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Posts tagged “Steve Gaynor”

Gone Vroom is Gone Home but you are a car for some reason

There's not much of a need to add to this news hit. Today, on the ole Itch.io site, I stumbled upon yet another great Ludum Dare 41 entry. If you remember, 41's theme is two game genres that should not be compatible. Jon Remedios took this to one of its most bizarre conclusions: that the walking simulator genre requires a good driving simulator that is…

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Final episode of Steve Gaynor’s Tone Control podcast released

Way, way back at the beginning of Kickstarter, I threw some money at a new podcast called Idle Thumbs. I didn't know this would lead to Steve Gaynor going on to become One Of Those Big Game Names, but it didn't matter because it seemed like a really cool concept made by cool people. Idle Thumbs became a podcast network and now, after two excellent…

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Derek Yu says a tiny bit about Spelunky 2

I have a terrible memory, which is sometimes an asset. It means that every now and then I get to experience a jolt of joy when I remember that Spelunky 2 is a thing - a thing that I've little doubt will take over my life in the same way that both the original freeware and the remaster did. If you somehow haven't played Spelunky,…

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Floating simulator Tacoma adds developer commentary

Well, this is quite embarrassing. I still haven't played Tacoma, but I have a good reason: I was quite positive that Steve Gaynor of Fullbright was pranking me. I bought the game for Xbox One and, at release, that version of the game simply did not work. I took to Twitter, where several days later, Gaynor informed me that the best work-around for getting the…

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Feature: Press play

How Tacoma tells a non-linear story with ghosts

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Tacoma [official site]. Fullbright is running out of things to steal from the Shock series. “Like, we made a game that is basically about audio diaries for Gone Home, and now we’ve made a game that’s basically about the ghost sequences in System Shock 2 and…

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Looking Glass / Irrational Does System Shock 2 Live

Even a few years ago, the idea of getting to watch assorted Looking Glass and Irrational alumni play and talk through revered sci-fi immersive sim System Shock 2 sounded like an absurd fantasy. Twitch and Twitter, whatever else they might be throwing at the world, have broken down so many barriers. For instance: two of hours of System Shock 2, with live commentary provided by…

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Feature: an interactive interview

Level With Me: Play Cohort 2 Now

Level With Me was a series of interviews with game developers about their games, work process, and design philosophy. At the end of each interview, they designed part of a small first person game. You can now download and play the final resulting game!...

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Feature: Home again

Level With Me, Steve Gaynor

Level With Me is a series of interviews with game developers about their games, work process, and design philosophy. At the end of each interview, they design part of a small first person game. You can play this game at the very end of the series. Six years ago, Steve Gaynor started as a level designer at Timegate Studios on the F.E.A.R. Perseus Mandate expansion…

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Feature: “The coolest new cordless phone!”

Steve Gaynor On The Weirdness Of Gone Home

There's a weird tension to Gone Home. On the one hand it should be the most normal thing in the world: an American household. On the other, well, it's unusual for games to try and tell stories about everyday lives. But that's precisely what it does, and that's just part of what makes it so beautifully weird. I met Fullbright's project lead, Steve Gaynor, and…

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Feature: Block Party

Will We Ever Get To Play “One City Block”?

Following on from my article on the importance of keeping our eye on the future, I've started writing what will no doubt be an irregular column on the future of games. I wanted to start with looking at the future of some aspects of game design, and particularly – in the context of the previous column – looking at the kinds of things that have…

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Feature: "You don’t have to play the piano to launch a rocket ship"

Fullbright On The Games Gone Home Is And Isn’t Like

Last week, I ran the first half of my recent chat with Steve Gaynor, formerly of Irrational and 2K Marin, and now of indie studio The Fullbright Company - who are working on mysterious, ambitious, suburban-set non-combat first-person game Gone Home. Being as I am an investigative journalist par excellence, I decided that it would be appropriate to spend the second half of the interview…

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Feature: First-person observer

Ain’t No Mystery: Fullbright Talks Gone Home

Gone Home is to be the first game from The Fullbright Company, a new indie studio whose formerly mainstream members were previously the prime creators of the excellent BioShock 2 add-on Minerva's Den, as well as working on assorted other 2K projects. I had a chat with Mr Fullbright himself, Steve Gaynor, about their highly intriguing but equally mysterious non-combat first-person game. Why ditch the…

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Gone Home: Fullbright Shine A Light On Their 1st Game

Last week brought very exciting news: I bought a new clock for my wall. Also, that the core team behind the rather good Minerva's Den add-on for BioShock 2 had gone their own way, founding indie dev The Fullbright Company with the full and noble intention of making a non-violent first-person game as their first project. Today brings yet more exciting news: I've just picked…

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Minerva’s Decree: Lo, The Fullbright Company Is Formed

Just a quick one as a) I don't have much information for you as yet and b) I managed to hit my head on my own desk really hard earlier and need a lie down, but I thought perhaps some of you would be interested to hear news on The Fullbright Company, aka what the lead designer of the excellent Minerva's Den add-on for BioShock…

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TechnoShock – BioShock 2: Minerva’s Den

I never thought I'd hear myself say "one of the things I'm most anticipating for the next couple of months is some DLC," but one of the things I'm most anticipating for the next couple of months is some DLC. Specifically, Minerva's Den for Bioshock 2. BS2 is, all told, a better game than BS1 for my money, just hampered hugely by over-familiarity and trying…

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Feature:

Emergent Gameplay: Deus Ex Made Me Part 1

It's been a decade since Deus Ex. A realisation struck me: the industry will now be peppered with people whose formative experiences were with Deus Ex. For them it was, in one way or another, inspirational. I decided to hunt down a few and talk to them, about what Deus Ex said to them, how it shaped them, what it taught them and how they…

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The Cultural Significance Of Video Games

Level designer and blogger Steve Gaynor has made a superbly inflammatory statement on his site, Fullbright, that "videogames will never become a significant form of cultural discourse". He goes on to say, "I'll bet you that fifty years from now they'll be just as mature and well-respected as comic books are today." (Those chomping at the bit at this remark will be relieved to learn…

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