This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.
In the Tron-like synthesiser world of Fract OSC, dead code awaits the healing touch of the user. Towering polygonal geodes hide the tools for making music, and somewhere in each vast structure is a way to power it back up. Bringing it back to life, though, is often the other half of the puzzle. For that you’ll have to compose.
Phosfiend Systems’ first ‘proper’ game comes via an IGF award-winning prototype, backing from the Indie Fund, Steam Greenlight, but most importantly creator Richard Flanagan’s passion for synthpop and its hardware. His background in web and analogue game design doesn’t hurt, either. Indeed, perhaps the most striking thing about Fract OSC is how its synaesthesic interface – text and prompts are swapped for directional lasers and electro power chords – gets equal billing to its puzzling and exploration. Read the rest of this entry »