Doom may well be the most influential game of the last two decades. At 20 years of age, it’s a work that is worth celebrating.
Leaving aside the usual plaudits and the warm nostalgia, it is also worth asking just how important the game is in the great scheme of modern entertainment. Noted at the time of its launch for its technological achievements and its violence, its legacy now seems to be as an early catalyst in multiplayer gaming, in literally bringing people together around a single video game.
Congratulations to our IndieCade Red Carpet Awards keynote speakers John and Brenda Romero!
Minecraft creator Markus “Notch” Persson turned down a job at Valve while he was working on his game, according to a passage from the book Minecraft: The Unlikely Tale of Markus ‘Notch’ Persson and the Game that Changed Everything as reported by AllThingsD.
The book reveals that Persson was invited to visit Valve while the original version of Minecraft was still in beta. The studio’s human resources team spoke with Persson about hiring him, asking if he was interested in working with the company.
An electro swing-y chiptune-y mix to play to your 8-bit backlit robot boyfriend.
i. Digital Love - Daft Punk | ii. The Information Chase - Bit Shifter | iii. Robots In Love - Beautiful Small Machines | iv. Steven Universe Theme (Chiptune) - James Roach | v. Song For Two Wheels - I Am Robot And Proud | vi. Don’t Unplug Me - ALL CAPS | vii. Uptown Swing (Original Mix) - Wumbaloo | viii. My Hero Blix - Tom 7 Entertainment System | ix. Don’t Rock The Boat (Bart & Barker Remix) - Skeewiff & The Charioteers | x. Panic - Caravan Palace | xi. Pencil Full Of Lead (Jamie Berry Remix) - Paolo Nutini | xii. Meow - Anamanaguchi | xiii. Antenna - Bit Shifter | xiv. Eple - Röyksopp | xv. In Tokyo - Studio Killers | xvi. Automatonic Electronic Harmonies - Steam Powered Giraffe | xvii. Another Winter - Anamanaguchi | xviii. Emerald Hill (2 Player vs. Mode) - James Roach
Gamer by JeeYoung Lee
With prestigious universities like NYU and USC now offering graduate-level programs in game design, and major museums like MoMA, MAD, and SF MoMA beginning to acquire games and curate game exhibitions, preserving the early history of the medium appears more important than ever. But what exactly does it mean to preserve a digital game?
i was interviewed by Patreon, the service through which i get most of my artistic funding
Awesome interview with our very own Porpentine, IndieCade Special Recognition Award-winner.
In the seven years since the introduction of the PlayStation 3, we’ve seen our gaming consoles transform into living room hubs through constant evolution and software updates. Those updates weren’t always smooth – though on PS3, they were always happening – but it’s easy to see just how far the platform has come.
Meanwhile, the designers of the PlayStation 4 were taking notes and designing a console that, feature by feature, sought to address the failings of its predecessor. The PS3 was notoriously difficult to program for, thanks to its proprietary silicon. So the PS4 was built to be developer friendly, with a familiar, PC-like architecture. The PS3 was announced with a bizarre, boomerang-shaped controller, launched with the rumble-free Sixaxis controller before settling into the never-great DualShock 3 controller. So the PS4 comes with the DualShock 4, inarguably the best controller Sony’s ever made. And the PS3 launched at an abnormally high price point, costing $200 more than its competition. So the PS4 carries a far more aggressive price, asking $100 less than the competition this time around.
You guys! I’ve spent the last six months working on this project for Cards Against Humanity, the 12 Days of Holiday Bullshit.
It’s pretty simple:
- You give us $12
- We decide if you’ve been naughty or nice
- If you’ve been nice, we send you 12 mystery gifts over 12 days
- If you’ve been naughty we’ll send you the gifts also
There’s only 100,000 slots available and 15,000 have already sold, so make sure you grab yours quickly.
Scale, a first-person puzzle game for Windows, Mac and Linux from indie developer Cube Heart, has turned to Kickstarter to seek $87,000 in funding in order to complete development on the title.
"You wield a device that can make any item any size," the game’s Kickstarter description reads. "A tree, a wall, an enemy, a passing cloud, even the levels themselves are all ‘Scaleable.’ Space is relative in the game so progress is as much conceptual as it is physical. The unique mechanic of Scaling is inspired by games like Portal and The Swapper. Progression through the game is freeform and open like Mario 64 or early Zelda overworlds. It’s all about exploring and discovering secrets!"
Created by Chris Thornley
For the “Multiplayer” Exhibit at The Gallery, London, showing October 22nd - October 27th.