Posts Tagged ‘igf 2010’

IGF Winners! Monaco’s Gamble Pays Off

And the IGF winners have been announced and Monaco is the belle of this particular gaming ball, picking up two awards, including the Grand Prize. The incredibly atmospheric Limbo also picked up two awards, for Visual lookitude and technical prettiosity. The Grand Prize winner takes home $20,000 (Count ’em) dollars, with all of the other categories bringing home $2,500. Except for the D2D one, which is 10K. A run down of all the winners follows. Well done all. And lend us a fiver.
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The (Mostly) Complete IGF Factor 2010

We're getting a lot of mileage from this stolen image.
The awards start at 6:30 tonight, so it’s time to draw a close to our project of the last few weeks. We’ve interviewed all those who have been nominated for the short list (Except Shatter who I only realised was coming to the PC too late to arrange an interview and Heroes of Newerth, who just couldn’t be bothered answering in time and the student competition folk.) So – in a few hours time, when you want to know about who these winners are… this is where to look. Unless the winners are Shatter or Heroes of Newerth, then you’re right out of luck. Links to all interviews follow, plus – bonus – my speculation on who’ll be picking up the gongs tonight…
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IGF Factor 2010: Super Meat Boy

He’s a boy! He’s made of meat! He’s super! He’s Super Meat Boy! He’s up for the Audio and Grand Prize at this year’s IGF! He’s made by Edmund McMillen and Tommy Refenes (aka Team Meat)! We’re talking to them! Like, right now! MEAT! MEAT!
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IGF Factor 2010: Shank

You were excited when John brought this up last week. As is only right. Shank is one of the most visceral games in this year’s IGF, and picked up a nomination for Visual Excellence for its efforts. We took time to talk to Jamie Cheng of Klei to find out about the origins of this love-letter to the idea of classic brawlers.
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IGF Factor 2010: Closure

It’s one of the better traveled routes for IGF games. First, a flash-game that shows the core mechanic. Then, a full game expanded from that core. So following finalists like World of Goo and Crayon Physics Deluxe, we have Closure. We adored its initial web release and are eagerly anticipating the full version, which has been shortlisted for Technical Innovation, Sound and the Nuovo Innovation Award. We stumbled in the dark until we found creator Tyler Glaiel and got a little closure…
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IGF Factor 2010: Limbo

Click to make bigger! Missus!
Limbo is the definition of a Dark Horse, both obviously in its striking visual style and because the scarcity of details about how you actually play the thing. It’s a puzzle platformer, and that’s about all we know. However, it’s impressed the hell out of the IGF judges who’ve played it, leading to it being shortlisted for both the Technical and Visual Arts awards. Our interview with Lead Designer Jeppe Carlsen and footage of this enigmatic game follow…
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IGF Factor 2010: Trauma

Trauma is unusual, and blistering with potential. It puts you as a girl, surviving a car accident, trying to piece together her identity via experiencing photograph-formed visions. Beautiful, unconventional and hauntingly atmospheric, I can’t wait to play the finished game. As it’s been shortlisted for Audio, Visual Design and the Seumas McNally Grand Prize in the IGF, I suspect I’m far from not alone. An interview with developer Krystian Majewski and footage of the game in action follows…
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IGF Factor 2010: Rocketbirds: Revolution

It's really a game that's a gift to pun-creators, innit?

We’ve talked about the Flashback-with-a-fowl of Rocketbirds: Revolution before. Since then, it’s been nominated for three IGF awards – Excellence in Audio, Visual art and the Seumas McNally Grand Prize. As the big night approaches it’s time to sidle up to Ratloop Asia and desperately resist any chicken-based gags. The interview and Mark the Intern of ScrewAttack.com explaining the game follows…
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IGF Factor 2010: Aaa(Snip!-Ed)

Of all the IGF finalists so far, AAA(Snip!-Ed) is the one which RPS has written most about. We loved it when we reviewed it. We loved it when Dejobaan answered your comment thread questions in a little video. We loved it when we interviewed them. We loved it in our end of year round-up. And we love it now, when they’ve recieved a nomination for excellence in design, taking it as an excuse for yet more coverage. Interview go! Interview go!
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IGF Factor 2010: A Slow Year

Ian Bogost’s A Slow Year is “A chapbook of game poems for Atari VCS, PC, and Mac”. As in, it’s primarily developed for the VCS – being released in a limited edition cartridge – with the other two system being ports. It’s picked up a nomination for the IGF Nuovo Award. It will inevitably drive some people mad by its mere existence. Good. Some people exist to be annoyed. Your annoyance is a barometer of whether culture is progressing or not. It’s available later this year. Until then, we talk to its creator about A Slow Year…
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IGF Factor 2010: Cogs

I want one of these.

How beautiful, how wonderful can you make a sliding puzzle game? With a steam-punk flourish, Lazy 8 Studios’ Cogs shows exactly how far the genre can be pushed. Comrade Walker – our official master of puzzles – totally adored it upon its release. Now that it’s picked up a nomination for Excellence in Design, we thought it time to talk to their Rob Jagnow about all things indie-games. Footage and chattage follows…
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IGF Factor 2010: Monaco

Part of you wants to be upset with Pocketwatch Games. Why haven’t they given us 2009’s Unknown Pleasure Venture Dinosauria yet? That part is soon quashed when you see what Andy Schatz is working on. Monaco is a four-player co-op stealth game that’s been shortlisted for both the Design and the Seumas McNally Grand Prize. Minimalist graphics. Exciting theme. Stealth. This one has RPS written all over it. Our interview with Andy, and footage of Monaco follows…
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IGF Factor 2010: Vessel

Strange Loop Games’ Vessel picked up a nomination for a technical award this year, in its fluid-based character-puzzle game with a mass of glorious steampunkisms. We talk to John Krajewski and Martin Farren about it, the IGF and the future…
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IGF Factor 2010: Today I Die

We’ve talked about Daniel Benmergui’s poetic work before, when Alec wrote about I Wish I Were The Moon and – relevantly – when John Wrote about this. It’s poetic, short-form work which has been shortlisted for the Nuovo award in this year’s festival. You can play it here, watch the spoiler-filled-video walkthrough below and then read what’s on Daniel’s mind in our interview.
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IGF Factor 2010: Tuning

As the Independent Game Festival approaches, I thought a series of short interviews with all the PC-relevant short-listed entries would be an idea. First up is indie-Godhead Cactus who received a nomination for the Nuovo Award for the abstractly beautiful platformer Tuning, which looks like Nebulus as re-imagined by Escher. The interview and footage follows…
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IGF Watch: More Closure

Let’s start the week with a little pre-release Indie-hype. You may remember Closure from us posting about it exactly a year ago (minus one day). You can still go and play the flashgame now. However, Messrs Glail and Schubbe are working on a full commercial downloadable version (The scale of difference being, to steal their metaphor, the difference between the first Mario Bros Arcade game and Super Mario World for the SNES). It’s already picked up an Indiecade innovation award, and has been shortlisted for 3 IGFs – in Technical Innovation, Sound and the Nuovo Innovation Award. More on their site and the first trailer below…
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Intermediate Development State: Limbo

Aw.

Limbo looks amazing. We’re all certain we’ve posted this video before, but there’s no evidence of that on the site. Indeed, the short clip is three years old, but Limbo is up for the Technical Excellence award at this year’s IGF, and the trailer is haunting and brilliant. So throwing caution to the wind, risking that snorted comment, below you can see why it’s been nominated, and join us in wanting to see whether the game is able to pull of such seemingly natural movement. I mean, when he jumps, he jumps like he doesn’t have springs in his shoes and isn’t made of floaty polystyrene. That alone makes this game stand out.

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Indieyeahosity: IGF 2010 Finalists Announced


That the new year starts with the short-list of spangly new indie things is one of my favourite things about the gaming calender. Here’s what the 160 (Count ’em!) judges – including Jim, Walker and Myself, though our total judging record wasn’t (er) that (um) impressive – thought were the finest Indie achievements in each category. Well worth digesting this. The previous winners have included some of the most important Indie games of recent times – Darwinia, Braid, World of Goo, etc. The list and initial thoughts follow…
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I AM THE FLY: The Fly On The Wall

Deformed human knows not what he faces. I am the avatar of Nurgle. I will strike him down.

I’ve finally started my judging the IGF. Only 4 days past the deadline, eh? Anyway, one of the things I was looking at is this. It’s called The Fly On the Wall and is a human-versus-fly death-match. He is enormous and fat with big swatty hands and a tendency to send all the furniture in the room flying. You are sneaky, capable of rolling in poop to get diseases and infecting the foolish chubby human. It’s very short and not terribly good, but it’s certainly got an idea. I especially like the optional fly-vision eyesight, as shown above. You’ll find footage below and can get it from here.
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