Monday, November 30, 2015
Emily Short: November Link Assortment
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Sunday, November 29, 2015
小学校1年生から6年生までの平均身長/学年別
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Heated Moments by Phyllis Bourne
Hey, it's another funny, romantic, and adorable story from Phyllis Bourne!
The post Heated Moments by Phyllis Bourne appeared first on HOT SAUCE REVIEWS.
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Emily Short: IF Comp 2015 Guest Post: Janice M. Eisen on Brain Guzzlers from Beyond!
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Saturday, November 28, 2015
The People's Republic of IF: December meetup
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Emily Short: A Conversation with Ruber Eaglenest about ZFiles
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The Bite of Winter by Lauren Smith
After some build-up, the author quickly tosses in the sex scenes and calls for a wrap. Did she have a train to catch or something?
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Unnatural by Joanna Chambers
SENPAI, PLEASE BUTT-SEX ME! DON'T SAY NO BECAUSE YOU WILL DESTROY ME AND I WILL DIE WITHOUT FEELING YOUR BIG SALAMI CLENCHED BY MY STRETCHABLE SPANDEX BUNS!
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Kickstart your gamebook Christmas
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Friday, November 27, 2015
New Hosted Game! “Factions: Raids of the Divided” by Waseeq Mohammad
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Choice of Games: All of our games are 25% off or more in Steam’s Autumn Sale
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Choice of Games: New Hosted Game! “Factions: Raids of the Divided” by Waseeq Mohammad
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Choice of Games: New Hosted Game! “A Study in Steampunk: Choice by Gaslight” by Heather Albano
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The Digital Antiquarian: The 68000 Wars, Part 4: Rock Lobster
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A Treasure of Gold by Piper Huguley
There are lovely moments here, but the whole story doesn't come together as well as I'd have liked.
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Thursday, November 26, 2015
The Demure Miss Manning by Amanda McCabe
This is almost a four-, maybe five-oogie read, only to sink into dire wretchedness in its second half. Oh, what a waste.
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Kiss the Earl by Gina Lamm
Obnoxious characters who act like imbeciles, very stupid plot, and annoying twatwaffles galore.
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Emily Short: Wunderverse
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what will you do now?: Beware the Faerie Food You Eat
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Wednesday, November 25, 2015
Emily Short: IF Comp 2015 Guest Post: Susan Patrick on Capsule II
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RPG – Mazes and Minotaurs
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RPG – Mazes and Minotaurs
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what will you do now?: All Alone
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Tuesday, November 24, 2015
IFComp News: 2015: A great year for the IFComp
The 21st Annual Interactive Fiction Competition ended last week, with Steph Cherrywell’s Brain Guzzlers from Beyond! leading a pack of truly excellent and diverse work from dozens of authors. Judges submitted 206 ballots (each rating five or more games), neatly meeting my hopes to see the comp exceed 199 judges for the first time ever within a single year.
More than one critic named 2015 the greatest year for the IFComp since its inception in 1995. I wish to avoid setting any official high-water marks for myself or future IFComp organizers, but I will absolutely acknowledge the tremendous quality of this year’s entrants. The hundreds of judges agreed, with submitted ratings almost half a point higher than last year’s, on average.
I overheard a lot of people making statements to the tune of “Gee, I thought this game I liked [or wrote] would rank higher.” I dare say that makes the understandable mistake of reading an entry’s final rank as an objective score, when in fact it’s an entirely relative position, the spot where it happened to end up when forced into a single-file line comprising many titles worth playing. While always true with the IFComp, I predict that this year in particular has given the world not just a few medal-winners but a long list of fantastic new work, one that folks will continue to play and discuss for years to come.
Some trivia about this year’s entries:
-
This is the third year running that a horror-themed game built with Inform took first place (and the second year for a comedy/horror blend, specifically, to do so). Not to suggest that the B-movie pastiche of Brain Guzzlers shares much topically with the Lovecraftian slacker-saga of Hunger Daemon or the unsettlingly alien perspective of Coloratura, of course.
-
For the second year in a row, the top Twine-based game – Brendan Patrick Hennesy’s Birdland, fourth place in 2015 – has placed one slot higher than than the previous year’s top Twine entry, making for the highest rank that any Twine-built entry has so far earned in the competition.
-
The fifth-place winner, Bruno Dias’s Cape, represents the IFComp debut of a game built with Raconteur. This is that author’s own open-source abstraction upon Undum, aiming to make that IF authoring system friendlier to create with.
-
I wish to extend special recognition to Marco Vallarino’s Darkiss - Chapter 1 and Hugo Labrande’s Life on Mars? – winners of 12th and 13th place, this year – as the first two IFComp entries to take advantage of last year’s rule change allowing for new translations of previously released games. These two entries originated from the Italian and French IF communities, respectively, and arrived at the 2015 IFComp translated by their own original authors.
I very much hope that this becomes another year-after-year trend.
-
Twenty-first place may not seem like an impressive number by itself, but I know for a fact that a big chunk of internet just loved Arthur DiBianca’s Grandma Bethlinda’s Variety Box, discovering the game by way of several blogs and excitedly trading hints in their attached comment sections. I believe that, for the most part, these players neither knew nor cared about the game’s context within a competition.
These folks had so much fun that I had to spend an hour or two mid-comp furiously reconfiguring my server, as their constant play (with every move generating more automatically logged transcript entries) began to paralyze the IFComp’s web and database servers – which is how I became cognizant of the above facts.
I have to assume that, if one ultimately middle-of-the-pack game accidentally revealed how much attention and affection it received from the wider internet, then the same could likely be said for much of the whole 53-game field. And I have no problem at all with this notion.
A few parting links:
-
Emily Short, author of many IFComp reviews over the years, launched a new effort called the IF Comp Review Collective in late October, inviting people from both inside and outside the core community to deeply review individual IFComp games. This inaugural effort resulted in over a dozen thoughtful game reviews from several interesting folks.
-
Lots of authors have been sharing post-mortems and retrospectives of their entries on the intfiction.org forums.
-
Bruno Dias hosted a two-hour wrap-up chat on Saturday about this year’s competition on the IF room in Euphoria.io, making a raw text log available.
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Lost legacy - Star Wars Battlefront
I always thought I would be a hero in the Star Wars Universe. DICE obviously had other ideas. They don’t care about my generation, you know, those who actually grew up with the movies, bought the original figures, pyjamas and light sabres. No, we are the forsaken – to be cast aside for the new generation of CoD players who blaze their trail in pain, unmissable bullets and ‘leet’ ness that we are all meant to praise.
I don’t do game reviews on this site, normally at least, but there are times when you just have to speak out against the games industry and their dogged and backward thinking. You see, Star Wars Battlefront should be aimed at me. I play games. I live and breathe them. And as a forty something I probably have more connection with the Star Wars material and original toys than half the DICE developers could ever dream of. I was 7 when I first saw Star Wars and from then on I was hooked. Star Wars was my life and inspiration.
So it comes as some surprise, when SW: Battlefront is marketing itself to people like me, as a casual friendly shooter. Oh no, my friends. Do not be fooled. This is just Call of Duty with a rather nice Star Wars makeover. I won’t deny that the makeover is superb – it draws you in and overpowers you with nostalgia, but it comes with a bitter ‘dark side’ twist.
You see, the very people who would love this game and who, it would appear the ‘mass market advertising’ is aiming directly at, are the real losers in this new rebellion of gaming. I like to think of myself as an ‘ok’ gamer. Hell, I have been playing since the days of the Atari 2600. But when I came to Star Wars: Battlefront – yeah, I knew there may be a learning curve – but not one that serves you constant insta-death repeatedly when you dare to take on the unwashed masses.
I practise. I get you, DICE – you want us to learn and get better. And this is Star Wars. I love Star Wars so I will suck up your poor solo missions to perfect my art. And I have done that. But as I throw myself into the multiplayer fray I meet that brutal wall that I experience with all MP games – the soul destroying wall of gamers that seem to be injected with preternatural reflexes and skills. I can deal with that, to an extent, and I try and learn. I may even, on occasion beat some of these 12 year olds and get my name near the top of the league tables, but is it fun? Is it fun when I am fending off death every second and more than likely getting sniped, taken down or just obliterated every minute or less? Am I supposed to find determination from such loss to drag myself back into the fray, or am I meant – as it sometimes feels like – to rage quit and bow down to those who have more patience than myself. (Bear in mind I have spent over 50 hours in the game.)
My problem is this. Modern games seem to be leaning towards the MP angle and their SP content is appalling at best. Star Wars is a phenomenon for the masses – we all love and breathe the universe. But for some reason DICE decided to make a punishing Call of Duty game for the elite squad of trigger squeezers (albeit one that has been dumbed down) instead of thinking about those gamers who truly grew up with Star Wars from the start and would desire an experience that doesn’t involve being headshot by KillZONEZXXXX in the first few seconds of spawning.
Maybe I am getting too old for gaming. Maybe DICE is saying – sorry, all our DLC and season pass stuff is not for you, we are catering for the 20% of gamers that are unemployed or have twitter accounts, and play 24/7. You are just a lost legacy. Like Han Solo, Luke and Leia Organa. It is time you made way for the new generation… but it is a bitter pill to swallow.
I still play the game obsessively, because I fool myself that I can get better. But my averages are poor and the skills of my opponents leave me frustrated and reeling. The Battle of Jakku content is incoming and I imagine that it will be a visual explosion of excitement, but perhaps I’m learning that such spectacle is best left to the imagination and not to people such as KillZONEZXXXX who will dodge your bullets, matrix style, then make you eat laser.
Game over.
Perhaps for the franchise. We will see.
But the point of this – DICE and game developers, remember us oldies and casuals. Those who have played every Star Wars interactive iteration, from endless runs on that vector-based Death Star to stunning battles in X-Wing Vs TIE Fighter, we know that universe and we know how to play it. And idiots like KillZONEZXXXX were probably never a part of that or even care about it.
A fellow gamer puts it in more eloquent words than I ever could…
May the force find us once again…
M
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Future DT&T Projects
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A Christmas Kiss by Celeste O Norfleet, Regina Hart, and Deborah Fletcher Mello
If you really must read this thing, do it in the bookstore or just wait until it's heavily discounted at the Kindle store.
The post A Christmas Kiss by Celeste O Norfleet, Regina Hart, and Deborah Fletcher Mello appeared first on HOT SAUCE REVIEWS.
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what will you do now?: Akkoteaque
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Monday, November 23, 2015
My Complete and Utter Colonial Gothic Bibliography
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what will you do now?: Beautiful Dreamer
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Renga in Blue: Sub Rosa: Finishing
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Sub Rosa: Finishing
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Golem Gauntlet
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Sunday, November 22, 2015
Greasepaint by David C Hayes
Evil clowns are always adorable, but this one lacks that special kind of creep factor to make it memorable.
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what will you do now?: Ashes
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Dangerous Match by Alyssa Stevens
The silly instant-werewolf-sex-and-bond thing, sorry, romance ruins everything.
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His Most Wanted by Sandra Jones
This story ends up being a little too neat and tidy for its own good.
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Saturday, November 21, 2015
Emily Short: IF Comp 2015 Guest Post: JJ Gadd on Crossroads
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Renga in Blue: imaginary games from imaginary universes
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imaginary games from imaginary universes
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In From the Cold by Meg Adams
Good women must love kids, take care of the man's things, blah blah, while bad women hate kids, love money, and like to party. Same old stuff.
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Friday, November 20, 2015
Far Far Futures: Sub Rosa Retrospective – Mistakes & Missed Opportunities
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Emily Short: Problem Attic (Liz Ryerson)
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The Digital Antiquarian: Cliff Johnson’s Fool’s Errand
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Thursday, November 19, 2015
Sibyl Moon Games: NaNoGenMo and Text Encoding
Before anything else, a little housekeeping:
I’m back from the Hawaii honeymoon! Here’s a picture of far too many rainbows. We also have a picture of far too many dolphins. Hawaii was like that. (It was sort of like visiting a … Keep reading →
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Emily Short: IF for the Lengthening Nights: Beautiful Dreamer (S. Woodson); Witches and Wardrobes (Anna Anthropy); Winter Storm Draco (Ryan Veeder)
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Renga in Blue: IFComp 2015: Sub Rosa: 5 out of 7 points
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IFComp 2015: Sub Rosa: 5 out of 7 points
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sub-Q Magazine: Author Interview: Adam Cadre
Adam Cadre is responsible for the stuff at adamcadre.ac, which includes interactive and conventional fiction, the Lyttle Lytton Contest, online comics, podcasts, music, essays on various topics, and he believes there is a picture of Scooby-Doo dunking a basketball in there somewhere. This interview was conducted by email in November 2015. Devi Acharya: How did you […]
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Far Far Futures: Sub Rosa Retrospective – Setting
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Final Girl (2015)
How timely, this is a movie featuring two people in current TV shows from producer Ryan Murphy, reminding you as to how bad they are at acting.
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Emily Short: Sleep No More (Punchdrunk)
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Marriage of Mercy by Carla Kelly
A TBR Challenge 2015 review. So sweet, yet so much feels.
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Wednesday, November 18, 2015
Lady Emily’s Exotic Journey by Lillian Marek
Exotic? No such thing here. The cake, and everything else, is a lie.
The post Lady Emily’s Exotic Journey by Lillian Marek appeared first on HOT SAUCE REVIEWS.
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Segue: IFComp post-comp discussion this Saturday
I’m trying something new: this Saturday, I’m organising a live post-IFComp discussion on Euphoria. It’s supposed to take place on Saturday, November 21st, 4PM EST/9PM UTC (Or if you like ISO time, 2015-11-21T21:00:00-00:00). We’ll be talking about the comp’s games, organisation, past and future.
Euphoria is a new platform for chat rooms that, unlike Slack and other new solutions in that area, are designed for social conversation rather than team collaboration. It’s accessible, fun, and designed so that multiple conversations can happen in the same space without trampling one another, using threading; I’m really exciting about it, and hopefully this is just the start of using the new &if space for the interactive fiction community.
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Far Far Futures: Sub Rosa Retrospective – Cut Content
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Tuesday, November 17, 2015
Goblin Mercantile Exchange: post-comp post-mortem on Unbeknown
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The Outgribe: Inform 6 library for Vorple now available
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Segue: Eleven Statements About Cape
This isn’t quite a postmortem; it’s more a set of responses and observations about Cape.
One
The first commit on Cape, then codenamed “yearone”, was pushed on May 16th. The last one before the Comp was pushed on September 27th. There was a significant break in the middle of that dev period, while I worked on Prospero.
Two
The violence in Cape was very deliberately designed to not be what I might call “Batman violence”; the conceit that Batman can kick people in the head all day and never give anyone permanent brain damage. I wanted to talk about violence and confront violence in a more frank way than video games (and media in general) usually do. Violence is usually either a gleeful wish-fulfilment exercise, or horrific beyond contemplation. I wanted to return ambiguity to that.
And those mainstream depictions are often not only terrible, they present a monolithic, worryingly instrumentalised view of violence. (2/2)
— Bruno Dias (@NotBrunoAgain) July 25, 2015
Three
Probably the most criticised aspect of Cape is the fact that it has a villain. I did kind of see that coming, but I don’t think I ever really had a good solution.
It felt strange to many, I think, that a relatively realistic, socially conscious take on superheroes would maintain the trope of the evil mastermind behind every societal ill. But I don’t really think I did that; Wysham is never meant as the root cause of everything wrong with Yeats. Maybe that was never sufficiently clear.
More to the point, though, I think we’re locked into a worldview that believes so strongly in the primacy of social forces that we disregard even those individuals that have overt, privileged power. We apply similar standards of blame and responsibility to the people who benefit enormously from oppressive systems that we apply to victims of those systems. I don’t think that’s productive.
So that’s kind of where Wysham comes from: a desire to rescue the idea that, for all the consciousness-raising and bottom-up change you try to promote, sometimes it’s worthwhile punching the Lex Luthors of the world in the face. Even if it doesn’t accomplish everything you hoped.
I’m not sure if I failed to be loud enough, or if this is just a difference of perspective that couldn’t necessarily be bridged by writing the game differently.
Four
Cape’s visual style is meant to evoke the halftone patterns used in 20th century printing, which of course are a prominent feature in the cheap, blown-up printing used in Silver Age superhero comics. The burnt orange colour scheme was around for a long time, though the specifics changed quite a bit.
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— Bruno Dias (@NotBrunoAgain) May 21, 2015
Five
The newspaper clippings were originally going to feature much more prominently in the story; in the end, however, the focus of Cape ended up being much tighter and more compact. The game always opened on a newspaper clipping, though it was originally something much more innocuous.
Messing around with CSS instead of actually writing content for my next IF piece. http://pic.twitter.com/BISprcRAZi
— Bruno Dias (@NotBrunoAgain) May 16, 2015
Six
The description of Cape’s setting as dystopic is kind of interesting. It clearly is; but there’s nothing overtly 1984 about it. Yes, the police is using new technologies to surveil people, but it’s not really that different from the CCTV systems that already exist. And at no point do I imply that the full liberal-democratic apparatus of justice isn’t still chugging along in its horrendously imperfect way. Yeats is designed to feel too close to home; not much of the feedback I got remarked on that, so I’m not sure how much that worked.
In many ways, of course, Yeats is doing better than the rest of the world; hidden in one of the game’s branches is a set of descriptions of how each of the possible player character countries of origin is doing (spoilers: not well).
Seven
Cape runs to about 30,000 words of unique text, which is a lot more than anything else I’ve written. It’s sort of a stress test for Raconteur, and while it prompted some changes to Raconteur itself (and highlighted some issues with Undum itself), it does demonstrate that Raconteur can scale to longer stories.
Eight
I’m very interested in the use of text transformations and hypertext for semantic or pacing effect; I wish I had the time to incorporate more of it into Cape. Though Cape is a bit over the threshold for dynamic fiction (with multiple endings and some ability to influence the plot), it has a lot of affinity with that form.
Of course, that wouldn’t stop the people who think that kind of interaction doesn’t count and are trigger-happy with the “not interactive enough” stamp.
Nine
In the endnotes for Counterfeit Monkey, Emily Short writes:
I started working in earnest on this game in 2008. Since that time, the US has undergone two presidential elections; for months, the Occupy Seattle protests filled a city block just a short stroll from my apartment; and the successes and failures of the Arab Spring were constantly in the news. These experiences introduced more serious themes into what was initially a purely silly game.
The Greek crisis was a miniature version of that for Cape. A lot of anger at those events made its way into Cape; I’m not quite sure, yet, whether that makes it better.
Per the "agreekment": creditors have review power over every "relevant" bill in the Greek parliament. #Greece is officially a protectorate.
— Bruno Dias (@NotBrunoAgain) July 16, 2015
Ten
A lot of thoughtful people wrote invaluable reviews of IF Comp games, something that I appreciate enormously. The level of feedback I got was priceless, and I only wish I could have engaged with it in a more timely fashion. One of the best things about the IF community remains the level of discourse about IF. It sure as hell beats the mainstream games media.
Serious question, can I configure Steam so I don't see TotalBiscuit's inane curator comments on game store pages?
— Bruno Dias (@NotBrunoAgain) September 15, 2015
Eleven
Cape had a small but dedicated testing team that helped me catch a lot of things that shouldn’t have made it to the final game.
Oh, and shout out to all the testers who helped me design and write Cape (@astrobolism, @toryhoke, @DougOrleans, and @Oreolek) #ifcomp
— Bruno Dias (@NotBrunoAgain) November 17, 2015
As usual, my comment section is actually Twitter. And now you can also find me on the Euphoria chat I set up for IF folks to discuss things.
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Librojuegos: Saya no Uta, by @nitroplus_staff and @jastusa
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CYP#4: Hefty Complete!
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Dark Osprey: Systemless Game Settings, Cheap but Deep
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Shattered by Cynthia Eden
Good lord, how did this one crawl out from the Kindle Unlimited new adult ghetto?
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Far Far Futures: Sub Rosa Retrospective – Puzzles
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Emily Short: Dynamic Fiction via Some Examples
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Monday, November 16, 2015
Librojuegos: ZFiles: Infection – Comic, gamebook and interactive fiction
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Librojuegos: Eczema Angel Orifice, by @slimedaughter
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Librojuegos: “Asuria Awakens”, by @TinManGames
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Librojuegos: Lords of Nurroth by @TinManGames
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Librojuegos: The 8th Continent, by Patrick Garrett
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Inkle: 80 DAYS is here!
Time to Set Sail!
We're popping champagne corks and tossing our top hats into the air here at inkle HQ - because 80 Days is out right now for PC and Mac on Steam.
A year in the making, this is the original, award-winning mobile game, rebuilt from the ground up for desktops. With a streamlined user-interface, bigger and brighter visuals, this is the ultimate 80 Days experience.
We've added thirty new cities and 150k words of new content. We've opened up Canada, North and South America, as well as adding a few pitstops along the way - Port Moresby, Pitcairn Island; Zurich, Meteora Valley and Tunis...
Around the World, In Your Lunchtime
There are smaller tweaks too - for instance, background play: if the original 80 Days was good for curling up with on the sofa and going on an adventure, we've built this version to be played in a window, so you can travel around the world while you work. (And to ensure you don't miss anything, the clock will automatically pause when you're in another window.)
Of course, you can still play full-screen for an immersive experience as well.
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Inkle: New adventures in 80 DAYS!
Unexplored areas
When we released 80 DAYS last year, it was something special for us, but we didn't expect people to take it into their hearts the way they did. But we also knew we weren't quite finished with the game, either. There were still more adventures to tell and more places to explore.
Last Christmas, when we brought the game to Android, we indulged ourselves a little by including a new journey - a perilous, possibly even fatal trip to through the Arctic to the North Pole itself.
Over thirty new cities
Now, to celebrate the PC and Mac editions coming on the 29th September, we've added a huge new update - so big we've been calling it internally "Season 2".
If you want to embark on new adventures without spoilers look away now! Otherwise, here are a few juicy details about what's coming up.
Free on all platforms, this update brings the total number of cities to 169, and opens up North America, Canada, South America for full exploration, as well as adding new highlights along the way - the clockwork city of Zurich, the tiny settlement of Pitcairn Island, the monasteries of Meteora Valley and a dark night in Machu Picchu (and props if you can find that one, by the way).
Major new storylines!
The update also adds one huge new plot-line, which sees Passepartout falling prey to Europe's most notorious international jewel-thief, the Black Rose. Is she friend or foe? What is her interest in the valet and his master? And will she be able to discover the Artificer's greatest secret?
“I have learned that the wealth of the Artificers has grown beyond what they might keep in the banks of any one nation without paying large sums of taxes. So they have begun, in secret, to store it away in a vault of their own devising.” - The Black Rose
But who is she, really?
More Extraordinary Voyages
We've also returned to Verne for more inspiration: most notably, somewhere in the world, a certain Verne hero is preparing a ballistic rocket, ready to fire himself into the sky...
“Hold on. I dare say this will be somewhat more dramatic than last time!” - Michel Ardan
And that's not all...
Deputise for a corrupt Sheriff, play poker with a billionaire, go over Niagara Falls, rekindle a lost romance, discover Port Moresby (to the surprise of its inhabitants) and soar skywards with the curious Levitating Atheists of Valaam.
Hundreds of new people to meet, with secrets, hopes, dreams and grievances to discover.
“It is too refreshing to be anonymous for a few minutes, out here above the world.” - 'Lalla'
80 DAYS isn't a game about endings, but there are a few more of those to be found: two in particular, we think, are destined to be real crowd-pleasers...
The new release brings the game's total word count to nearly 750,000 words, longer than the first five Harry Potter novels combined. It's also pushing our inklewriter engine to its limits.
“I suppose that's the real truth. We are all connected by a hundred untaken journeys.” - The Lady Aodha
This is, we think, the definitive edition of 80 DAYS, and it'll available to play in just two weeks time. We couldn't be more excited. And if you're looking forward, do stop by the Steam Store's community page and let us know!
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Inkle: 80 DAYS is coming to PC and Mac on Sep 29th
A whole new world
We're excited to finally announce what we've been up to for the last year, in the background, here at inkle HQ. In collaboration with Cambridge-based studio Cape Guy, we've rebuilt 80 DAYS from the ground up in Unity, for PC and Mac. And it'll be out on Steam, GoG and Humble at the end on September 29th, priced at $9.99.
A bigger adventure than ever before
To celebrate the release, we've included a massive content update, adding thirty new cities, over 150k words, and two major new world-spanning plotlines. Love, betrayal, thievery, murder, poker and piracy await! (UPDATE: Read more here!)
We go into a bit more detail in this interview here on Macworld.
About the port
The desktop versions are being built in Unity, with the bulk of the work done by Cape Guy, a new indie studio founded by ex-Rocksteady developer Ben Nicholson. Ben approached us to take the game on, and quickly impressed us with his credentials as a developer (if you want to know what he did on the Batman games, for instance, take a look at the company name and guess - Ben wrote the original physics code for Batman's cape in Arkham Asylum.)
We've been building in Unity 5, and leaning heavily on the new UI canvas system, with some of our features - such as the gently animated text reveal - really putting it through its paces.
We've also been making use of the graphical capabilities to produce some fancy new colour and shading effects, including a day/night cycle that moves across the surface of the globe.
The new version is prettier than ever!
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Inkle: Strike up the band!
Update: Laurence has written a bit about the new work on his own blog - along with an early preview of the theme for Sorcery! 2!
We've got a little treat coming for Sorcery! 3 players soon - a new recording of the epic theme tune, by composer Laurence Chapman, and recorded by a live orchestra.
The recording came about thanks to the $99 Orchestra, a Kickstarted-orchestra dedicated to making high-quality live recordings for use by, well, whoever!
We've been so pleased with the results we're looking forward to using them again on two new pieces of music - firstly, the theme for the final Sorcery! instalment (coming soon - and no, sorry, we don't know when!) - but we're also going back to create something new for Sorcery! 2.
Here's Laurence hard at work composing more Sorcery!
We're looking forward to the results!
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Inkle: Sorcery! 3's final secret is solved!
It's taken six weeks, but it's finally been cracked!
When we released Sorcery! 3: The Seven Serpents in late April, we teased on this forum (warning: major SPOILERS on that thread!) that the game had one ultimate secret: an ending that was totally fair, but almost impossibly difficult to find. An ending so hidden, in fact, that we hadn't managed to do it ourselves.
Normally, on the internet, "difficult" means "solved today" and "secret" means "solved tomorrow", but this one has kept the posters on Touch Arcade busy for over a month, and has been repeatedly declared impossible.
NBAS - No Beacons All Serpents
The goal is to complete the game, killing all seven, but without using any of the "beacons of time". Yes, that means, getting across the ravines, gullies, and mountain ranges, all without the power to alter the landscape. It also means defeating that Serpent. And yes, it seems, it can be done. (We thought so!)
There's now a full walk-through on the forum, so if you want to play the game unspoiled, then you've been warned...
Other Records
While people have been Serpent-slaying, other players are still working on 80 Days, and Phileas Fogg fans will be pleased - or appalled! - to hear the world record has been smashed to a mere 28 days. The previous best of 30 lasted for a good six months.
Speaking of Secrets
...We're keeping one. No, we're keeping it. For now. More, soon.
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Sunday, November 15, 2015
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