So, I haven’t updated this in about a month which may, actually, be the longest the site has gone without an update in years. I feel mildly bad about this. Not quite bad enough to write a proper entry, though, so let’s just sit down and talk.
Persona 3 Portable is great.
dqicks (Dragon Quest IX) is very close to being an incredible, light JRPG. It’s not, though, because like so many other games it has an ending which with a greatly disproportional difficulty spike and requires grinding that was absent from the entire game up to that point. This is disappointing because I enjoyed killing dudes to put shit on my digital dude doll (presented in glorious DS-as-photographed-by-iPhone style) :
Gravity Hook HD is great.
Caper Corp. is on hold for the time being for a couple reasons. I’ll elaborate on these at some point. That point isn’t entirely now. I was working on the game and was planning on making it about a year and a half to a two year long project that would ultimately be free because that’s generally how I prefer to make games. For now something else is going to be taking place. The other reason is that I’m currently in a weird place with the tools that I’m using to make the game, so I’m held up from actually working on it even if I had the time/inclination. This is a source of sadness. Great, great sadness. I should have something else starting up soon, though. I hope. Maybe.
Limbo came out amidst a dozen other really clever 2D indie platformers that all have excellent executions but no real ideas of interest. The first third of the game had an atmosphere and sense of surrealism and mystery and fear that I absolutely adored, but once that faded out my interest in actually playing the game went with it. If I really had to side with a 2D platformer for the year, I’d go with Loved because, I mean, yes. Mechanically rote, but it nails so much else that I’ll give it a one-time pass. I delved a bit more into the whole indie 2D platformer thing over at the internet webhome site page of Nels Anderson.
Jim Thompson is great. Read him. All of him.
I was in New York City for the very first time ever in ever a couple weeks ago and… Well. It was a strange trip. It was also a brilliant trip. I got to check out and talk to some great dudes from Area/Code. What was super fascinating, though, was being there for an NYU Game Center shindig about social games. It’s also where Ian Bogost unveiled Cow Clicker to the masses. It was thoroughly fascinating and I want, want, want something like that in Austin. Without any University support, though, something akin to Game Center around here seems like it would be difficult to get off the ground. Anyway, that was a great thing. Almost as great as the cookie monster battle armor, what up monkey, and my biological father.
And that’s that. For now.