Posts Tagged ‘Paper Dino Software’

IGF Factor 2014 – Save The Date

By Alec Meer on March 18th, 2014.

I’m somewhat glad this interview with Chris Cornell of Paper Dino, creators of multiple choice romance/fatality adventure Save The Date, is happening remotely. Frankly, if we were doing it over drinks or lunch, I’d fear for my life. If you’ve yet to play Save The Date a) you should, because it’s funny, thoughtful and surprising, and free and b) the preceding sentence will make a lot more sense if you do.

Save The Date’s nominated for the Nuovo award at this year’s Independent Games Festival. Here, I talk to Cornell about burgers, breaking the fourth wall, player habits and the IGF.
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Wot I Think: Save The Date

By Nathan Grayson on May 30th, 2013.

Maybe I’m generalizing, but I like to think most dating sims are, on some level, about dating. Save The Date, however, sticks with the warm-and-fuzzies just as long as it needs to – and not a second longer. At heart, it’s a visual novel, but on a high-speed collision course with tragedy, mortality, and hilariously terrible consequences. Each five-or-so-minute playthrough (adding up to an-hour-and-a-half or so total) barrages you with choices, the results of which aren’t exactly happily ever after. So you try again and again and again to keep the date from going horribly wrong, and things only spiral further out of control. In that respect and many others, Save The Date’s brilliant. Even astounding, in places. The writing’s quite strong, the twists hit like a remarkably stealthy 18-wheeler, and there’s far, far, far more to it than even its initial surreal streak suggests. (Warning: this review is very spoiler-heavy.)

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Stay Positive: Negative Spacecraft

By Quintin Smith on January 26th, 2011.

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I love this, but I’ll be frank. It does not feature a man being propelled through the air by his own anus*. I gather from the 47 comments on Icarus Proudbottom down there that you lot are big fans, and that’s fine. I mean, it’s not actually fine, but whatever. If you want some of that hot scatological jaculate action, you’ll find it below. If you want a cute, clever, tough-as-nails, hynotising browser game then that game is Negative Spacecraft from Paper Dino, him of Haiku Hero fame. Watch the trailer below.
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Die Bard: Haiku Hero

By Kieron Gillen on September 15th, 2010.

I'm next for the Laureate, me

I’m sure that everyone will agree, what we were hoping the man behind the blistering Boss Rush would do next would be a game about making haikus. Our hopes are answered. Haiku Hero basically challenges you to make haikus (Three-line poems in a 5, 7, 5 sylables structure – English Teacher Ed) against a time limit. To make it trickier, as you turn up the difficulty level, it sets limits – like having it rhyme, include set words or only have words with a certain number of syllables. Here’s Chris Cornell’s designers notes. “Since it has already lead to one of my playtesters filling my inbox with Cthulhu-themed haikus for a week, I consider it a win,” he informs me, “I’ve decided that this subgenre should be officially called “Haiku-hlus”. Inform the authorities!” Consider the authorities informed. Go get poetositing, gaming sorts!

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Pick On Someone Your Own Size: Boss Rush

By Kieron Gillen on April 7th, 2010.

The little bastard's just off screen. The bast.

Paper Dino have been working on this for eons – in Internet time, anyway – so when many of you (of whom Andrew Davis was first) mailed us about Boss Rush, I was convinced we’d already blogged it. But no, we played a Beta before Chrimble. But it’s done now! It’s a shooter where you play the boss, basically. Five (count ‘em!) bosses are available to play, and – perhaps appropriately as Bosses are always Rubik’s Cubes with ultradeath – with its carefully designed challenges it can feel more like puzzler than a shooter at times. Go have a shot, or several thousand in a single burst. Trailer from late last year is below…
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