Posts Tagged ‘video’

Lo-Fi Let’s Play: Critical Mass

By Leigh Alexander on September 10th, 2014.

[I've been doing a series of Let's Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that's one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

Like Sirius Software’s Gruds in Space, the same company’s Critical Mass was one of my main childhood demons — absorbing, unsolvable, inspiring. Time is a factor in this game, and each move causes it to pass — taking planes to new places can eat up great swathes of it. When the time is up, a bomb goes off. I didn’t know exactly who I was or why I was traveling the world, fearing the great animated nuclear mushroom cloud that would eventually destroy the world if I took too long, but I loved doing it.

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Lo-Fi Let’s Play: Neuromancer

By Leigh Alexander on September 3rd, 2014.

[I've been doing a series of Let's Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that's one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

Interplay’s 1988 Neuromancer game is only very loosely based on the William Gibson novel of the same name. As it turns out, legendary acid psychologist Timothy Leary was the one who originally wanted to make a game about the book — he thought escaping into computer games might be the next psychedelic frontier.

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Lo-Fi Let’s Play: Mystery House

By Leigh Alexander on August 27th, 2014.

[I've been doing a series of Let's Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that's one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

In honor of Activision’s revival of the Sierra label, I decided to revisit the 1980 classic Mystery House, Ken and Roberta Williams’ first “Hi-Res Adventure,” and the first official game by the company that would become Sierra On-Line.

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Lo-Fi Let’s Play: Dream Zone

By Leigh Alexander on August 20th, 2014.

[I've been doing a series of Let's Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that's one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

The only thing I love as much as the sullen, radical 90s is the gaudy, late 1980s-capitalism aesthetic that sowed the seeds for it to bloom. You know, giant brick-shaped cell phones and heavy metal babes on car hoods. I think in 1989, my mother was buying me penny-saving mass-produced Marshall’s T-shirts that had neon skateboards on them, and the marquee ‘radical.’ Maybe.

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A Log Book: The Forest Diary Part One

By John Walker on August 14th, 2014.

The Forest has been doing really rather well on Steam’s Early Access this year. A survival game with an emphasis on crafting and building, and yet it’s not made out of cubes. In fact, it’s really quite impressively realistic. Apart from, maybe, the mutant horrors. I hope. Oh God, please don’t let those be realistic.

I’ve decided I’m going to master this game. I’m going to be Lord Of The Damned Woods. I’ll document my attempts, in words and video. Here’s the story of my first go.

I got my log cabin. All my life I’ve been waiting for the chance to be stranded in the woods, and have both the resources, and the wherewithal, to build a log cabin. I may have also killed a woman.

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Video: Slowly Starving To Death In Eidolon

By John Walker on August 4th, 2014.

The extremely pretty Eidolon is out now – an explore-them-up set in a future Washington that has been reclaimed by Nature. Unquestionably looking like Shelter meets Proteus, it plays differently to both, this game primarily a survival simulator. However, with no information at all, including that bit, I started playing and recorded my efforts. You can watch them below.

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The Thought Processes Of A Serial Hearthstone Loser

By Alec Meer on August 1st, 2014.

I’m pretty new to Hearthstone, Blizzard’s none-more-slick digital card game. I’ve just about clawed past the point where I’m randomly spamming stuff and hoping for the best, and now have a custom deck I’m continually tweaking and a few solid wins under my belt. Now I’m no longer facing total greenhorns, it’s a different game. I’m losing a lot. This doesn’t particularly depress me, as I know the key is learning, and I know that I’ve got a whole lot of that left to do. It’s rare for me to not run a mile at that kind of prospect, but Hearthstone’s doing a great job of pulling me back and making me battle human opponents – years-long entrenchment is slowing being eroded. I’ll probably do a few videos while I continue to learn the ropes, but let’s start with one that reveals my exact thought processes during a particularly embarrassing match, which involved an epic comeback from my opponent.
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Lo-Fi Let’s Play: The Curse of Crowley Manor

By Leigh Alexander on July 30th, 2014.

[I've been doing a series of Let's Play videos exploring old advetures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that's one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!]

In my excavations of text-based graphic adventures from the 1980s, one of my favorite discoveries has been the late Jyym Pearson’s “Apple Other-Ventures”. Each one begins with a dead-serious provocation: These are “state of the art”, with dynamically-changing, “breathtaking graphics”, “psychological realism” and “the plot quality of a fine novel.”

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Lo-Fi Let’s Play: Gruds in Space

By Leigh Alexander on July 23rd, 2014.

I’ve been doing a series of Let’s Play videos exploring old adventures, text games and lost design forms from the 1980s Apple IIe and Commodore 64 era. In a time when young men shout over new action games, I will talk softly over strange old ones. Come along on a visitation of a different era that’s one part meditations on my childhood, one part adventure game criticism, and one part preservation effort. Bonus: Everyone says the quiet talk, lo-fi handmade feel and keyboard tapping triggers ASMR responses. Please enjoy!

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The RPS Ultra Super Perfectly Coifed GaymerX Chat Show

By Nathan Grayson on July 17th, 2014.

For so many reasons (many of which I’ll elaborate on soon), GaymerX raised the bar for game conventions in my mind. I usually come away from these things drained and a little bit sad, a B.O.-scented ball of cynicism, but GaymerX actually left me energized after it came to a close on Sunday. The small San-Francisco-based con was dedicated to inclusivity and community in games, marketed foremost to the LGBTQ crowd but accepting of all (despite confusion on the latter part for some people).

To discuss what exactly made it so different, I gathered a small RPSfriend panel made up of Sentris creator Samantha Kalman, Treachery in Beatdown City master gentrification-suplexer Shawn Alexander Allen, Dominique Pamplemousse maestro Deirdra “Squinky” Kiai, and PopCap game designer Scott Jon Siegel. We talked the show’s ups and downs, queer representation in games, a bunch of games ranging from Perfect Woman to Borderlands, and heaps more. Watch below. 

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Let’s Chatter Over… Action Henk’s Toy-stalgic Butt Sliding

By Nathan Grayson on July 11th, 2014.

Are videogames art? Or are they toys, children’s playthings powered by tech so cutting-edge that it can cut the edges off other edges? Action Henk replies with a curt, confident, “Why not both?” It’s a toy-themed (think Toy Story) racer-platformer that hearkens to classics like old-school Sonic as well as modern leaderboard-driven stunt games like Trials. It’s simple and, as a result, refreshingly pure. It’s just you, the level, and your own easy-to-learn, hard-to-master bag of tricks. You vs other people’s times, you vs NPC ghosts, you vs yourself. It’s already quite good, is what I’m saying, and it’s only in Early Access. Watch below to see me play a bit and show off some of my favorite levels so far. Also I literally die in a fire on a few occasions, which should be fun for some of you.

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Video Preview: Epic’s Fortnite Is… Interesting, Early

By Nathan Grayson on July 8th, 2014.

For the past many years, Epic was known as the One True King of console grimdark. Gears of War was about colossal mountain men with veins running rivulets through their stone hewn necks and stubble-dappled chins, their rage matched only by their apocalyptic sorrow and love of running in slow motion to popular songs that described their situation eerily well. But now we have, well, pretty much the opposite. Fortnite is bright, silly, and PC-only. It’s also basically Gears of War’s ever-popular horde mode plus Minecraft, Left 4 Dead, and a bunch of its own ingredients. It’s certainly unique, but I don’t think it’s great. Yet. Watch below to hear my impressions after a full day of playing a pre-alpha build.

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Why Did Nobody Play The Floor Is Jelly?

By Nathan Grayson on June 3rd, 2014.

Hey you! Yeah, you. The one with the facial expression that says, “I think I have a relatively full and complete understanding of my world’s physical properties, including the basic solid nature of the ground beneath my feet.” YOU ARE WRONG. The Floor Is Jelly. Other things are jelly too. Trees, lamps, houses, your sense of morality – all of that. Really though, it’s not so bad once you get used to it. It’s pretty charming, even. The Floor Is Jelly is now on Steam, so I’ve made a quick video to show you why it’s a vibrant, soothing dive off the deep end that didn’t get near enough attention when it first came out earlier this year. Watch me bounce (and bounce and bounce and bounce) below. 

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