Posts Tagged ‘Mike Bithell’

The Last Of Icarus: Thomas Was Alone Free Expansion

By Adam Smith on June 26th, 2014.

When I last spoke to Mike Bithell, we were in the café at the National Media Museum in Bradford. He had just delivered a talk about his upcoming Virtual Robin Hood game, Volume, but we found time to discuss Thomas Was Alone as well. Bithell said – and I agree – “I thought I was writing a competent story with an amazing platform game. It turned out it was the other way around!” Presumably, the previously Playstation-only prequel episode, now available on Windows and Mac (Linux build soon), elevates plot over platforming. A cursory examination reveals a possible interpretation of the Icarus myth, with an AI in place of daddy Daedalus and a jetpack in place of waxy wings.

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First Look: Volume

By John Walker on March 26th, 2014.

Mike Bithell, creator of Thomas Was Alone, knows a lot about Robin Hood. As we sit in a Starbucks five thousand miles from either of our homes, his tank-like laptop greedily drinking electricity from the coffee store’s wall, I find myself scribbling notes not about his upcoming stealth puzzler Volume, but about how it wasn’t until King Henry VIII took a shine to the story that the behooded thiefster became a noble character. In fact, the whole myth was an excuse to see a few fights during the May Games festivities. He didn’t even give to the poor until the 17th century! “So when are you making a Robin Hood game?” I ask him. “This is it,” says Bithell, waving at the screen.

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Of Stealth And Merry Men: Volume Interview

By Adam Smith on December 6th, 2013.

Mike Bithell’s stealth game, Volume, looks like a very different prospect to Thomas Was Alone, even if there might be some similarities in the audio department. A retelling of the Robin Hood story, Volume takes place in a Britain laced with political dissent, rebellion and fancy volumetric display devices. Upon discovering such a device, Robert Locksley sets out to livestream heists and infiltrations, teaching the poor to steal from the rich rather than doing the job himself. I sat down with Mr Bithell at the Bradford Animation Festival to talk about the game, politics, ethics, Mini Coopers and Russell Brand.

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OUYA, What’s Going On Here Then?

By John Walker on September 11th, 2013.

Something strange is afoot in the land of OUYA. The Kickstarted console, running on Android, is obviously not usually in RPS’s purview. But a recently launched incentive to get developers to create OUYA games is treading on our toes, and merits a look. OUYA’s Free The Games Fund offers to match money raised by Kickstarted games, if they can reach a minimum of $50,000, in exchange for six months OUYA exclusivity. It’s hard to know where to begin pointing out what’s dumb about that. And OUYA’s failure to recognise why is causing a number of indie names to loudly complain, some to even stop developing for the console. We’ve spoken to a few of them to find out why.

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GameCity Festival Returns To Nottingham Next Month

By Adam Smith on September 10th, 2013.

I was extremely disappointed to miss last year’s GameCity. Everybody I’ve spoken to who was there speaks about it in reverent tones. Actually, scratch that, there’s no reverence at all. It’s happiness, the remembered joy of sharing a splendid, creative, social hobby with a wide array of pleasant people. I won’t make the same mistake this year, although I’ll probably only visit for one or two days. The event runs October 19th-26th and it sounds like a very different beast to traditional/commercial gaming gatherings. Indeed, it’s billed as a festival rather than a convention, with family-friendly events that involve both play and discourse. It’s my personal mission to count the number of free energy drinks and dubstep assaults. Confirmed events are listed below, including an intriguing week-long headliner.

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Stealth Tactical Heisting: Mike Bithell’s Volume

By Cara Ellison on August 13th, 2013.


The maker of successful geometrical emotions simulator Thomas Was Alone, Mike Bithell, has revealed today that his next game will be Volume, a Metal Gear Solid-style stealth tactics game. The game is designed, coded and written by Mike and scored by David Housden. Based on burgling futuristic trinkets from behind the backs of tall intimidating AI types, the unnamed hero of Volume wants to steal to be heard. I spoke to Mike, a man seldom unheard, to try and prise the secrets of the game from him. Or, as I like to call it, an occlusion interview. Read the rest of this entry »

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Wot I Think: Thomas Was Alone

By Adam Smith on June 28th, 2012.

Thomas Was Alone and he was also a Flash game but now he’s grown up and it’s time for him to meet some new friends and set off on a journey that will change them all forever. It’s a tale of friendship, co-operation, sentience and rivalry, but is it possible to care about a gang of abstract shapes and the puzzling environments they traverse? Here’s wot I think.

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There’s Wallace: Thomas Was Alone

By Adam Smith on April 27th, 2012.


Thomas Was Alone first came to my attention while I was trying not to watch the GTA V trailer six thousand times to work out if one of the character models was a fatter, older version of an important bloke from a previous entry in the series. I wasn’t sure whether a platform game about quadrilateral quandaries was all that interesting but David Housden’s music decided me, mysterious and melancholy it brought about a quivering of the lip and, having just listened again, definitely reminds me of The Postal Service more than a bit. It’s something of a shame then that the music now has to fade out to make room for narrator Danny Wallace, who you may know from radio, television and books.

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True Friendshape: Thomas Was Alone

By Adam Smith on November 2nd, 2011.

MINIMALISM

Phew. I ran here as fast as I could. I know the entire internet is waiting for the hottest new trailer in town but some git thieved my automocar so I’ve had to come by foot. Here it is then. Thomas Was Alone is an upcoming indie game “about friendship and jumping”, with a cast of angular shapes working together to make their way through minimalist platform environments. It’s based on an earlier free prototype but the full release isn’t due until March/April next year. It’s worth taking a look at the trailer just for the gorgeous music by David Housden. Apparently the full game will have a procedural score, which sounds like something I’d like to wrap my ears round.

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