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Posts tagged “igf factor 2010”

Feature:

The (Mostly) Complete IGF Factor 2010

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…

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IGF Factor 2010: Miegakure

Miegakure is one of the most enigmatic designs in all of the IGF. It's a competition which has been known for highlighting brain-bending designs. Not many have actually gone as far to be based around the conceptual headflips of a 19th century novella. Marc ten Bosch's Experimental Gameplay Workshop presentation at last year's GDC was widely commented upon. This year, he's picked up a nomination…

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IGF Factor 2010: Owlboy

RPS are big fans of Owls - they're wise! Athena digs them! That freaky neck thing! We're not so fond of boys - they're made of slugs and snails and similar material. So we have mixed feeling about the approaching lusciously-retro-formed platformer. Let's over-come them, because it looks beautiful as hell in a gotta-a-visual-arts-nomination-in-the-IGF way. You'll find our interview with Adrian Bauer of D-pad studio…

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IGF Factor 2010: Joe Danger

I first saw Joe Danger about a year ago, in a fairly awful pub just off Soho. I liked it so much, I gave Hello Games pretty much every useful contact in my big bag of games journo-names. It's a high-concept bike game for people who thought Trials 2 a little too trialing. It's picked up a nomination for technical excellence and the grand prize…

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IGF Factor 2010: Star Guard

Minimalist, beautiful, vicious. We loved Star Guard when Alec first played it, and it remains lovable now. It's picked up a nomination for Excellence in Design, and - of all the shortlisted game - is the standard bearer of arcade-brutality mixed with modern-accessibility. We sit down to talk with Loren Schmidt about all things Star Guard...

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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…

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IGF Factor 2010: Limbo

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…

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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…

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IGF Factor 2010: Rocketbirds: Revolution

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…

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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…

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IGF Factor 2010: Cogs

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…

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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…

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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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