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Máte doma uklizeno? David s Tomášem jsou teď profíci na úklid, a tak vám řeknou, jestli je lepší Crime Scene Cleaner nebo Powerwash Simulator. Zatímco kluci vybírali kterej saponát použít, tak se Iggy ztrácel v Dread Delusion a kreslil si dino parky. A samozřejmě jsme nezapomněli ani na kultůru!
Nuovo appuntamento con il nostro racconto in podcast della Game Developers Conference 2023. Oggi il Maderna vi parla dei giochi che ha visto e provato nella settimana di fiera, ma solo dopo un po' di chiacchiera riguardo alla serata dei premi. Buon ascolto! Soundtraccia: GDC 2023 - Alessandro Mucchi & Chat GPT In questo episodio:* La serata degli award:Independent Games Festival e Game Developers Choice Awards (02:45). * Visti e provati:Pixel Ripped 1978 (31:30). Stray Souls (34:25). Lil Guardsman (38:25). Broken Roads (42:15). Rytmos (45:35). Mechinus (48:20). Let's Revolution (50:38). Crime O'Clock (52:35). Antonblast (55:27). Rift of the NecroDancer (57:40). Gourdlets (01:01:55). Candle Knight (01:05:01). Mail Time (01:07:02). Dr. Fetus' Mean Meat Machine (01:08:50). Arcadian Atlas (01:12:20). Worldless (01:15:04). Viewfinder (01:18:03). SteamWorld Build (01:20:50). Planet of Lana (01:22:40). Cart Life (01:24:50). Venba (01:30:00). The Wandering Village (01:32:08). Botany Manor (01:34:31). The Lamplighters League (01:37:20). Layers of Fear (01:39:50). Fort Solis (01::44:20). Sanatorium - A Mental Asylum Simulator (01:49:45). Psychotic Bathtub - The Story of an Escalating Mind (01:52:00). Animal Well (01:55:45). Mina The Hollower (01:57:37). Luna Abyss (02:00:25). Il podcast sui talk della GDC 2023: https://www.outcast.it/outcast-videogiocatori-borderline/gdc-2023-chiacchiere-videogiocoseIl podcast sugli award del 2018: https://www.outcast.it/outcast-videogiocatori-borderline/goty-2017
Our hosts Dan Morganti and Ro Murray speak with Professor Robert Sparrow from Monash Data Futures Institute about his recent paper, Mintoaurs, Not Centaurs -The Future of Manned-Unmanned Teaming, which looks at the ethics of AI in warfare and military robotics and where humans sit in the hierarchy of decision making.Also, game creator Richard Hofmeier joins the hosts to discuss his greyscale pixel art game about running food carts, Cart Life, first released to critical acclaim in 2013, being picked up and re-released in partnership with AdHoc Studio.Plus the latest tech news from Australia and around the world.Website: https://www.rrr.org.au/explore/programs/byte-into-itFacebook: https://www.facebook.com/3RRRFMByteIntoIT/Twitter: https://twitter.com/byteintoit
Depois de algumas semanas leves de notícias, esta aqui chega lotada. Depois de muitos teasers, a Valve anunciou oficialmente Counter-Strike 2, revelando uma série de novidades que esta continuação/atualização terá. Também temos o anúncio do retorno de Cart Life após quase uma década ausente, mais detalhes de como a Epic distribuirá dinheiro para os criadores em Fortnite, a intenção da Atari em comprar a Nightdive e mais.Participantes:Guilherme JacobsHeitor De PaolaAssuntos abordados:11:00 - Valve anuncia Counter-Strike 232:00 - A Epic dividirá 40% da renda com os criadores de conteúdos em Fortnite46:00 - A gente tem uma noção melhor agora do que é Everywhere56:00 - Cart Life vai retornar no final deste ano1:04:00 - Rápidas e curtasVai fazer compras na Amazon? Use nosso link de afiliado e ajude o OverloadrVenha fazer parte do Discord do Overloadr! Hosted on Acast. See acast.com/privacy for more information.
Depois de algumas semanas leves de notícias, esta aqui chega lotada. Depois de muitos teasers, a Valve anunciou oficialmente Counter-Strike 2, revelando uma série de novidades que esta continuação/atualização terá. Também temos o anúncio do retorno de Cart Life após quase uma década ausente, mais detalhes de como a Epic distribuirá dinheiro para os criadores em Fortnite, a intenção da Atari em comprar a Nightdive e mais.Participantes:Guilherme JacobsHeitor De PaolaAssuntos abordados:11:00 - Valve anuncia Counter-Strike 232:00 - A Epic dividirá 40% da renda com os criadores de conteúdos em Fortnite46:00 - A gente tem uma noção melhor agora do que é Everywhere56:00 - Cart Life vai retornar no final deste ano1:04:00 - Rápidas e curtasVai fazer compras na Amazon? Use nosso link de afiliado e ajude o OverloadrVenha fazer parte do Discord do Overloadr! Hosted on Acast. See acast.com/privacy for more information.
Welcome to Dev Game Club, where this week we continue our series on Plundered Hearts, the pirate romance text adventure, and also turning to a short bonus discussion about Twine games. We mostly discuss our takeaways before turning to the bonus discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:18 Takeaways 51:02 Break 51:12 Bonus Discussion Issues covered: text adventure length, an introductory adventure and the audience it sought, being unable to market, a diversion to Rogue Legacy 2, finding a parser bug, game pack-ins, losing a thing to the parser, a garter on a crocodile, waiting and responding to player choice, playtesting internally, not knowing to wait, inventory combination vs revisiting every location you've missed, failure-driven games, piecing clues together through trial and error, choosing your verbs carefully, whether there are multiple solutions, the hostility of a trial-and-error design, subverting your genre through mechanics, Tim's life as a series of flow charts, a structure still used today, flow charts for puzzle steps, working back from a problem to the solution, responding to your players, using good writing to provide a rich experience, interesting work coming from diverse sources, being playful with text, Twine as an environment, what you can do with good writing and simple tools, text effects, the approachability of the tools, personal games, an experimental game and interpretation, the structure of "howling dogs," simulation aspects, commentary on games, the default response and the "that's interesting," poetic/evocative/allusive tone, being in a browser and the affordances, a commentary on the games industry, the anxiety-provoking games, feeling seen, being exactly spot-on, a learning tool, the value of constraints. Games, people, and influences mentioned or discussed: Dark Souls, Zork, Infocom, Byte, Nibble, EGM, Nintendo Power, Rogue Legacy 2, Halo, LucasArts, Day of the Tentacle, Emily Short, Counterfeit Monkey, Tim Schafer, Dave Grossman, Dungeons & Dragons, MYST, Space Quest, King's Quest, Reed Knight, Ron Gilbert, Peter Pan, Errol Flynn, Geena Davis, Cutthroat Island, Matthew Modine, Activision, A Series of Unfortunate Events, Chris Klimas, Hypercard, howling dogs, Porpentine, The Writer Will Do Something, Matthew Seiji Burns, Tom Bissell, Game Developer magazine, Magical Wasteland, IF Comp, Andrew Plotkin, Meg Jayanth, Richard Hofmeier, Papers Please, Hot Pockets, Mountain Dew, Warhammer, Frog Fractions, Universal Paperclips, Frank Lantz, HP Lovecraft, Melville, Shakespeare, Mark Laidlaw, Eliza, Zachtronics, Kirk Hamilton, Aaron Evers, Mark Garcia. Errors! It was not Papers, Please (which is also excellent and by Lucas Pope), but Cart Life that was by Richard Hofmeier Links: When You Say One Thing and Mean Your Motherboard Next time: ...?! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Sacred time is here! We light the fires and huddle our tula around the ring as we tell tales of old and mishaps aplenty in the dangerous world of Glorantha as we talk about this classic narrative strategy game! Also, because it's us, lots of JRPG updates and many other things besides in this lengthy episode. Praise to Orlanth!Send us questions about our game clubs, other games, or gaming in general to abnormalmappingpodcast@gmail.com!If you would like to support us please visit patreon.com/abnormalmapping for exclusive podcasts, writing, and even opportunities to be on an episode as a guest! Things Discussed: the year of handheld games, Nameless Game, Sonic Generations, Dragon Quest 2 and 3, Final Fantasy, Dark Souls, King of Dragon Pass, grand strategy games, Cart Life, Reigns, getting people to experience your favorite media, the next Pokemon element, favorite dragons, nightmare Dragon Pass-alikes provided by the Dragon Pass twitter account, an incredible anecdote about Sony marketing, much discussion of Duck peopleThis Month's Game Club:King of Dragon PassNext Month's Game Club: WarioWare, Inc.: Mega Microgame$! and Rhythm Tengoku (GBA)Music This EpisodeOverture by Stan LePardSea Season by Stan LePardIs It Adventure by Stan LePardQuite an Adventure by Stan LePard
Thursday 1-13-22 Show #700: Tonight we celebrate our 700th show! We also talk about milestone ages - 18, 21, etc - and living in senior communities like The Villages
Pelintekijä Richard Hofmeier on kertonut kehitelleensä idean Cart Life -peliinsä työskennelleensä “huonoissa työpaikoissa”. Stephen Lavelle on tuottelias pelintekijä, joka on julkaissut ala-arvoisia peräaukon klikkailupelejä, sekä nerokkaan makkaranpaistosta kertovan puzzle-pelin. Nina Freemanin pelit ovat niin intiimejä, että pelaaja saattaa tuntea olonsa kiusalliseksi. Alexandr Manzosin Kokeelliset pelit -teos luotaa nimensä mukaisesti pelimediumin rajoja koettelevia pelejä ja pelintekijöitä. Kokeelliset pelit paljastavat mm. sen, minkälainen potentiaali videopeleihin ilmaisuvälineenä liittyy. Toisaalta, myös valtavirtapeleissä voi olla elementtejä, jotka yleensä liitetään perinteiseen taiteeseen. Yhden tulkinnan mukaan esimerkiksi Spec Ops: The Line -räiskintäpeli kuvaa sitä miten aivottomien räiskintäpelien sankari syntyy. Alexandr Manzos on Juuso Pekkisen haastateltavana.
Welcome to Season 2 of your soda-filled source for game development opinions that mean very little in the grand scheme of things - RPG Maker Cola! === Guests === - Adrian B: https://twitter.com/AdrianBSTL - Dari: https://twitter.com/scitydreamer We talk about making games from anger, cheesy 80s action flicks, eerily prescient story beats, charming self-drawn art, and much more. This is a long podcast. Hope you enjoy. "I Hate You, Please Suffer" by Dari: https://scitydreamer.itch.io/i-hate-you-please-suffer "Trash Planet" by Adrian B: https://rpgmaker.net/games/11032/ Nihilo: https://rpgmaker.net/games/5796/ === RPG Maker Cola Links === = Linktree: https://linktr.ee/rpg_maker_cola = Twitter: http://tiny.cc/rmc-tweety = Discord: https://discord.gg/7aT3jDfMrS = Twitch: https://www.twitch.tv/rpgmakercola ===TIMESTAMPS=== 0:00 Ad Spot - "satiRPG" by hotgamerdad 0:42 Introductions 5:35 Buzz Corner - Benny - "April Was A Fool" by MakioKuta and Racheal 7:40 Buzz Corner - Adrian B - "Demonizer" 11:30 Buzz Corner - Dari - "It's Six Random Characters and a Single Floor Dungeon, That's the Whole Game" 16:15 Playing Games - Benny - "Cart Life" by Richard Hofmeier 18:26 Playing Games - Adrian B - "Danganronpa V3: Killing Harmony" by Spike Chunsoft 25:56 Playing Games - Dari - "Nier" by Cavia 32:11 Serious Topics 32:49 Adrian B - Origins 35:07 Dari - Origins 46:21 User Submitted Questions 94:03 Deep Dive
Listener Jill from NJ asked JKJ and #AL about their golf cart life! We talk about the town we live in and why we drive a golf cart everywhere we go. Seriously, everywhere. Plus the cool stuff #AL added to our golf cart. Follow us on instagram, twitter and facebook at @JKJandAL. Visit our website couplefriendspodcast.com to see what’s new and learn more about the show. If you want to leave us a voicemail, call 404-477-4160. https://www.youtube.com/watch?v=pcVGqtmd2wM
In der dritten Folge von Poor Player sprechen Christian und Eric über visuelle sowie narrative Stereotypen bei der Darstellung von Armut und inwiefern diese Darstellungen durch die Wahrnehmung und Sozialisierung der Game-Designer beeinflusst werden. Dabei werden Stereotype wie der elende Bettler als Deko/Staffage, der verschwörerische Obdachlose in Spielen wie Grand Theft Auto V oder der Assassin's Creed-Reihe unter die Lupe genommen. Auch positive Beispiele im Umgang mit Stereotypen wie Cart Life oder The Sea Will Claim Everything kommen nicht zu kurz.
Welcome to Dev Game Club, where we celebrate the triumphant return of co-host Tim Longo with... a discussion of the rest of 1996's Tomb Raider. We once again discuss the levels themselves, but also discuss traps, puzzles, and the use of voice to characterize action adventure avatars in more recent games, before turning to takeaways and your questions and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game (Egypt and Atlantis) Podcast breakdown: 0:40 Segment 1: Levels and other discussion 1:04:40 Break 1:05:12 Segment 2: Takeaways and feedback Issues covered: cumbersome controls, traversal-based exploration vs skill-based exploration, traps as playing against expectations in traversal, varying threats with traps, lower stress approach than combat, puzzles, block moving, levels as puzzles, evolving the puzzles and mechanics over multiple games, feature iteration over a series, voice acting in cutscenes vs in-game, preferring solitude, not having a plan for Lara the character, losing the ability to see yourself in the character, using cutscenes as reward, blurring the line between cinematic and game, using FMV instead, thinking of the first two Egypt levels as one level, interconnectedness of the Obelisk, seeing everything you need to do in one room, breaking their rules, climbing all around the side of the Sphinx room, navigation as puzzle, sense of scale, showing you the destination and making you figure out how to get there, water puzzles, contextualization, having your input read in in-engine cutscenes, doors that open and stay open, motivating your puzzles and switches, ancient stuff vs modern, building new mechanics late in the game, central pyramid room, ending in flesh, leaning into a problem, paying off on doing something denied you in a cutscene, leaning into exploration, naming your enemies and therefore making them more important, level as puzzle, strong character design, animation with weight and wind-up, the move set as puzzle, learning the move systems, white paint, branching paths, inescapable abstraction, give me guardrails to find the fun, balancing freedom against direction, MDA framework, interaction of the mechanics with the dynamics, abstraction in AI and physics and other systems, merging mechanics and narrative, VR as an interesting place for this, innovation moving to the mainstream, horror. Games, people, and influences mentioned or discussed: Indiana Jones, Resident Evil, Soul Reaver, Stephen's Sausage Roll, Monument Valley, A Good Snowman is Hard to Build, Core Design, Indiana Jones and the Infernal Machine, Uncharted (series), God of War (2018), Jedi Knight, Westwood, Tim Curry, Mark Hamill, Wing Commander, Half-Life, System Shock 2, Doom, Cthulhu, Metal Gear (series), Eidos Montreal, Starfighter (series), Republic Commando, Assassin's Creed, Deus Ex, Michael, LonelyBob K, Tim Dooley, Breath of the Wild, Horizon: Zero Dawn, Jonathan Haidt, The Righteous Mind, Zachary Crownover, Zimmy Finger, Brothers: A Tale of Two Sons, Papers, Please, Limbo, Prince of Persia: Sands of Time, Inside, Cart Life, Memento, Sex, Lies, and Videotape, Switchblade Sisters, Sera Gamble, April Wolfe, Being John Malkovich, Lost, The Magicians, Supernatural, Sharp Objects, Hereditary, American Horror Story, The Endless, Resolution, Thief. Links: Play Tomb Raider in a browser 31 Nights Streaming Screaming Next time: We look a bit at Shadow of the Tomb Raider! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, beginning with 1984's King's Quest: Quest for the Crown. Having finished the game, we discuss the ways in which different puzzles work and what aspects are frustrating and how it might all have gotten that way. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish King's Quest 1 Issues covered: getting through without hints, remembering puzzles and forgetting stuff, rule-breaking and rocks, leaning into fairy tales, thinking about the game away from it, the better manual, verbs with rare usages or no usages, the Rumplestiltskin puzzle, good for streaming or not, dying from the rock, timing and waiting, the difficulty of the game Deadline, things not appearing on screens, characters that don't appear all the time, not knowing what you're not seeing, the well and figuring out what to do there through dying, dealing with the dragon, solving puzzles multiple ways, timing your throw at the dragon, using water in the pail all over, supporting lots of weird choices, finding the use of the bucket and not experimenting further, verbs you use only once, looking at objects in your inventory, XYZZY, piecing together a series of steps, the Leprechaun puzzle, multiple solutions as a usability issue, losing the goat, giving treasure to the troll, fallback solutions, being able to ignore various obstacles, encouraging exploration, no RPG-style combat, the Fairy Godmother spell, dealing with the witch, lack of mapping between manual and game, eating the witch's house, the fullness of the world, climbing the beanstalk and being high on the foliage, fighting the parser, thinking the pebbles might be for the wolf, sick fairy tales, a sleeping giant, navigating the beanstalk, differences in world structure between different adventure games, proving out the capabilities of a new engine, showstopping spots in an adventure that's more linear, playing a game together, ARGs and the appeal of playing with a crowd, breaking Tim Sr with Space Quest, giving away carrots, goat eating your carrots, top-down design vs bottom-up design, 500K copies sold, relegislating the sexism, The Boss, aspiring to be Solid Snake, getting interested in real world topics via games, creators who are drawn to real-world issues, not fully embracing a difficult topic, having a hard time getting that stuff funded, various examples, escapism in entertainment, fun MGS bits. Games, people, and influences mentioned or discussed: Roberta and Ken Williams, Deadline, Infocom, LucasArts, Ron Gilbert, Edge of Tomorrow, Wizard of Oz, Advent, Grimm Fairy Tales, Space Quest, Day of the Tentacle, Zork, Two Guys from Andromeda, Mark Crowe, Scott Murphy, Reed Knight, Super Metroid, Super Mario World, Metroid, Quest for Glory (series), Manhunter, Betrayal at Krondor, Police Quest, Leisure Suit Larry, Blarg42, Final Fantasy IX, Metal Gear (series), Bioshock, Tom Clancy, Far Cry 2, Hideo Kojima, This War of Mine, Papers Please, Cart Life, Valiant Hearts, UbiSoft, Far Cry 5, Sean Vanaman, Jake Rodkin, Firewatch, Gone Home, Wolfenstein, Star Wars, Yoji Shinkawa. Next time: Play until you reach the first planet in Space Quest Links/Notes: Note - the XYZZY Awards still exist! Dialog with Campbell et al about your mono TV @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Quel Silent Hill se retrouvera au top de la liste de Gab? Est-ce que les jeux américains de la série comptent? Est-ce que ça se peut qu'un jeu nous rendent complètement déprimé pendant des jours? Est-ce que "jouer" à un jeu en le regardant sur Youtube, ça compte? De quoi on a parlé: The last ... Continuer la lecture
I P3 Spel på lördag hissar vi indieflaggan! Vi hänger med Erik Svedäng som gör spel men hellre vill kalla sig konstnär. På den Göteborgsbaserade studion Zoink gör man reklamspel för att finansiera sina drömprojekt. P3 Spel tog mikrofonen och hälsade på för att prata om senaste framgången Stick it to the man. Hanna Fridén och Victor Leijonhufvud utgör veckans panel och som gäst får vi Angry Birds-bolaget Rovios Sverigechef, Oskar Burman! Han ger oss sin syn på vad stora företag har att lära av indieutvecklarna. Även i recensionerna lyser indietemat igenom när kickstarterälsklingarna Broken Age och Republique tilldelas betyg. Dessutom får överlevaräventyret Don’t Starve sin slutgiltiga dom! Missade du något av spelen vi nämnde i programmet? Här kommer hela listan! Panelen tipsat om kommande indiespel: The Witness, Cup Head, Transistor Panelens indieguldkorn: Tower Fall, Rymdkapsel, The Stanley Parable, New Star Soccer, StarMade och Prison Architect Lyssnarnas tips: Shelter, To The Moon, Project Zomboid, Cart Life, The Binding of Isaac, Boot Hill Heroes
Matt and Jason return after a long break intending to talk top-ten lists. Instead, beginning with a digression about the Interactive Fiction Competition, they discuss the changing face of game development away from monotonous triple-A dominance and towards something more inclusive to other voices and styles. But: no revolution passes bloodlessly. Download MP3 (1 hour, 4 minutes) | Subscribe via iTunes | Subscribe via RSS Your browser does not support this audio format. Stuff mentioned in this episode: The Interactive Fiction Competition howling dogs placed 11th in the Comp in 2012 (I was almost right…) The incident at the 2013 IGF where Richard Hofmeier subverted his own game, Cart Life, for the sake of another Porpentine’s essay Creation under Capitalism and the Twine Revolution Ian Bogost’s essay Perpetual Adolescence, a critique of Gone Home Bioshoot Infinite +1, the likely origin of the Bioshock descriptor “shlooter”, used by Jason in this episode Now is the Best Time, Leigh Alexander’s critique of Bioshock Infinite
The show starts with a couple recent XBLIG offerings including 一>◇ and Power-Up. Everyone takes a look a the updated DuckTales: Remastered, the side scrolling brawler Foul Play impresses, Craig lays out all the details on Marlow Briggs and the Mask of Death, and Sean touches back on TMNT:OOTS and Magic 2013. Jeremy finishes up a playthrough of Diablo III and checks out Rayman Legends, and Sean and Jeremy drown in the living world of GTA V. Craig wraps up the show with a menial tasks twofer on the PC side with Cart Life and Papers, Please. E-mail us at comments@signedinpodcast.com! Visit us online at SignedInPodcast.com! Games discussed on this episode! 0:00:00 – Intro 0:11:50 – 一>◇ (Indie) 0:14:46 – Power-Up (Indie) 0:21:29 – DuckTales: Remastered (XBLA) 0:28:28 – Foul Play (XBLA) 0:36:32 – Marlow Briggs and the Mask of Death (XBLA) 0:44:19 – TMNT: OOTS (XBLA) 0:48:59 – Magic 2013 (XBLA) 0:53:17 – Diablo III 1:01:39 – Rayman Legends 1:07:00 – GTA V 1:43:48 – Cart Life 1:52:43 – Papers, Please 2:07:26 – End
Terminator02, iFish, and PettingZoo (Ian) discuss being on tilt, seeing other games, op shops, and reverse-pirate syndrome. Topics: 1:52 Brutal Legend 2:28 Fish Out of Water 3:17 Pocket Planes 4:08 Game Dev Story 5:50 Monaco 7:20 Candy Box 11:13 Sony PVM Monitor 21:20 Cart Life 24:10 CST L-TRAC 2545-5W Trackball 28:40 Oculus Rift 35:26 Xbox […]
Holmes speaks with Cart Life designer Richard Hofmeier
In this episode... Chris is back from GDC, Eric goes NPR, and Indie Brad tries Cart Life. http://www.psnstores.com The Rundown 0:00:52 - Intros 0:02:14 - Last Week On PlayStation Mobile 0:06:23 - This Week On PlayStation Network 0:08:00 - News 0:12:30 - ESRB Watch 0:14:55 - Emails! 0:21:30 - Have You Ever Been Spoiled? 0:28:02 - GDC 2013 0:30:20 - Magic Planet Snack Deluxe 0:32:47 - PSM Panel 0:35:59 - Open Me! 0:39:02 - Treachery in Beatdown City 0:40:40 - Farcry 3 is not Fallout 3 0:43:56 - SF Foods 0:45:15 - Terraria 0:46:36 - Quell Momento 0:48:56 - GDC Parties suck 0:50:45 - PixelJunk / IGF / Cart Life 0:54:27 - Spec Ops: The Line 0:57:15 - Nun Attack 0:59:43 - Outros 1:00:11 - Premium Rush
Although Cart Life was released mid-2011, It was really last year that it made a splash in the indie game community pool at large and was even one of our favorite games of the year. Easily one of the most important games one could play, Cart Life is a fascinating and intense look into the life of business management from the perspective of a small business owner that is as fulfilling as it is punishing. To think that one person was able to create such an intricate and open game is either genius or insanity. So which is Richard Hofmeier? Follow us as we try to find out…
Although Cart Life was released mid-2011, It was really last year that it made a splash in the indie game community pool at large and was even one of our favorite games of the year. Easily one of the most important games one could play, Cart Life is a fascinating and intense look into the life of business management from the perspective of a small business owner that is as fulfilling as it is punishing. To think that one person was able to create such an intricate and open game is either genius or insanity. So which is Richard Hofmeier? Follow us as we try to find out…
Richard Hofmeier's Cart Life was recently nominated for three IGF awards which has thrust the game into the indie spotlight, shedding its underdog status. In the second episode of Counterweight, Eric Brasure and Joel "HM" Goodwin consider where Cart Life is now.
No Continues is One Life Left's off-season weekly book / game club. Each week the team discuss different games that incorporate a single theme. This week's theme is 'Work'. Players: Jon/Log - https://twitter.com/disappointmentKaty - https://twitter.com/KTsqueakMatt - https://twitter.com/Jam_spongeSteve - https://twitter.com/misterbrilliant Playlist: 1. Diner Dash:ios - https://itunes.apple.com/gb/app/diner-dash/id307011863?mt=8android - https://play.google.com/store/apps/details?id=com.masakapa.workout.mobine&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5tYXNha2FwYS53b3Jrb3V0Lm1vYmluZSJdonline - http://www.gamehouse.com/online-games/diner-dash-online 2. Space Station 13 - http://www.byond.com/games/exadv1/spacestation13 3. John Deere Drive Green - http://www.download-free-games.com/pc/john_deere_drive_green.htm 4. Cart Life - http://www.richardhofmeier.com/cartlife/ 5. Unmanned - http://unmanned.molleindustria.org/# Bonus Extra Credit Game:Every Day The Same Dream - http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html Tracklist: 1. The Flight Away - Sega Loungehttp://chipmusic.org/theflightaway/music/sega-lounge 2. Adhrast - The Supernovahttp://chipmusic.org/adhrast/music/the-supernova-[wip]-[1xlsdj] 3. Acharis - When You Sleephttp://chipmusic.org/acharis/music/when-you-sleep Play, listen and contribute to the show live on Resonance 104.4FM at 7pm on Monday evening, or we'll see you back here for the podcast. We'll announce next week's games on Twitter/Facebook/Google+. Team NCxx
Yes, Holy Goalie is having dreams about his co-hosts. While this should gross out Nick Dinicola and GamerEdie, they didn't mind running through the subconcious mind of the Goalie. This week, while the GameHounds team isn't dream catching, they discuss: Reviews: Journey, The Cave, Gears of War I multiplayer revisited, Ni No Kuni, Binary Domain; How hard is it to remove your Xbox Family Plan? Very. Google maps now has reviews of North Korean hotels and prison camps; Disney shutters Warren Spector's Junction Point Studios; Upcoming MMO Defiance may just get Nick to try an MMO. New SimCity preview looks crazy good; Warlords and Grand Theft Auto V previews and early info also look shiny; Ouya sponsors a game jam and gets 150 games in 10 days; Little Inferno will come to iPad; Cart Life sounds really interesting; Buck or Chuck: Cute Things Dying Violently Enjoy.
Silence, on joue !, c’est l’émission hebdo de jeu vidéo de Libélabo et Ecrans.fr. Avec Erwan Cario et ses chroniqueurs, Patrick Hellio de Hitphone.fr et Monsieur Phal, le spécialiste des jeux de société de trictrac.net.Au programme cette semaine, on descend avec délice dans les méandres de The Cave, le nouveau titre d’une des légendes du jeu vidéo : Ron Gilbert. On évoque aussi l’expérience troublante proposé par Cart Life, finaliste de l’IGF dans plusieurs catégories (à tester gratuitement ici). Voir Acast.com/privacy pour les informations sur la vie privée et l'opt-out.
Kole, Ben, Dennis, and David talk about arcades, Kentucky Route Zero, and Cart Life. THE BRIEF Steam Box is updatable. Blockbuster closes 300 stores. The Cave is a thing that exists. Metal Gear Rising Revengeance demo released. THE GRIND Ben: The Pinball Hall of Fame. Dennis: Darksiders. Mega Man 9. David: Dead Island. Planetside 2. Kole: Kentucky Route Zero. Hotline: Miami. Cart Life. Resident Evil 6. MULTIPLAYER Unintentional Games. THE END BOSS Dennis: Good comments on Polygon. Kole: Portable games ain't portable. Ben: I want my PS3 back. David: Whisker Wars.
Kole Ross, Dennis Furia, and Tyler Crumrine talk about the Pokemon X and Y announcement, Far Cry 3, and speedrunning against cancer. THE BRIEF Tyler: Pokemon X and Y announced. Animaniguchi announced their second full length album "Endless Fantasy". Kole: Steam box officially announced, detailed. Dennis: Don't burn games. THE GRIND Tyler: Dark Souls. Far Cry 3. Shin Megami Tensei: Devil Survivor: Overclocked. Kole: Binding of Isaac. Elude. Cart Life. Dennis: Bit.Trip Runner. Anomaly: Warzone Earth. THE MULTIPLAYER Favorite game of all time? Impactful games? Best/Worst game retail experiences? THE END BOSS Awesome Games Done Quick cancer drive. LINKS OF NOTE Ninjas vs. Podcast (http://ninjasvspodcast.erictoribio.com/) "Meow" m- Anamanaguchi (http://www.youtube.com/watch?v=vc3JWo2iiGc) "Neighborhood 3 Requisition of Doom" (http://www.chicagotribune.com/entertainment/theater/theaterloop/ct-ent-1013-strawdog-review-20121012,0,5379.column) Elude (http://gambit.mit.edu/loadgame/summer2010/elude_play.php) Oiche Mhaith (http://www.newgrounds.com/portal/view/585928) Complete in Box (http://www.facebook.com/completeinbox) "The Elaborate Entrance of Chad Deity" (http://www.woollymammoth.net/performances/show_chad_deity.php) SpeedRunsLive.com (http://speedrunslive.com/) Prevent Cancer Foundation (http://preventcancer.org/) The Yetee (http://theyetee.com/)
For our final episode of the year we are unfortunately one man short. But while Jon is away Nathan and Sean discuss Cart Life, Sin Episodes, Binary Domain, Rayman Jungle Run and some more Hotline Miami. News is incredibly small but includes more info on the War Z issues, Xbox 360 achievements showing up on an iOS game and a new Final Fantasy 13 game has been announced.
Welcome to a brand new year! What better time to talk about older media? Maybe not that old, but Nathan revisits 21 Jump Street and Paul finally catches up with Looper in our final attempts in creating our top 10 lists. In the same regard, Nathan dives into some Binary Domain and Mark of the Ninja while Paul gets some ideas out on his time with Far Cry 3. Also, the two decide that Cart Life might be one of the most important sandbox games created.
Remind me to come back and write something witty or insightful here. I guess I could tell you we talk some Game of the Year deliberation bitterness and that spurs random chats about some of our thoughts for media of the year. I could also tell you we talk about our opinions on Extra Lives: Why Video Games Matter by Tom Bissell and in doing so make more cynical remarks on video game criticism. I might even tell you about how Nathan saw Django Unchained and played a neat little life simulation Cart Life and we talk a bit about that some. So yeah, remind me to write something like that here, okay? Also, have a great new year and we’ll see you on the other side!
This week we get into the weeds a bit when discussing Far Cry 3 and are subsequently asked to return to the mission area. Plus: immigrant stories in gaming, and the realization that Cart Life is amazing.