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Announcement - Valve
Today's Deal: Save 75% on Braid!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

PC Gamer
The Witness thumb


Last night's PlayStation conference wasn't all about explosions, shootings, angry dragons, invasions of privacy and whatever it is that David Cage is on. Jonathon Blow also took to the stage to introduce the first proper look at his upcoming first-person puzzler The Witness. You could tell it was the token indie game of the night, what with the colours, and the jaunty recorder soundtrack, and the lack of people being stabbed.



That's a seriously gorgeous island. I'm interested to see whether the puzzles integrate with the exploration in any way, though. As it is, I'm starting to get Myst flashbacks.

Blow announced on stage that the game would be a timed console exclusive for PS4 - sneaky code for "yes, it's also coming to PC." The game's trailer description confirms, saying "This is the first official trailer for the upcoming game The Witness, to be released on the PC, iOS, and PlayStation 4... and eventually, several other platforms." The release date is still pencilled in as "sometime in 2013."
PC Gamer
Steam Holiday Sale


Valve kicked off its epic Steam Holiday Sale today, offering heavy discounts, flash sales, and catalog clearances lasting until January 5. And before we start drifting dangerously into wallet-pun territory, know you'll be able vote for a select game every 12 hours to go on sale.

Here's a sampling of the sales and flash deals (if you can call a 15-hour timespan a "flash") available for purchase right now:

60% off Natural Selection 2 ($10/£6)
50% off War of the Roses ($15/£9)
50% off Borderlands 2 ($30/£18.50)

The current nominees for the Community's Choice sale are Limbo, The Secret of Monkey Island, and Braid. The winner gets 75 percent taken off its price. And if, by some small chance, a specific game deal you're seeking isn't there, Valve can notify you when it shows up if you add the title to your wishlist. Wonderful.

Ready to get shopping? Deep breath, and go.
Kotaku

Sounds Like Every Footstep Will Matter in The Next Game from the Creator of Braid You take millions of footsteps in video games and the sound accompanying those movements is probably something that becomes white noise after a while. There's a good chance that won't happen in The Witness, though.


In a post on The Witness blog, creator Jonathan Blow reveals the kind of small detail that shows an intense focus on creating a sense of place:


Q: How many footstep sound effects are in The Witness?


A: 1,119 so far. They sound really good! We will probably be in the Guinness Book of World Records as the game with the most footstep sounds…


Blow elaborates on just how that specific number comes about in the comments:


We have different sounds for left and right foot, always. For any given material there are 5-6 variations for each foot, to avoid mechanical-sounding repeats; let's just say 5 is average.


So for walking on one material, you have 10 footstep sounds minimum. Thus 1119 sound effects would be about 112 materials to walk on.


But actually, it's fewer materials than that, and more footsteps. We have reverb footsteps for specific locations, where we blend reverb in and out, or crossfade between two reverbs, depending on where you are in a room or hallway. We also have "texture footsteps" that are meant to be layered onto a base sound… so if you are walking on grass, but a little bit of dirt is poking through the grass, the game will play the grass footstep, but with a little bit of dirt texture overlayed on top of it. (The loudness of the dirt texture sound will be scaled by how much dirt is poking through the grass).


The reason behind all this is: The Witness is a game about you wandering through a deserted island. You are the only active character in the game, so the sound of your own motion is hugely important for establishing setting and mood.


The guys at Wabi Sabi sound are doing all this work. It is coming out very well!


When will you get to hear the other shoe drop in The Witness? Not for a while, as Blow says that there's much more work to be done. As for the Guinness Book of World Records, there have been far more dubious achievements between those covers.


PC Gamer
Braid Thumbnail


Braid creator Jonathan Blow has posted an open letter on the ills of the beaurocratic requirements that major console companies demand of every game on their platform. He compares the Xbox 360 and Playstation 3 to Steam and Apple, which let developers update their games quickly and freely with no need for lengthy official certification procedures, and suggests that future platforms will have to take a similar approach to be successful.

He writes: "The edge that both Apple and Valve have going into the future is that they both genuinely care about the end-user experience and want to make it as good as possible. (Their end-user experience is already way better than any of the consoles and they are always working to improve it). Which coincidentally seems to be the place that these consoles are handicapped due to their corporate culture. Can anyone look at the current 360 or PS3 dashboards and legitimately say that those are products of an entity that deeply cares about user experience?"

To release a patch on a console, developers have to submit the update to a certification procedure in which the patch is cleared for release by the platform holder. DICE have previously told us that this is one of the reasons we have to wait so long for Battlefield patches. Blow mentions that certification procedures are designed to deliver more reliable updates, but points out that there's less need for quality control than platform holders assume. "There is no public outcry for more testing and robustness of iOS software," he writes.

Blow uses the "DO NOT TURN OFF YOUR CONSOLE" save warning that must be included at the start of every Xbox game as an example of the inefficiency these requirements generate. "If consoles cared about this kind of thing, it would be built into their basic save-file API, so that it would always work perfectly and no developers would ever have to think about it," he says.

"If they did this, there would be fewer things to certify, certification would cost a little less and take a bit less time. Let’s say you save 3 days of development and testing per game (this is conservative; the real amount can be substantially higher when you factor in the discussions and coordination about how the save notice should look, etc). Now add up how many games have been released just on the Xbox 360, multiply that number by 3 days, and what you get is probably OVER A DECADE OF DEVELOPER TIME that was wasted. Just on this one little requirement. For something that should just be built into the system by one person in a couple of weeks."

Ultimately, platforms will have to become more open to support the rising popularity of free to play and digital games. Blow doesn't reckon the next console generation will be able to stack up against Steam. "Whatever they do is very likely not to be enough," he says. "Their competitors are not stopping either. (Steam, which was already pretty painless in terms of updating games, recently revamped their system; the new thing is way better than the old thing, which was already way better than what the consoles do.)"

Read the whole argument over on The Witness, a site for Jonathan Blow upcoming first-person exploration/puzzle game set on a mysterious island.
PC Gamer
Braid Thumbnail


Braid creator Jonathan Blow has posted an open letter on the ills of the bureaucratic requirements that major console companies demand of every game on their platform. He compares the Xbox 360 and Playstation 3 to Steam and Apple, which let developers update their games quickly and freely with no need for lengthy official certification procedures, and suggests that future platforms will have to take a similar approach to be successful.

He writes: "The edge that both Apple and Valve have going into the future is that they both genuinely care about the end-user experience and want to make it as good as possible. (Their end-user experience is already way better than any of the consoles and they are always working to improve it). Which coincidentally seems to be the place that these consoles are handicapped due to their corporate culture. Can anyone look at the current 360 or PS3 dashboards and legitimately say that those are products of an entity that deeply cares about user experience?"

To release a patch on a console, developers have to submit the update to a certification procedure in which the patch is cleared for release by the platform holder. DICE have previously told us that this is one of the reasons we have to wait so long for Battlefield patches. Blow mentions that certification procedures are designed to deliver more reliable updates, but points out that there's less need for quality control than platform holders assume. "There is no public outcry for more testing and robustness of iOS software," he writes.

Blow uses the "DO NOT TURN OFF YOUR CONSOLE" save warning that must be included at the start of every Xbox game as an example of the inefficiency these requirements generate. "If consoles cared about this kind of thing, it would be built into their basic save-file API, so that it would always work perfectly and no developers would ever have to think about it," he says.

"If they did this, there would be fewer things to certify, certification would cost a little less and take a bit less time. Let’s say you save 3 days of development and testing per game (this is conservative; the real amount can be substantially higher when you factor in the discussions and coordination about how the save notice should look, etc). Now add up how many games have been released just on the Xbox 360, multiply that number by 3 days, and what you get is probably OVER A DECADE OF DEVELOPER TIME that was wasted. Just on this one little requirement. For something that should just be built into the system by one person in a couple of weeks."

Ultimately, platforms will have to become more open to support the rising popularity of free to play and digital games. Blow doesn't reckon the next console generation will be able to stack up against Steam. "Whatever they do is very likely not to be enough," he says. "Their competitors are not stopping either. (Steam, which was already pretty painless in terms of updating games, recently revamped their system; the new thing is way better than the old thing, which was already way better than what the consoles do.)"

Read the whole argument over on The Witness, a site for Jonathan Blow upcoming first-person exploration/puzzle game set on a mysterious island.
Kotaku

We've Got Jonathan Blow (The Witness, Braid) and Chris Hecker (Spy Party) Here To Answer Your Best QuestionsTwo of the most talented and fiercely independent video game creators I've ever met are joining us today, right below these words I'm writing, to answer your best questions.


We've got Jonathan Blow, the man who brought us Braid and is leading development on the lovely island-exploration puzzle game The Witness. And we've got Chris Hecker, no longer working for The Man, and now toiling on the ever-fascinating, spy-vs.-sniper multiplayer game Spy Party.


That's right. Two game creators here for you to interview...for the price of one.


From 2-3pm ET, Hecker and Blow will answer your questions, live, in the comments section below.


This is our first interview using this new format, so a few pointers: 1) All readers can submit questions by typing them below. 2) Our interviewees will answer the best questions live; refresh the little circle-arrow to see the latests. 3) By default, you'll see all the answered questions, but you can toggle and look at every question that's been asked, if you want to avoid duplicating anything.


Ready? Ask away! Interview ended. Wow, that almost went too well! Thank you to Chris and Jonathan for doing this and to all of you for asking great questions. We actually got more questions and answers than we anticipated, so they're rolling right off the page! You can see most of the answered questions below, but if you want to see every single one of them, you will have to click on Show All Questions.We'll have ironed in the future so you can see every answer in one nice long scroll. If you liked this, then I have some good news: we're going to be doing more of these.


(Thanks to Jonathan and Chris for participating. Learn more about their games at the official sites for The Witness and Spy Party.)


Shacknews - John Keefer

When Humble Bundle V launched, the general consensus was that it was one of the best collection of games ever put together. Clearly, many people agreed, making the last collection the most successful Humble Bundle yet.

In the span of two weeks, almost 600,000 people donated an average $8.53 to get games such as LIMBO, Psychonauts, Super Meat Boy, Braid and Amnesia: The Dark Descent. If some donated more than the average, they also got Bastion. The $5.1 million more than doubles the previous record of the $2 million collected each by Humble Bundles 2 and 3.

The bundle started off strong, gathering $1 million in the first five hours of launch.

PC Gamer
Indie Game The Movie review thumbnail


Boys in their bedrooms, drop-out dreamers, shut-in gore fetishists - if ever a film were to quash the red-top stereotypes of game developers than this would surely be it. Indie Game: The Movie follows four of the most thoughtful, hard-working and sensitive young fellows you could probably find in this business or any other, and is both a clarion call for the thrilling creative freedom of independent development and a grim warning of its near-lethal stakes.

The sheer graft underpinning the development of Braid, Fez or Super Meat Boy is writ large here, and accompanied by no small amount of heartache. Charting half a decade of development, the filmmakers cherry-pick from a catalogue of dramas, as the four developers struggle with the threat of financial oblivion, acrimonious legal wrangles, corrosive relationships with corporate gatekeepers, depression, insomnia, bad diets and eccentric facial hair.

Just how much they sacrifice to ship their game, and just how much they suffer both before and after, makes for moving viewing. The film deftly sketches their characters, too: a shot here of the meticulous Jon Blow, developer of Braid, sitting with stiff poise in a bare apartment; a shot there of Super Meat Boy’s Tommy Refenes drowsily pawing through a pile of grease-stained to-do lists. Refenes and his Team Meat partner, Edmund McMillen, are an endearingly asymmetrical duo - the tattooed, moustached McMillen is relaxed and warm, but touchingly vulnerable, while the skeletal Refenes is dryly cynical and seems permanently exhausted. You suspect his energy levels might improve if he didn’t survive on microwave burgers.



It’s Phil Fish, however, who offers the most wrenching story of all. While everyone seems willing to kill themselves to make their game, only in Fish’s case does this appear to be a literal threat. His game, Fez, has been in development for years by the film’s start, and has yet to ship when the titles roll. You get a glimpse of the reason for this in Fish’s painstaking pixel-perfect overhaul of the game’s textures - the third they have undergone. Like all of the film’s subjects, this man is a perfectionist, possibly to the point of self-annihilation.

Curiously, though the film expertly explains the passion it fails to describe the projects at which it is directed. Sure, we know Braid does something funny with time, and Fez goes all 3D - but how these things are manipulated to create elegant puzzles and transcendent epiphanies goes unrecorded. Blow even describes sinking into a depression when Braid’s rapturous reception failed to acknowledge his meta-narrative, but we never even understand how brilliant Braid’s time-contorting mechanics are, let alone what its meta-narrative entails. For the uninitiated, all three of the featured platformers might end up looking very similar, and though the film focuses on the human story behind these developments, the intelligence and intent of their construction surely deserves more space. As it is, without a ready explanation of the games’ ambition and worth, the film undersells the development as something akin to tilting at windmills.

There are some striking insights when the devs are allowed to discuss the design process: Blow describes how he structures his game as a dialogue with the player, so that the mechanics tumble out as minor revelations during play. Making an intimidating conundrum isn’t the interesting thing, he suggests, but bringing the player to a comprehension of it. Perhaps this answers Blow’s own puzzle: one reason for the lukewarm response to his narrative ambitions may be that they appeared opaque for opacity’s sake.



Some of the connections the film makes are a little crude and possibly overly-manipulative: McMillen talks about his game’s protagonist, Meat Boy, a character whose absence of skin leaves him vulnerable and in constant pain. He needs his girlfriend, who is made of plasters, to complete him. Cut to: interview with McMillen’s girlfriend. It’s a metaphor, see.

The film also sags in its last part, apparently not quite sure what to do with Super Meat Boy’s tremendous success, except repeat it several times. Oddly, it even revisits a long mission statement Blow gives at the film’s start. Maybe the filmmakers were hoping for material provided by the launch of Fez, but Phil Fish’s ever-retreating schedule evaded them. The lack of conclusion to his tale does leave something of a void, although it is heartening to know, as we now do, that he has probably since become rather rich.

Was it worth the effort? Refenes pays off the mortgage on his parents’ house, McMillen buys his girlfriend a hideous cat, Blow pours millions into his next development (The Witness), all because they ship their games and people love them. By the fortuitous choice of its subjects the movie escapes the difficulty of wrangling a heartwarming tale from bankruptcy and suicide, but it’s not a story without moments of bleakness. Indie Game: The Movie is an inspiring film, and even if it is rather vague about the specific appeal of the games themselves, it delicately articulates the passion, idiosyncrasies and brilliance of the developers as they pursue uncompromised creativity - and at what cost.
PC Gamer
Indie Game the Movie thumbnail
Indie Game: The Movie is available to download on the official site and iTunes. It'll be released on Steam in about seven hours time, making it the first ever full-length movie to be released on the platform.

You could use Steam's remote download feature to kick it off from your office/school/college then watch it while eating your tea this evening. That's what I'm planning on do.

Alternatively, you can purchase on the official site and sneakily stream it in the corner of your monitor. Or just buy it on iTunes and watch it on your iOS device from a toilet cubicle.

Indie Game: The Movie was directed by Lisanne Pajot and James Swirsky. It follows Tommy Refenes and Edmund McMillen as they create Super Meat Boy in late 2010 as well as Phil Fish, who struggles to prepare his first public demo of Fez. A post-Braid Jonathan Blow also features as he decides what to do after his massively successful indie. Jim Guthrie composed the score; he's the musician behind the Superbrothers: Sword and Sworcery EP.

We'll have our review of Indie Game online soon. Are you excited about watching?

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