Posts Tagged ‘Scale’

Interview: Steve Swink On The Scale Of SCALE

By John Walker on November 13th, 2013.

Steve Swink is a man of damned good ideas. Thankfully, he also makes them into games. And from what I’ve played of an early build of SCALE, his latest is something pretty special. First winning crowds over at GDC this year, it’s now in the very final days of a Kickstarter, topping its target late last night. We caught up with Steve to learn how the idea began, before growing and growing into a full-sized videogame.

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A More Biggererer Look At Scale

By Craig Pearson on October 21st, 2013.


I’m going to go all hipster and say how I knew about Scale before it was cool, but I’m only doing that so you know how long I’ve been waiting for Steve Swink’s brilliant looking puzzler about resizing things. I’d say it’s been about a year, so I’m really glad the Kickstarter is here and doing really well. So well, in fact, that Swink has excitedly uploaded a new video of the game to thank everyone for their contributions, and after watching it I came up with three reasons to post it below. Reason number two is that at 6m16s in he does the best impression of an object going “boing-ooing-oing” I’ve ever heard. Reasons numbers one and three are below, along with the video.
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Scale Seeks To Grow Its Kickstarter, Become More Brilliant

By Nathan Grayson on October 18th, 2013.

Usually, guns are used to make other people feel small and weak. Mortal. In an ingenious twist, however, Scale introduces (kinda) the opposite: a gun that can make things huge. Or teensy tiny. Or any size, really. That’s the central conceit of its semi-open-ended, Mario-64-inspired worlds, and there’s quite a lot to like in them so far. For instance, let’s say you’ve been swallowed up by a giant chompy rhino monster thing. Stuck in its acid-flooded maw, you’re probably doomed… unless! You enlarge the creature from within, turning its intestines into your own personal escape hatch water slide. Wheeeeeeee! Hello, freedo– oh no. Then you realize where you’ll be exiting from. Scale also has puzzles that aren’t totally gross, and they’re great too. Give its Kickstarter video a watch after the break.

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One List To Rule Them All: IndieCade 2013 Nominees

By Craig Pearson on September 12th, 2013.

Wheeeeeeeeeeee!
According to my phone’s GPS, Google Maps, a quick check of my immigration status (I am currently not being beaten nor threatened), and my own keen observations involving my fridge, I can confirm that I am not in Los Angeles. It means I can’t be part of IndieCade 2013′s glorious festival of games next month. As a treat, for all those not in that part of the world, they’ve released the list of games nominated for the award ceremony. It is lonnnnng and full of games. We might not be there in practice, but our spirits can at least get a few drinks in. A few PC highlights are below.
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The Bleeding Edge: Experimental Gameplay Workshop

By John Walker on March 13th, 2012.

This is what all good experiments look like.

One of the annual highlights of GDC is the Experimental Gameplay Workshop (EGW). Although not a workshop, and featuring the nonsense word “gameplay” in its title, it’s an excellent afternoon of developers showing a big crowd some of their more esoteric ideas. I’ve never been in a room where excellent game mechanics receive a delighted round of applause before. Below is a summary of what was shown.

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