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  1. Black Lake, please. (Barring that, Little Pink Best Buds! It would be so much fun to play through the game with more comprehensive text recognition and all of the buds fleshed out.)
  2. LPBB isn't showing up for me either... AND IT MAKES ME SADDER THAN YOU WILL EVER KNOW D:
  3. First round: - Steed: because it sounds like the most charming project, and the idea of a humor-based Crazy [Horse] Taxi with combat sounds incredible. - What Could Go Wrong: because the aesthetics it world it was referencing is rad! - Gone Astray: because it would have been awesome to explore a suburbia from such a unique perspective. Second round: Steed, What Could Go Wrong, and... - Mnemonic: because my girlfriend thought it sounded cool, and I had already denied her request that I vote for it in order to cast my vote for Gone Astray! And now that the winners have been announced, I'm actually most excited for Dear Leader. I didn't vote for it because 1) I knew it was going to win--the pitch was great, and people are crazy about stuff like Papers Please, and 2) Papers Please is an amazing experience, but playing it is so, so, so depressing. Seeing the team working on it is reminding me how meaningful experiences like that are, though, despite how bleak and troubling they can be. Plus, all of the art they're taking inspiration from is super cool. EDIT: Oh! And, Little Pink Best Buds, because it was adorable and weird and scary and seems like a really unique experience!
  4. When I watched the pitch video for Spacebase, it sounded sort of complex and a little dry. But when I watch the daily 2-Player Production videos, I almost always find myself most interested in the progress of the Spacebase more than any other game. It sounds like the sort of game where you'd have a hand in creating really interesting little ecosystems to get lost in for a while. Plus, the art style is really charming!
  5. This is super cool so far. It definitely references the type of compositions you'd hear in older adventure/rpg video games, without actually being, say, chiptune music. Can't wait to hear more!
  6. I'll admit I was worried that the art style was too similar to Braid's when I first saw you working on it (I might be in a minority of people who think Braid actually looks sort of ugly) but it's growing on me. I think the perspective is really perfect for giving you that nostalgic Nintendo-action/RPG sort of feeling. Can't wait to see more!
  7. Ico actually offers you the option to have a second player control Yorda on subsequent playthroughs, if I remember correctly. I thought it was pretty cool, considering my girlfriend and I were already playing together anyway by passing the controller back and forth and helping each other figure out puzzles. But it's definitely very important for you to experience Yorda's AI the first time you play it--it does become a very different game once you have direct control over her instead of her having her own weird sort of personality where she wanders off every now and discovers things on her own.
  8. I like the general style so far. Very mellow, 80s-nostalgic synths. Reminds me a lot of this:
  9. BENJA


    Isn't that a quote that's usually attributed to Picasso?
  10. Saying that something is Lynchian makes for a good shorthand, though, because lots of people know what that means. Lynch is a touchstone for a very particular kind of weird/disturbing. There's a reason why things become cliches in the first place: they make immediate sense! (Except for the ones that don't. "You can't have your cake and eat it too" drove me crazy when I was in my teens.)
  11. It's hard to say without knowing exactly how any of the final products would play, but conceptually, I think Double Fine High or Bragging & Fighting would work really well, especially on mobile. The games I find myself playing on my phone are mostly puzzle games like Zen Bound and super simple action things like Canabalt or Fruit Ninja. While I loved Superbrothers: Sword and Sworcery EP and Machinarium, I loved them as Mac games -- I haven't touched them on Android. When I play more adventurey games, I'd prefer to play them on a computer or a console than on a tiny screen that's always slightly obscured by my fingers whenever I interact with the game. (Playing on a tablet probably alleviates this problem, but I don't have one, so I wouldn't know!)
  12. I couldn't stop grinning when he said this.
  13. Absolutely true. A title with a female lead character is no more an automatic favorite for a female consumer than a male lead is for a male consumer. People, male and female, clearly evaluate more than the gender of a game's character when considering if they like a game or not. The issue here isn't that the game industry needs to make female-lead games if they ever want women to play games -- women are already playing games in as many varieties as men play games -- the issue is that there's an overrepresentation of men in games compared to women in games. It's not a new problem by any means. Look at the "male gaze" issue in the movie industry and it's the same thing: the largest proportion of movies made in the last eight decades or so have a diverse array of male protagonists that objectify women characters. You could argue that things have been steadily shifting for the past several decades to make room for more and more films from a female perspective, especially in art cinema, international cinema, and independent cinema. The real bummer, though, is that it's always an uphill battle for significant portrayals of women in any media to go from being considered niche or atypical into being more typical or mainstream. And if I were to hazard a guess, I would say that it's because less women are actually making games (in the same way that movie writers and directors are disproportionately men, most of whom write from a male perspective). Which is why THIS is one of the most important points hit upon in this thread: Let's encourage more women to enter the games industry by not treating them like dirt!
  14. Am I missing something? I didn't read anything cynical in the article, and there was nothing about "white people strangling creativity" in the article or hinted at in the headline. It merely pointed out that most of the positions of creative power in the video game industry are held by white men, which, unfortunately, mirrors how things are in almost every job field. White guys have a lot of power and privilege that non-whites or non-guys don't. Now, this isn't because Will Wright made it this way, and it isn't because video games are evil or because white men are evil. But it's all a slice of a much larger inequality problem that exists almost everywhere in the world. You don't think it's a good idea to address it? Don't you think this is a problem, though? That, statistically, games with exclusively male protagonists do 25% better in sales than games with an optional female protagonist, and 75% better than games with an exclusively female protagonist? I think the problem you're having here is you think that, merely by addressing the state of unequal gender representation in games, we're automatically villainizing people. Articles like this shouldn't be written off because they're "blaming" any specific person or persons for the problem -- they're not. They're merely addressing that there is a pervasive state of inequality and inspire us to ask questions about why this exists. And I think you'll find that it's a pattern that runs through most of society. But even when we just focus on video games (global society is admittedly a bigger problem), we should all be inspired to ask questions after reading articles like this. Why does inFamous, and so many other AAA games, star a light-skinned guy with a shaved head and stubble? Why do games lead by male characters sell so much better? And, when something like 40% of people who play games are women, shouldn't there be more of an attempt to have an equal representation of women in games? Try not to get so frustrated by reading articles like this. I think it's a mistake to think that their purpose is to blame people or be sensationalist. It should be an opportunity to become aware of the state of things and ask questions.
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