Archives for posts with tag: indie games

This short pixel art documentary by Simon Cottee is required viewing for readers of this blog (thanks for reading, by the way). An unassuming film with an unassuming title, Pixel may be modest in scope, but it is also a deeply enjoyable and thoughtful account of the rise, fall, and triumphant return of pixel art in videogames and other media.

Perhaps the most memorable part of the film is an interview with Jason Rohrer in which he attempts to justify the use of pixels in his own work with an interpretation consisting of two distinct but complimentary claims. His first point is that abstract, pixelated graphics make it easier for players to identify themselves with the characters, a concept that should come as no surprise to people with an interest in games or animation in general. His second point is a bit more surprising, given that it’s about technology, and given Rohrer’s reputation for being one of the least nerdy, least techie, and most artsy game designers around. Even more surprising–he actually makes a lot of sense (okay, maybe that isn’t so surprising, but it definitely makes for a more powerful defense of his taste in graphics).

Essentially, Rohrer’s point is that pixel art offers the most natural and transparent approach to making videogame imagery, due mostly to the fact that pixels, like videogames, always take place inside a computer. It’s a powerful thought, but a relatively simple one when you think about it. More importantly, it shows that Rohrer recognizes the need to reconcile the expressive nature of videogames with the technology that makes them possible.

Reconciling these two ideas is especially important in our 3D-dominated world, where pixelated abstraction is often portrayed as a reactionary move deployed by those who remain suspicious of polygons. Consequently, it becomes extremely easy to buy into the notion that pixel revivalists are simply part of a “backlash” against advances in game technology. Rohrer’s response turns this idea on its head by depicting pixels as the authentic and “hardcore” style, while simultaneously implying that 3D is the real format of choice for “casual” gamers (that means you, Halo fans…you casual gamers you).  Simply put, pixels are not a backlash against technology, they are the quintessential videogame technology. Likewise, the use of pixels does not constitute a rejection of realism, but rather an affirmation of abstraction.

At one point during the documentary, Rohrer suggests that an appreciation of pixel art is inextricably tied to achieving videogame literacy. He’s right, which is why this documentary should be applauded for doing its part to remedy the situation. But of course, even those who speak videogame fluently should watch the film, as it is sure to enrich your gaming vocabulary in one way or another.

You can watch the entire video above or on Cotteen’s YouTube page.

This short pixel art documentary by Simon Cottee has spread pretty quickly since its release on youtube last Saturday–and it deserves to spread some more. In fact, I’m going to say that this is required viewing for readers of this blog.  is every bit as practical and level-headed as its title suggests. There are no self-indulgent nostalgia trips or geeky ‘retro’ comedy skits here  (to be clear, I absolutely love the comedic stylings of Yahtzee and the Angry Video Game Nerd…less fond of their imitators), what we have is a crash course on the glorious world of the pixel–the first and purest (and best) form of visual representation in videogames. The film begins with a brief overview of the rise of pixels during the 80s and early 90s–a time when pixel art was pretty much the only way of putting graphics onscreen–and its eventual decline during the 3D era, which began in earnest with the 32/64 bit generation of consoles and continues to this day.

Cactus (pictured above during a recent trip to Disneyland) is a ridiculously prolific game designer known for producing strange and occasionally brilliant games with blindingly acidic color schemes. And according to several reports from GDC, he is every bit as crazy-provocative in person as his games suggest. Here are some reactions from his talk at the conference, poignantly titled “Abusing Your Players Just For Fun.”


Scott Sharkey:

It’s probably a good sign when a presentation opens by informing attendees that it may kill them if they’re prone to seizures. Much like his games, Jonatan “Cactus” Söderström’s GDC talk was filled with flashing lights, garish colors, clips from David Lynch movies, and the feeling that somebody is having a joke at our expense. It’s a good joke, though, even if he didn’t follow up his awkward, adorably nervous foreigner act with a superb Elvis Impersonation. Mostly on account of the fact that he actually is an adorable, awkwardly nervous foreigner, but I was still waiting for it. Anyway, aside from the bizarrity and weird movie summaries (“Dr. Strangelove is actually my favorite comedy of all time… or something. You don’t have to laugh at it, though.”) he actually name dropped a lot of games that are thematically linked through their incomprehensibility and enjoyable bastardry.

John Teti:

Cactus also spent a great deal of time talking about works in other media, especially film, that willfully challenge their audiences. David Lynch was cited as a particular inspiration—in the course of listing practically every movie Lynch has made and proclaiming how awesome it is, Cactus showed that famous “mystery man” scene from Lost Highway as an example of cinematic difficulty. I have been thinking lately about the parallels between accessibility in film and difficulty in games; I touched on it in a Death By Cube review a few weeks back. Some of the more dogmatic game theorists preoccupy themselves with exploring only how games are utterly different from other media, a line of thought that I find naïve and self-defeating. So I really enjoyed hearing the way Cactus drew inspiration from a diverse range of media. He drew parallels to progressive rock, as well, quoting John Holmstrom’s definition of punk: “It’s rock and roll by people who didn’t have very much skills as musicians but still felt the need to express themselves through music.” He suggested that might describe the more experimental end of the indie scene, as well.

David Wolinsky:

Soderstorm credited game artist Mark Essen (a.k.a. Messhof) as being his “idol,” so it wasn’t surprising how many of Messhof’s games factored into the discussion. Randy Balma: Municipal Abortionist, Flywrench, and Thrill Of Combat were all namechecked, and the aptly titled platformer Punishment was demonstrated via a video play-through. Punishment employs nearly all of the methods Cactus mentioned for abusing players: Annoy them with blinking and rotating graphics, defy them with nonsensical logic, and boast an almost-impossible difficulty. It looked like fun, actually. Kayin O’Reilly’s I Wanna Be The Guy: The Movie: The Game, a bizarre and insanely challenging game perhaps only beatable by watching play-throughs on YouTube, was also mentioned.

Anthony Burch:

Long story short: [Soderstrom argued that] fantastic, surreal works can be found quite frequently in film (El Topo, the works of David Lynch and Stanley Kubrick), but almost never in videogames [...]

Shadow of the Colossus borrowed a lot of narrative stuff from El Topo, but the visuals and style, Soderstrom argued, shared more in common with Studio Ghibli films. And these works are fine, but they aren’t pure, unique, unfiltered self-expression like David Lynch films are.

Soderstrom quoted John Holmstrom, referring to progressive rock: prog rock was for people who weren’t good at music, but had a need to express something personal. And that’s the idea behind abusing, or ignoring, your player.

There used to be a time when games were made by one individual. In fact, Shigeru Miyamoto is often cited as the first person who designed and directed a game without any knowledge of programming. From then on, games began to get more complicated and the technical challenges during the development process required an ever-greater level of expertise and specialization. Nowadays, it is not uncommon to have hundreds of people working on a game at any one time.

These big budget games will not go away of course, but it is interesting to see how the trend towards larger development teams seems to have slowed down somewhat in recent years, while indie developers–which may consist of a single person working out of his dorm room or a “staff”of a couple of dozen (probably working out of their rooms as well)–seem to be increasing in number by the day. There has never been a better time to be an indie developer, thanks largely to the emergence of affordable and easy-to-use development tools such as  Game Maker, not to mention the fact that the internet has made the concept of “distribution costs” all but obsolete. Indeed, it is a great time not only for aspiring game developers, but also for adventureous gamers who want to try more experimental and conceptually expressive approaches to game design.

Of course, a select few of these “experiments” end up as truly great games. Some of these games will fail miserably, while others might present a novel gameplay concept that may be fleshed out in a later effort.  But there are also some real gems that surpass our expectations and expand our notion of what games can achieve as a medium. This is what drives us to keep searching for the next great indie game, even though we know all too well that most of what we’ll encounter along the way will be mediocre at best.

The hard part is beginning the search, which is why this list of 50 great indie games (first published by Derek Yu in this guide) is such a godsend. For newcomers, it serves as an excellent introduction to the indie game scene; and for non-newcomers, it remains an excellent guide to the many great games we’ve yet to play. Better yet, there is a brief description next to every game that explains why each is important in its field. Oh and did I mention that most of them are free? There’s really no excuse not to try them out.

Speaking of which….I should probably end this post now so as to keep working my way down the list. Okay, post ended.

kissma1

Kissma stands out immediately as a very Japanese game. At first you’re barraged by pinks, yellows, retro pixel-art, and sounds that for some reason remind me of the Japanese band Polysics. A moment later (if you’re anything like me) you’re scratching your head asking yourself what’s real and what’s not.–Play This Thing!

Further reading: Edge, Indie Games

Randy Balma: Municipal Abortionist

From Edge: a short interview with New York based artist and game designer Mark Essen, whose game Flywrench will appear at the New Museum‘s The Generational: Younger Than Jesus. An excerpt:

I’ve gotten more respect, and people know me now more, which has been useful and good. I’m getting game gigs, and that kind of stuff. For this show in particular, everyone has a lot to prove. A lot of people are ragging on how everyone’s just a young artist who really doesn’t know what they’re doing yet, and that maybe they don’t deserve that kind of attention. And yeah, it’s a different crowd to the gamer crowd, and maybe not as fun. I don’t know that I fit in. But I think that’s fine.

Follow

Get every new post delivered to your Inbox.