogue/portal for "some of the Web's best free, independently produced games" - on their site is a bit of a shock. Not as big a shock as seeing the calibre of games they've got on there, though. No shitty, cheap flash games here: the idle professional will instead be enjoying top-shelf titles like Crayon Physics, Toribash, Tumiki Fighters and - yes - Off-Road Velociraptor Safari.
BusinessWeek Arcade [via IndieGames]

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Wed, 26 Mar 2008 03:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=372203&view=rss&microfeed=true
<![CDATA[ ROM CHECK FAIL Is The Opposite Of Fail ]]> rom_check_fail.gifFarbs' excellent ROM CHECK FAIL is a WarioWare-style retro mash up featuring the gameplay, music and graphics from gaming's best arcade and console classics. The freeware PC game (a wee download) borrows from Defender, The Legend of Zelda, Pac-Man, Super Mario Bros., Spy Hunter, Qix, Buster Bros. and others to create a quirky, fun race against the clock for high scores. One second Link is stabbing away at asteroids, the next Pac-Man is biting his way through an Arkanoid level.

It may not hold your attention for more than twenty minutes, and may frustrate as Gauntlet ghosts are bearing down on your Space Invaders ship, leaving you helpless, but it's so worth checking out.

Freeware Game Pick: Rom Check Fail (Farbs) [Indie Games]

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Tue, 25 Mar 2008 14:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=372019&view=rss&microfeed=true
<![CDATA[ Jason Rohrer's 'Game Design Sketchbook' ]]> rohrerperfectionism.jpg Jason Rohrer, designer of weird little artistic diversions Passage and Gravitation, has a new column over at The Escapist focusing on prototyping and game design; each month will have a new discussion of a (playable) prototype. I love prototyping discussions, and it's so much the better when the things are playable; I just think it's a nice way to illustrate points about game design. This month, he introduces a little (simple) game called Perfectionism:

The trap of perfectionism is particularly treacherous for computer programmers, since we're saddled atop of Turing-complete programming languages that are capable of doing almost anything. Every bug is fixable. Every behavioral rough spot can be smoothed over with just a bit more coding, a smidgen of extra special-case logic. Programming isn't like carving something out of marble, where if your sculpture's nose is too small, you must either live with it or start over with a fresh block of marble. Our code bases can be massaged indefinitely.

In designing a game to explore this issue, I thought about players tweaking some set of game objects toward a goal, but forcing them to decide how far toward the goal they needed to go. If we give the players multiple sets of game objects and goals, and force them to divide their limited time among these "subprojects," they will need to make interesting decisions about which projects to polish, which to leave flawed, in which to skip completely. This is quite different from traditional level-based game designs, where players must finish a given level before moving on to a subsequent level.

It's an interesting read and it's nice to actually be able to play a prototype of exactly what's being discussed in the article.

Game Design Sketchbook: Perfectionism [The Escapist]

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Sat, 15 Mar 2008 15:30:47 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=368332&view=rss&microfeed=true
<![CDATA[ Weird Preview of the Weekend: Blueberry Garden ]]> Blueberry Garden is a forthcoming indie release from Erik Svedäng that looks like ... well, I'm not entirely sure. A surreal, super-minimalist Viva Piñata, perhaps? Your guess is as good as mine. I'm totally mystified, and I kinda like it. There's a bit more information over at the creator's blog (plus info on his other games), including a short story from Blueberry Garden involving party hats, birds, blueberries, and starving party hats. Poor little party hats. My interest is piqued and I'm waiting to find out more.

Blueberry Garden (sneak peek trailer) [Blip]

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Sat, 08 Mar 2008 18:00:07 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=365476&view=rss&microfeed=true
<![CDATA[ What Distinguishes Independent Games From the Rest? ]]> eludamos21cover.jpg I mentioned Eludamos a while back: it's an open access academic journal dealing with games. They released volume 2, issue 1 last month, and there's plenty of interesting reading to be had, if you're into that sort of thing. Ian Bogost mentioned one particularly interesting article on the indie/mainstream divide in games, which uses the independent film industry as a comparison point. Well, sort of. The author expounds that the very things that generally distinguish independent films from their mainstream counterparts break down when it comes to the indie/mainstream game divide. It's not so much an issue of opposition to a dominant norm when it comes to games; on the contrary, it's a matter of tweaking mechanics and other aspects while still fitting into a mainstream framework:

Accordingly, independent games, in general, are - compared to independent films - even less to be understood as the 'radical other' in the face of an (imagined) mainstream culture - despite the heterogeneity and the hybridity of practices that the label independent incorporates in both cultural fields. (Ambitious) independent games may from time to time bear up against products of the dominant game industry when it comes to being innovative or creative and they may sometimes differ distinctly from the outward appearance of mainstream games - but this difference does not include an oppositional logic that is explicitly recognisable as negation or challenge of mainstream game forms.

The author sort of falls down in his analysis of why 'innovation' sets independent games apart. It's certainly true that the 'provocative and controversial vs. mainstream' paradigm doesn't work so well with games, since plenty of mainstream titles are likely to cause journalists and lawyers to foam at the mouth with their controversial and provocative subject matter. The whole issue has some interesting articles scattered about and is worth a page through.

Innovation NOT Opposition: The Logic of Distinction of Independent Games [Eludamos via
Water Cooler Games
]

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Sat, 08 Mar 2008 15:30:22 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=365542&view=rss&microfeed=true
<![CDATA[ IndieCade '08 Submissions Now Open ]]> indiecade.jpg IndieCade is a festival of independent games that makes appearances all over the place; this year, they'll be at events in Hangzhou, E3, E for All, PAX, and a couple of other places. And, like their name would imply, they're out showcasing independent games. The call recently went out for independent game submissions for the 2008 festivals. The rules look pretty flexible, with the primary requirement being that no major developer's money has crossed your palm in reference to the submitted game:

To be eligible for IndieCade, your game must not have funding from a major publisher .... You can have other deals with these publishers; your game just can't. There is no age requirement for submission.

IndieCade has an inclusive submissions policy and invites submission of all styles and genres of games, including PC, browser-based, casual, puzzle, mobile, ARGs, Big Games and installation-based games (submitted via video if not playable on-site), mods (provided they conform to game engine licensing agreements), serious games, activist games, art games, virtual worlds and "sandbox" style games, and more! We also welcome student games and games developed by universities, schools and non-profit organizations. All entries should have a digital component, but hybrid games are not only welcome, but encouraged. Innovation is the name of the game.

That's quite a lot of options. The submission period closes 11 April; games will be judged by a panel, and finalists will be notified by mid-May.

IndieCade Submissions

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Sat, 08 Mar 2008 14:30:55 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=365534&view=rss&microfeed=true
<![CDATA[ Havok Goes Free In May ]]> havokfree.jpgTrying to create your own PC game of you and your friends shooting up your high school but lacking the physics and animation technology to bring the whole project together? Well if you can wait a few months, you can use the same tools you've seen flashed countless times on your TV and computer monitor over the past several years - Havok. Havok is releasing their industry-leading Havok Complete toolset completely free in May. Havok Complete combines the Havok physics engine with Havok Animation, and is already used in over 200 triple-A titles on the market today.
"This is fantastic news for commercial PC game developers as well as the independent game development community, who will really benefit from this move," said Mark DeLoura, creator of the Game Programming Gems series.
Indeed fantastic news, as having powerful tools freely available can really help foster creativity across the industry, while also expanding the market for Havok's add-on products, like the recently announced Cloth and Destruction apps. An extremely long press release follows.

Havok Offers Core Physics Software Free For PC Game Developers

Company Seeks to Propel Innovative Game Development by Giving Free Access to Industry-Leading Physics and Animation Tool Suite

San Francisco (February 20, 2008) - Havok™, the premier provider of interactive software and services to digital creators in the games and movie industries, today announced that the company will offer the PC version of its award-winning physics and animation software product - Havok Complete - for download free of charge.

Available for non-commercial use, Havok Complete for the PC will be freely downloadable in May 2008.

Havok's core platform, Havok Complete combines the industry-leading Havok Physics engine and Havok Animation, the company's premier character animation solution. Havok Complete is already the most popular solution in the cross-platform AAA games market, featuring technology used in over 200 games. By making Havok Complete for the PC freely downloadable, Havok will further build on its leading position by completely removing the barriers to entry for the large number of independent developers, academic institutions and enthusiasts in the PC space.

"Havok has an excellent revenue base generated by sales of our three products across multiple platforms and into multiple industries," said David O'Meara, Managing Director at Havok. "This enables us to make an industry-changing move and opens up a much broader market for products such as Havok Behavior - and our new products Havok Cloth and Havok Destruction - that really come alive when adopted on top of our core platform, Havok Complete."

Havok has entered into an agreement with Intel, Havok's parent company, under which approved game developers on the PC platform can execute a commercial distribution license with Havok for free.

"Intel is very pleased to be sponsoring this direction in the PC market. This aligns well with our ongoing strategy of putting the best software tools in the hands of PC games developers," said Renee J. James, Corporate Vice President and General Manager, Software and Solutions Group, Intel Corporation.

With the free PC download of Havok Complete, Havok enables broad non-commercial development use for artists and engineers around the world, which Havok believes will boost creative game development throughout the industry.

"This is fantastic news for commercial PC game developers as well as the independent game development community, who will really benefit from this move," said Mark DeLoura, creator of the Game Programming Gems series. "It's great to see a leading middleware company like Havok show such support for PC game developers by making its physics and animation system freely available."

Havok's overall focus remains cross-platform and Havok will continue commercial licensing of Havok Complete for other platforms and in other industries such as movies and serious gaming. This initiative does not apply to license fees that may be payable to Havok for console versions of Havok Complete or to applications developed for other purposes such as game engines for redistribution, other middleware, movies, training, military or industrial simulation.

Havok's physics software is featured in over 200 AAA games available on stores shelves today. With well over 90 games currently in development to be released this year, use of Havok's ubiquitous software is up 100% over last year at the same time. Best-selling titles featuring Havok physics include: Halo 3, Assassin's Creed, Guitar Hero III, BioShock, World in Conflict, Half Life 2: The Orange Box, and Heavenly Sword. Havok's software will also be featured in the highly-anticipated upcoming games Alan Wake, Indiana Jones, Star Wars: The Force Unleashed and Starcraft II.

With a broad and deep range of tech partners including AMD, Intel, Nvidia, Nintendo, Sony and Microsoft as well as a host of world-class publishers and developers, Havok is well known industry-wide for its excellent customer service.

In addition to the PC software download, Havok also unveiled two new software products, Havok Cloth™ and Havok Destruction™ at this year's Game Developers Conference. Havok Cloth and Destruction provide artists with dramatically increased control over interactive cloth and destructible objects within games. The company also announced several new features and enhancements across its award winning modular suite of run-time technology and artist tools.

Havok also celebrated a number of key entertainment and technology awards in 2007, including a National Academy of Television, Arts & Sciences Award, Game Developer Frontline Award, and a Develop Industry Excellence Award.

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Thu, 21 Feb 2008 12:40:10 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=359091&view=rss&microfeed=true
<![CDATA[ Evolving Aquaria: From Bloody Shooter To Indie Exploration ]]> Indie darling Aquaria may be best known for its serene underwater setting and gorgeous hand-painted artwork, but its genesis lies in one of the most twisted, most violent video games ever created, I'm O.K. That game, designed in part by "attorney" Jack Thompson, was part of the self-described school shooting expert's "A Modest Proposal" an ultra-violent game concept that was supposed to elicit a $10,000 pay out from Thompson, should someone be bold enough to make it. Jack, as expected, welshed on the promised charitable donation when I'm O.K. hit the web, but the freeware shooter garnered the attention of Aquaria co-creator Alec Holowka.

At GDC today, the two creators walked attendees through the undersea exploration game's development, from Yu's and Holowka's early programming experience with BASIC to early stabs at freeware. It was Holowska's Deep Sea Adventures, an early oceanic summer project, that bears the most resemblance to the final game, more so than any of the co-creator's other games.

The two creators hooked up after the release of I'm O.K. when Holowka praised the game in a Slashdot thread on the subject. Yu, who says he was very cynical about the idea of indie games and their potential nonetheless partnered with Holowka on what would eventually become Aquaria. Holowka, spurned by the prospect of a career in marketing, began working with Yu on an unreleased role-playing game known as Eminent Kingdoms.

"Everybody has to start working on a project that was just way too huge for them to handle," said Yu, with Eminent Kingdoms being that oversized project. Intended to be a procedurally generated RPG, building "a new Final Fantasy every time you ran the game" it didn't appear to get far before the two dropped the concept.

"Most of the inhabitants were drunk," Yu explained, illustrating just how far development got on things like NPC speech filters before the duo realized they were in over their heads.

Aquaria work began soon after, with the two showing off an early iteration of the game, a tutorial nearly a year in the making. The development process that followed was a throwback to Yu's elementary school days, with hand-drawn maps including characters and landmarks acting as early design templates.

When the two got funding, then decided to target the Independent Games Festival as a deadline, things got serious. "We got some money," Holowka explained, realizing "Now we have to finish this."

The game was becoming increasingly complicated, packed with characters and lacking in focus. Yu and Holowka, who ultimately became the entity known as Bit Blot, shifted focus on purifying what made Aquaria stand out—a focus on protagonist Naija and exploratory gameplay. They also reworked the interface, making it HUD-less, and decided to go with a fully voice acted script.

"At the time I was playing Dungeon Siege II and it had the most godawful voice acting ever," Yu recounted. "Just terrible. I thought 'These guys have big bucks behind them, if they can't get good voice actors, what can we hope to do?'"

Determined, they posted about the Aquaria gig on a voice actors job board, which met with sometimes disastrous, if often comedic, results. The two played a trio of some of the most overacted, most poorly executed script reads, often to hilarious effect.

"I really loved that," Holowka explained "I had so much fun hearing all these middle aged women reading my lines."

Eventually they settled on one of their first choices, actress Jenna Sharp, a "super talented amateur."

When they submitted Aquaria to the Independent Games Festival, it still wasn't actually finished. Faced with a game that "still didn't feel perfect," they playtested with friends and family, tweaking gameplay with new additions—new flora and fauna, more landmarks, a map system (finally) and a new cooking recipe concept.

The Bit Blot pair ended their talk with a helpful and familiar illustration that laid out their design philosophy. Using the Triforce from The Legend of Zelda, they explained the three aspects critical to game development: technology, business and art.

Lead with business force, they warned, and you'll get nothing but a me-too title that cashes in on the latest trend. Lead with technology and get games "like Quake, which are designed only to show off an engine." But lead with art, the force at the top of the pyramid, one can have games that follow a vision, with the marketing and technology helping to support that vision.

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Mon, 18 Feb 2008 16:00:22 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=357787&view=rss&microfeed=true
<![CDATA[ The Wonderful End Of The World ]]> If you're looking for a lovely way to look busy on a lazy Friday afternoon, then independent developer Dejobaan Games has got just the thing. They've just released their latest title, The Wonderful End of the World, which casts you as a super absorbent puppet tasked with collecting as much of the world as you can before it is eaten by "mythological demon with the head of a fish." It plays a lot like Katamari Damacy - in fact, the first level of the two-level demo had me ready to dismiss it as a throwaway clone - but then I got to level 2 and fell in love. Set in a video game world, the second level starts you off in a game of Pong, which is set within a game of Pac-Man, which is set within a game of Centipede, with Tetris blocks and Tron light cycles running about and Space Invaders descending overhead. I swoon! It's PC Katamari Damacy on crack, all for $19.95. Hit the link below to give the game a go!

The Wonderful End Of The World [Dejobaan Games]

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Fri, 25 Jan 2008 08:40:56 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=348911&view=rss&microfeed=true
<![CDATA[ Timewasters of the Day: Best Freeware Arcade Games of '07 ]]> gardengnomecarnage.png Indiegames has put together a convenient wrap up of their top 20 free arcade games of 2007. There's something for everyone, and games running the gamut from simple to complex, with graphics to match. Garden Gnome Carnage not sounding like your cup of tea? Maybe Cottage of Doom or Winter's Heart will be up your alley. Most entries give a quick overview, screen shots, and a video of gameplay.

Best Freeware Arcade Games 2007 [Indiegames]

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Sun, 13 Jan 2008 13:30:28 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=344278&view=rss&microfeed=true
<![CDATA[ 'Indie is the New Popular' - Musings on Independent Games ]]> fl0w.gif Sexy Videogameland has some interesting musings up on independent games, along with yet another challenge: "describe a game so trendy it hurts, so independent, so individual, that it makes sense to no one but you — because everyone else is an Extreme Mountain Dew-chugging juvenile with Electronic Arts' dick in their mouth." I really like seeing off-the-wall delights that independent developers turn out, but there are plenty that can come off like a bad dream combining post-modern philosophy and a low-rent version of MoMA. Alexander explains her stance, using fl0w as an example:

... At risk of showing my unsophistication here, I must admit some of them make me feel like the hayseed who wanders into MoMA and stares, perplexed, at the often odd experiments on exhibit. Like, I know that Jenova Chen's fl0w is great. But, you know, I didn't really get it. It's simple; there's not much to get ....

I've played it, I guess it's fun enough, And as beautiful as the above Flower trailer is ("it's Flower, not Fl0w-er!") I just don't know what it's about. Perhaps my overstimulated little brain is just habituated to more... stimulation, and I guess if I were a truly enlightened, spiritual individual I could just chill with fl0w.

Just like their big league relatives, indie games run the gamut - but there's something irritating about indie pretentiousness when the goods don't live up to the idea, be it music, film, or gaming.

Indie is the New Popular [Sexy Videogameland]

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Sat, 29 Sep 2007 14:00:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=304984&view=rss&microfeed=true
<![CDATA[ Luc Bernard's The Rose Princess ]]> Luc Bernard is the mind behind the interactive fairy tail Eternity's Child, which is heading to the Wii and DS. After reading the story I posted yesterday, Bernard contacted Kotaku to offer up some exclusive details on another game he has in the works, The Rose Princess. At its heart, The Rose Princess is a story about a cello player and her rabbit, which seems cute and harmless enough, but then the details start coming. The cellist in question is found one day by said rabbit, lying amidst a field of dead roses (yes roses grow on bushes, but it's a different world than we live in). The girl is cursed so that everything she touches dies. Luckily her newfound friend isn't quite a living thing. No, Mr. Cuddles is a failed entertainer machine...a mechanical bunny created to sing and dance who can do neither. Before I continue, let me warn you that Mr. Cuddles is about to get a lot less cute.

Being a failed mechanical creature, Mr. Cuddles was throw out with the trash, after which he turned to cross-dressing and prostitution to make money for a place to live and to support his growing alcohol and drug dependency. Yeah, it's getting a bit deep.

So the drug-addicted, alcoholic, cross-dressing prostitute mechanical rabbit meets the cello player who can kill with a touch, and together they go on a journey to find acceptance in a world that doesn't want them or fears them.

The Rose Princess herself is inspired by Megan McCauley, a singer/songwriter from Cleveland Ohio whose work includes songs on both the Fantastic Four and Elektra Soundtracks. If you hop to her MySpace you'll immediately see the resemblance. Bernard calls McCauley his "artistic muse", and is hoping to get her to lend her voice to the main character in the game.

Bernard calls The Rose Princess a "Glam Action RPG", and considers it to be his chef d'oeuvre - his masterpiece. Unlike Eternity's Child, the game will be entirely 3D with a completely cello-based soundtrack. He hopes to release it in episodic format, and while no platform has been chosen yet for the game he is very interested in the PlayStation Network.

Below you'll find some concept art for the game featuring the titular Rose Princess and her bunny companion. It's a pretty avant-garde concept for the video game industry, but perhaps that's exactly what we need to generate something fresh and new in a business that tends to feed on itself a bit too much.


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Tue, 11 Sep 2007 18:00:43 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=298850&view=rss&microfeed=true
<![CDATA[ Games of the Indicade ]]> E3 may be smaller. E3 may have cut out lots of the smaller developers. E3 may have excluded tons of journalists of gaming professions, but that doesn't mean E3 doesn't have any indie games to show. The Indicade gives E3's token indie developers a chance to shine amidst the reduced glitz and glamor of the new show. The elecen games were hand selected by the International Festival of Independent Games and the International Game Developers Association for a little floor space at the hanger. Hit the jump for the full rundown of games.

Hands-On Demos:
8, by Tale of Tales www.taleoftales.com
And Yet It Moves, by Vienna Institute of Technology www.andyetitmoves.at
Braid, by Jonathan Blow www.braidgame.com
Cloud, by That Game Company www.thatcloudgame.com
Everyday Shooter, by Jon Mak, Queasy Games bywww.everydayshooter.com
Fijuu2, by Julian Oliver and Pix www.fijuu.com
N, by Metanet Software www.harveycartel.org/metanet/n.html
Night Journey, by Bill Viola with Tracy Fullerton, USC interactive.usc.edu/research/games/projects/20050813-the_night_.php
Revolution, by MIT Education Arcade gaming.mit.edu/revolution
Rumble Box, by Digipen Phackett.com/rumblebox/=
Whyville, by New Medeon www.whyville.net

Video Compilation
Arcade Wire, by Persuasive Games www.persuastivegames.com
Bone, by Telltale Games www.telltalegames.com/bone/
Can You See Me Now, by Blast Theory www.blasttheory.co.uk
Freedom Fighter 56, by Lauer Learning www.freedomfighter56.com
Game Over (Machinima), by Pes www.eatpes.com/game_over.html
[giantJoystick] (Installation), by Mary Flanagan http://maryflanagan.com/joystick/default.htm
Out of Your Mind, by gameLab http://www.gamelab.com/game/out_of_your_mind
Steam Brigade, by Pedestrian Entertainment www.steambrigade.com

Cloud is amazing, though oddly dated for this show, and Everyday Shooter, well that game makes me feel all fuzzy inside and not in a I-just-landed-in-Denver sort of way

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Tue, 10 Jul 2007 10:00:14 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=276563&view=rss&microfeed=true
<![CDATA[ On Kongregate and Indie Development ]]> kongregatesnap.jpg GameSetWatch has some interesting thoughts up on Kongregate and a link to a doubly interesting article on The Hollywood Reporter entitled "A place for indie developers", also dealing with Kongregate and the free-to-play, easy-to-develop-for model. The question is - can anyone make enough money to live on courtesy of revenue from free-to-play sites? Simon Carless thinks the answer is 'probably not,' but ...

For game makers who just want to have fun, get noticed in the biz, and make personal art - and those who want to make free Flash games that might turn people on to other paid games - Kongregate (alongside Newgrounds) have a great, swift, easy YouTube-ish angle that encourages a massive variety of games.

He points out that Kongregate is also looking at some alternate plans to increase revenue that could very well make it a viable proposition, but time will tell if those ideas will pan out. In the meantime, the platform does allow for indie developers to get their names (and websites) out there, which can certainly add to a developer's coffers, just not across the board.

On Kongregate And The Future Of Indie Gaming [GameSetWatch]
"A place for indie developers" [The Hollywood Reporter]

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Sat, 07 Jul 2007 17:00:22 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=275967&view=rss&microfeed=true
<![CDATA[ Indie Game Club Hits 360 ]]> Back in August Microsoft promised that they would be brining Indie game development to the masses, today they delivered.

The XNA Creators Club went live today, allowing subscribers access to thousands of game assets, support and the ability to actually play the games you create using Game Studio Express on your Xbox 360.

The development software is free, but an annual subscription is $99, while a four-month subscription will cost you $49.

"The XNA Creators Club is really the first of its kind — an opportunity to join a community of other developers who are empowered to bring their game ideas to life on a next-generation console system," said Chris Satchell, general manager of the Game Developer Group at Microsoft. "When it comes to encouraging development on XNA Game Studio Express and through the XNA Creators Club, the limits are truly endless. What users will see today is just the beginning of the plans we have to revolutionize game development one creative game idea at a time."

I think the XNA Creator's Club could be the most significant development in console gaming this generation, though a lot of the potential will depend on how Microsoft handles the rights and distribution of games developed using their tools.

Your World. Your Game.

With today's release of Microsoft(R) XNA(TM) Game Studio Express and the launch of the XNA Creators Club, this phrase has never been more true. Based on the easy-to-use Visual C#(R) 2005 Express Edition and Microsoft .NET
Compact Framework, XNA Game Studio Express opens up the world of game development to the masses and is now available for free to anyone with a Windows(R) XP-based PC at http://www.msdn.com/XNA . With the release of XNA Game Studio Express, Microsoft Corp. unveiled the XNA Creators Club, opening up video game development to untapped creative minds, enabling anyone to affordably build and play amazing game ideas on Xbox 360 systems for the first time ever.
The XNA Creators Club is available on Xbox Live(R) Marketplace for $49 (U.S.) for a four-month subscription, or $99 (U.S.) for an annual subscription. Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key supporters such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality.
"The XNA Creators Club is really the first of its kind — an opportunity to join a community of other developers who are empowered to bring their game ideas to life on a next-generation console system," said Chris Satchell,
general manager of the Game Developer Group at Microsoft. "When it comes to encouraging development on XNA Game Studio Express and through the XNA Creators Club, the limits are truly endless. What users will see today is just the beginning of the plans we have to revolutionize game development one creative game idea at a time."
In addition, to celebrate the worldwide launch of XNA Game Studio Express, the "Dream-Build-Play" contest will be open to XNA Game Studio Express customers on Windows as well as those on Xbox 360 through the XNA Creators Club membership. The contest offers the opportunity for the community to showcase its innovation and talent to the world, culminating in the incredible chance for the winner's game to be published on Xbox Live Arcade, the premier source for downloadable independent, retro and original games. The "Dream-Build-Play" contest will be launched in January. Additional contest details will be available at http://www.dreambuildplay.com .
"Xbox Live Arcade has opened up a wealth of new publishing opportunities for established and independent developers alike, so it made perfect sense to also extend this privilege to hobbyists and amateur programmers," said Greg Canessa, group manager of Xbox Live Arcade at Microsoft. "We have a tremendous
opportunity to shine the spotlight on up-and-coming talent through the 'Dream-Build-Play' contest, and we can't wait to share their creativity with our gaming community around the world."
To coincide with the release of XNA Game Studio Express, XNA supporter GarageGames has launched an open beta for its Torque X platform, including Torque Game Builder. Based on the XNA Framework, the easy-to-use Torque X tools bring drag-and-drop game development to Windows and Xbox 360. Final availability of the Torque X platform is scheduled for early 2007.

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Mon, 11 Dec 2006 15:09:18 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=220979&view=rss&microfeed=true
<![CDATA[ Tips on Success for Indie Developers ]]> Foundation9.gif

The ever-informative and helpful GameDaily.biz has an interview with Jon Goldman, Chief Executive Officer of Foundation 9 Entertainment. The focus of the interview is how to find success as an independent game developer. As we've alluded to in this space, finding publishers in a climate where game design is so expensive is a central challenge, Goldman told GDBiz: "If you look at any of the analyst reports on publishers, [the revised earnings] is going to cause them to put pressure on development budgets as well."

Goldman cautions developers against getting too caught up in the next-gen hype: "People who really want to make games need to look at the expanding market for games and not get caught up in a particular platform. Interactive play is expanding everywhere LCD screens and memory are becoming available. There are lots of opportunities to be that small start-up in a garage that may not be for making PlayStation 3 games in 2006."

Tips for The Independent Developer [GameDaily]

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Fri, 06 Jan 2006 15:40:25 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=147147&view=rss&microfeed=true
<![CDATA[ GameTunnel's Top 10 Indie Games ]]> There's a bunch of really cool looking PC games on display over at the GameTunnel top ten of the 2005. The write-up for Weird Worlds: Return to Infinite Space definitely makes me want to check out the title. This is a little more than just your typical top 10 list, check it.

GameTunnel Top 10 of 2005 [GameTunnel]

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Tue, 03 Jan 2006 06:30:45 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=146068&view=rss&microfeed=true
<![CDATA[ Manifesto Games Wants to Be Miramax ]]> costik.jpg

Which would make co-founders Greg Costikyan and one-time CGW editorial director Johnny Lee Wilson the Weinsteins. Business Week has an interview with Costikyan about the company, Manifesto Games, that he and Wilson started. Manifesto Games fancies itself champions of the indie aesthetic in games, wanting to find games that "break the mold." It's a noble cause, but like Miramax, in order for Manifesto Games to be successful fiscally, they are going to need to find a Tarantino.

Indie Innovation Influx [Business Week]

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Thu, 27 Oct 2005 14:40:49 MDT lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=133662&view=rss&microfeed=true
<![CDATA[ Gallopoli: The Game ]]> play.jpgGallipoli: The Game was designed by an Australian to celebrate the 90th anniversary of ANZAC Day, which commemorates the landing of Aussie and Kiwi soldiers at Gallipoli on April 25, 1915. "Celebrate" maybe isn't the right word, though, since the point of the game is to kill off as many Aussie and Kiwi soldiers as you can. It's sort of like Lemmings, but with the opposite goal.

Gameplay is similar to the hit PC game, Lemmings, except, instead of trying to save your soldiers, your mission, as an authentic WWI commander, is to wipe out as many diggers as possible—the more gruesomely, the better!

The free game includes six episodes including Landing at Hell Spit, Russell's Top, The Sphinx, Walker's Ridge, The landing at Sulva Bay and The third wave at the Nek. I'd love to check this bit of political speech freeware out, but it's a Linux-only game.

game01.jpg

game03.jpg

Gallipoli: The Game [Official Site, thank Water Cooler Games]

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Mon, 02 May 2005 07:36:08 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=101766&view=rss&microfeed=true
<![CDATA[ Indie GBA SP Game Pack Sells Out ]]> The annual MBIT Competition is over, ending with 10 highly polished indi games for the Game Boy Advance. The winners were all loaded onto carts that were packaged and sold on the contest's site. Unfortunately, all 500 copies of the 2004 winners have already sold out, so you won't be able to get your hands on Swinger of Longarm or Space Gems for the GBA anytime soon.

2004 MBIT Development Competition [GBADev.Org]

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Mon, 02 May 2005 06:24:41 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=101765&view=rss&microfeed=true
<![CDATA[ Tetris from Hell ]]> bastet-screenshot.jpgSometimes the game really is out to get you. Bastet is an evil(er) version of Tetris which has been programmed with an AI to deliberately send you the exact piece you can't use. Before you know it you'll have a screen filled with purple rows and a heart filled with hate. You can thank me later.

Original Linux Bastet or Win Game with Bastet Mode [Bastet and Abandoned Bricks]

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Mon, 25 Apr 2005 08:34:01 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=100794&view=rss&microfeed=true
<![CDATA[ Freeware Game Offers Metroid Feel and Mutliple Endings ]]> snapDou.jpgOne of the better freeware games out on the net was just translated from Japanese into English. Doukutsu Monogatari is a Metroid-esque platformer that takes six to eight hours to beat and includes tons of secret areas, weapons and cool characters. Heck, it even has multiple endings.

Cave Story [Translation Site]

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Wed, 09 Feb 2005 12:30:42 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=32587&view=rss&microfeed=true