Welcome back to the second part of our interview with Jonathan Blow, creator of the indie smash Braid and the upcoming The Witness.
In this episode, we begin the discussion of what it means to spend our time playing games. Paramount to this: our discussion of "achievements" and how they feed into creating structures that presuppose challenging design.
This show is a new voice in the gaming journalism world. Our interviews are long-form, personal, and in-depth. You should check it out, as I don't think there's much like it on the web right now.
Our first interview is with Kellee Santiago of thatgamecompany, creators of the iconic Flow, Flower, and (the upcoming) Journey. In it, we discuss their company, their philosophies, and their first game, Cloud. If you like what you see, stay tuned: upcoming interviews will include Jonathan Blow and David Jaffe.
I am so super-excited to launch this show, as it's been a real labor of love.
So, let me guess... You haven't played Rochard yet. In fact, there's probably a pretty good chance you haven't even heard of it—and that's a damned shame, since it's one of the best download-only titles I've played all year. I gave it an absolutely glowing review, but a game like this deserves more. So, in my pursuit of fighting the good fight, I'd like to present this brief interview I was fortunate enough to have with the Lead Level Designer of Rochard, Samuli Viikinen.
At PAX Prime 2011, one of the smaller indie-sized games that caught my eye was a strange, almost unclassifiable project called The Splatters, about shooting colored blobs around small arenas and exploding them at every opportunity. It was a blast to play even if it's a bit difficult to describe, and I'm quite pleased to share a brief interview with one of the developers, Niv Fisher of SpikySnail Games.
The last time I was at my local comic shop, a new collection titled "Axe Cop" caught my eye. I didn't know anything about it, but the person at the counter explained the interesting story behind its creation. That hooked me. As luck would have it, one half of the comic's creative team caught wind of some positive comments I made about the book on Twitter. One thing led to another, and before I knew it, artist/co-creator Ethan Nicolle was graciously granting me this interview.
In case you weren't aware, the developers on Microsoft's Indie Games channel are in the middle of an Uprising. Sick and tired of being drowned out by a flood of cash-in crapware, the people who take game-making seriously have banded together to release a slew of high-quality titles. One of the initial games available was the superb Epic Dungeon from Eyehook Games. Mike Muir, the man behind the magic, was gracious enough to take time out of his schedule to answer a few questions about his project.
Amnesia: The Dark Descent is highly likely to be my 2010 game of the year, and is the proud recipient of only the second perfect 10 that I have given out. Jens Nilsson, one of the developers at Frictional Games, was kind enough to answer a few of my questions about Amnesia and the future of Frictional.
Comments are subject to approval/deletion based on the following criteria:
1) Treat all users with respect.
2) Post with an open-mind.
3) Do not insult and/or harass users.
4) Do not incite flame wars.
5) Do not troll and/or feed the trolls.
6) No excessive whining and/or complaining.