Posts Tagged ‘digipen’

Be Good, And If You Can’t, Be Strange

By John Walker on August 22nd, 2011.

Claymation isn't just for kids, you know.

Indie developer Jake Spencer got in touch with us regarding his DigiPen project, Be Good. A claymation adventure game that explores a person’s life in a series of vignettes. Which isn’t a sentence you type too often, making this something interesting.

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Tron And On: Nitronic Rush

By Jim Rossignol on August 4th, 2011.

Cars wot go neon.
Students at DigiPen Institute of Technology have been pimping their game, Nitronic Rush, which is a videogame name if ever I heard one. ["NITRONIC RUSH!" - Voiceover Man.] Anyway, there’s a video below, and it depicts what said students are calling “a survival driving game”, which I think means you need to avoid getting chopped up by lasers or running into walls at a speed that is too fast. Anyway, take a look below for neon racing cars and some kind of rotating HAL tower thing. It not only has a videogame name, but it looks like a videogame too. (That’s double points.)
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Dig This: Dig-N-Rig

By Jim Rossignol on July 14th, 2011.

Robots plus mining = my day gone, basically.
Digipen – which is a pen into which students are herded and then forced to make digital entertainment for their sinister cowled overlords – produces some excellent games. 8-bittest among these is the superb Dig-N-Rig, in which you control a mining robot who can dig and then hoover up the minerals he has discovered. A familiar motif, but the rig part is more interesting: you have to construct a series of horizontal and vertical conveyors to send your mineral loot back up your factory-HQ on the surface. Mining therefore becomes self-perpetuating, as you have to pay for bits and pieces to expand the rig, and to upgrade your robot with things like better wifi, so he can dig deeper and further from his base.

Dig-N-Rig is, as games about digging and mining tend to be, rather compulsive. But combine the building, the surprising complexity, and the glorious 8-bit 2D execution, and you have something that is going to eat time like some kind of desktop-based black hole. I blame Indiegames for digging this one up, now you can too.

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Hot Hot: Igneous

By Jim Rossignol on December 9th, 2009.


Having spotted this over on the almighty TIGSource I thought “looks interesting.” Having played it, I can now upgrade that to “is awesome.” Igneous is a kind of rock, which is interesting because Igenous rocks. Sorry. It’s actually a kind of Wipeout-with-a-jumping-head-meets-Sonic 3D. Something like that. It’s not easy, and you will plunge into magma. Oh, just go and play it, because everyone should. This fiery fruit of the Digipen Institute is 115mb, and can be obtained here.

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Go Robocrazy: Attack Of The 50ft Robot!

By Kieron Gillen on November 3rd, 2009.

If RPS was a screenshot, it'd look a lot like this.

The_B flagged up this IGF entry immediately, and you can see why. Attack of the 50ft Robot! from Digipen is the sort of thing which just begs for posting. It’s a retro-50s B-movie Rampage-esque homage with lots of physics malarkies. Its most obviously striking element is the Sky Captain And The World Of Tomorrow-esque black-and-white footage, shot through with the vivid-laser reds. The secondary striking element is the ability to throw your own head as a striking element. A little twitchy – it crashed a couple of times when I played it – but it’s splendidly silly stuff. You can download from here (EDIT: NEW LINK WITH NEW BUILD) and see footage below…
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Synaesthete

By Jim Rossignol on August 15th, 2007.

Synaesthete is one of the numerous games to have emerged from the DigiPen game design courses, and like a few other titles from the prestigious games “real-time interactive simulation” design course, it’s rather fun.

The concept is a sort of rhythm-action Robotron, with your tiny laser-pumping manbot running through arenas full of throbbing polygonal baddies and fighting them off by firing energy blasts derived from the beat-sequence timer thing (what is that called?) you get in games like Guitar Hero, or on the PC, Frets On Fire. The fighting therefore pulses to the beat of the music, which is a constant, flowing mix of dance music. And my screenshots really can’t capture that, can they? No.

Anyway, if I had a major problem with this neon-drenched arena-shooter it’d be that it’s all a bit spammy and easy – you don’t really have to hit the notes (and would struggle to in many cases) since you can pretty much piss out enough shooty stuff with keybashing to defeat the baddies. I’d like to have been forced to hold a bit more of a tune in my destruction. Nevertheless the choice of smartbomb and the tiny energy of your man-block protagonist make me very happen indeed. Good work, students.

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