Eurogamer


The third Humble Indie Bundle is available now, offering five cracking titles for PC and Mac: Crayon Physics Deluxe, Cogs, VVVVVV, Hammerfight, and And Yet It Moves.


The pack is worth around £30 in total but, as is standard HIB practice, you decide how much you pay. Your donation gets you DRM-free downloads that you can install on as many machines as you desire. All five games are Linux, Mac OS X and Windows compatible.


According to the official site, the average purchase currently comes in at a rather pitiful $4.38, though Minecraft man Notch is doing his bit, handing over $2000, while Braid creator Jonathon Blow has stumped up $2718.28.


Your money will be split between the developers, the Humble Bundle organisers and two charities: the Electronic Frontier Foundation and the Child's Play Charity. You get to decide who gets what proportion of your donation.

VVVVVV - contact@rockpapershotgun.com (Lewie Procter)


We all loved Terry Cavanagh’s wonderful VVVVVV last year, didn’t we? Well I certainly did, that Kieron bloke did, and a straw poll of my hands unanimously voted in favour it. Universal approval if ever I saw it. Fantastic news: Terry has joined up with programmer Simon Roth to push out a major update to VVVVVV. Here’s the what’s new in VVVVVVersion 2.0: (more…)

VVVVVV - contact@rockpapershotgun.com (Alec Meer)

First there was a Humble Indie Bundle. Then there was another Humble Indie Bundle. And now, there is a third Humble Indie Bundle! So it goes.>

Yes, the pay-what-you-want pack that has brought welcome funds to indie devs and philanthropic organisations alike (not to mention giving gamers a fat pack of splendid indie games for bargain prices) has returned for a new Summer of fun. But which splendid indie games are in it, exactly? I’m glad you asked.

You know what to do…

And Yet It Moves

And Yet it Moves and Four More Indie Games go Cheap for CharityAnd Yet It Moves, Crayon Physics Deluxe, Cogs, Hammerfight and VVVVVV just went on sale...for however much you feel like paying.


Wolfire's Humble Indie Bundle is back with five more critically acclaimed indie games to draw out your inner philanthropist. Crayon Physics Deluxe, Hammerfight and VVVVVV will all be making their Mac and Linux debuts and Cogs will be showing up on Linux for the first time.


Head over to HumbleBundle.com and name your own price, then split up the donation as you see fit between Child's Play, the Electronic Frontier Foundation or the developers. Previous Humble Indie Bundles have raised over $1 million for charity.


The games seperately would cost around $50, making the current average donation of $9.68 a steal, but why not donate a little more if you can? Just whatever you do, please don't pirate it.


Link Chevron The Humble Indie Bundle [HumbleBundle.com]


Super Meat Boy

VVVVVV Creator Makes Super Meat Boy a Tad More ImpossibleSuper Meat Boy is no joke. That's a hard game, and that's part of its appeal. Put it in the hands of the maker of another, harder game, and it collapses into a singularity of motherfucker-what-do-you want-me-to-do difficulty.


There's now a playable flash game of Super Meat Boy done in the style of VVVVVV, by the creator of the latter, Terry Cavanagh. Cavanagh says Team Meat asked other indie devs to draw warp zone titles, as if they had made Super Meat Boy. "After several attempts I didn't like and scrapped, I figured it would just be easier for me to make a little Super Meat Boy fan game in my own style, and make something around that," Cavanagh said. And so he did.


He cautions that the game is "only actually a couple of screens long and very broken." Oh, that's good. See, I thought I couldn't get past the purple part because I was a pussy.


Link ChevronMy Super Meat Boy [Distractionware, via Ripten]


VVVVVV


We're delighted to announce the return of Eurogamer Expo's Indie Arcade, which this year will be presented by publishing giant Sega and in association with Rock Paper Shotgun.


The Arcade hosts more than a dozen of the finest independently developed games - showcased for the Expo's tens of thousands of gamers.


Now entering its fourth year, submissions for 2011's Indie Arcade are now open.


The Eurogamer Expo Indie Arcade is the biggest and longest established public showing of independently developed games in the UK.


Previous years have seen the public debuts of Joe Danger and Hohokum, as well as cult favourites Nidhogg, B.U.T.T.O.N. and VVVVVV.


Submissions are open until 19th August, after which the full selection of games will be finalised and announced. It costs nothing for game developers to submit or to exhibit if selected.


For further information and submission guidelines, please visit the Expo FAQ.


This year's Eurogamer Expo takes place at London's Earls Court between 22nd and 25th September. It's the UK's biggest video games event - set to attract 30,000 gamers with titles such as Battlefield, Ninja Gaiden 3, FIFA 12 and Star Wars: The Old Republic playable on the show floor.


Tickets are selling fast - nab yours now from eurogamerexpo.com!

Video: Hello Games' Joe Danger.

VVVVVV - Valve
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Mar 23, 2011
Super Meat Boy


Hard games are enjoying a revival right now. But while Demon's Souls may be notorious for offering a gruelling RPG experience, the most punitive titles are often to be found within the platform genre. And it's indie developers who seem keenest to add liberal dollops of pain to your gaming pleasure.


Super Meat Boy practically makes it the player's business to die. Then die again. Then stop and think for a minute, only to die harder.


Meanwhile, VVVVVV's levels are littered with shiny trinkets which are nigh-impossible to obtain. To some these present a challenge, a big, obnoxious sign saying "No, you can't" which begs to be knocked down. To others trying to collect them is a futile task, generating only additional frustration which is best avoided.


In fact, some of these games are so difficult that playing them could be considered an exercise in masochism. Or could it? This is an awkward question to ask, since players won't always agree on which games are "hard" and which are "easy".


In other words, discussing difficulty is difficult. The creator of Super Meat Boy, Edmund McMillen, prefers to see Super Meat Boy as a challenge.


"I wouldn't call it masochistic, because masochism usually means punishment," he says.


"I wouldn't say the game is punishing, because it's kind of my goal to make it not as punishing as old games were. There was a lot of penalty in old games which caused frustration and discouragement.


"Those were things I tried to avoid with the design of Super Meat Boy. It doesn't go out of its way to hurt the player, or to get the player to want to hurt himself.


"I think it's more that people want to push their limits. I wouldn't necessarily say push their limits of punishment or torture, but I would definitely say that it gets people to want to push the limits of their own personal skill. And with that comes dying a lot."


When mainstream blockbusters are put through testing and players get stuck, the temptation for the designer is to rip out whatever is interrupting the flow of play. But there must be balance. The problem might not be an inherent flaw in the game. Maybe the tester is still learning.


Developers must then decide why something is hard to achieve. It could be that the mechanic is unrefined. It could be that the objective wasn't clear. It could just be that the tester is rubbish at jumping over pits.


The issue of players getting stuck doesn't seem to bother the indie crowd as much. "Most independent developers do make games pretty difficult, because they want their games to be challenging," says McMillen.


"There's something to be said for a game which can challenge you and make you feel good about it."


In these terms, a game is not masochistic when it presents a challenge accompanied by a reward. The result is a purging process which makes the player feel accomplished when they unlock the coveted "You died an awful lot" achievement.

Video: Difficult. But not impossible.


As with so many similar titles, the sense of satisfaction which comes with completing even one level in Super Meat Boy is payback for hours spent fine-tuning your muscle memory.


But what about those games which are so hard they can't be finished? "I will say this: you can beat Super Meat Boy. You can't beat Canabalt," observes McMillen.


Canabalt, Adam Saltsman's one-button game about leaping from rooftop to rooftop, does in fact have a killscreen built-in. But, Saltsman says, you'd have to run "like, a hundred million miles" to see it.


Surely you'd have to be a masochist to take on that kind of challenge. Setting yourself a gruelling, repetitive and impossible task is definitely masochistic, as is spending so long attempting to complete the task you end up feeling bad.


A masochistic gamer, then, must be someone who is defined by failure. Who cannot win, who knows they cannot win, yet carries on regardless and, most importantly, enjoys failing.









But the argument doesn't hold up. Constant loss is not why most people play Canabalt. It can't be completed in the traditional sense, but it still offers rewards in the form of a high scores list.


In a way the achievement comes from pushing your limits, just as it does when playing Super Meat Boy. Though Canabalt is as simple a video game can get in terms of mechanics, Saltsman argues that the spectrum the titles sit on is complex.


"It's just not a single axis, is the thing... I feel there's this completely invented idea that there is a challenge axis and the challenge axis has masochistic, hardcore games on one end and it has accessible games on the other end.

"I actually think there are two axes. There's an axis of accessibility and there's an axis of challenge. And inaccessible games will affect the challenge axis. Like, a game that's hard to physically interact with... Is going to increase the challenge of the game, but I think that's just kind of a crappy challenge.


"Whereas something like Super Meat Boy, it's just move and jump. That's how you interact with the game. So I feel that Meat Boy, despite its high challenge level, is highly accessible, in the same way Canabalt is fairly challenging game."


If you find talk of "axes of interaction" hard to follow, try out this exercise. Go back and read the above paragraphs again and again, until you understand perfectly what Saltsman means.


Done? Did you give up after a few tries, or press on and draw yourself a diagram? This should give you some indication of the kind of person you are.


If you pressed on, the question remains as to whether you're a masochist or just a determined learner. The answer depends on how arduous you found the process.


Difficulty in games usually comes in two forms and elicits two responses. Firstly there's: "I don't know what to do!"


Secondly: "I know exactly what to do, but I can't physically do it!"


Platformers like Super Meat Boy and Canabalt generate the latter response. You know how to avoid the spinning blades or sudden drops; it's just a matter of practicing your timing to perfection.


But the former kind of difficulty breeds an altogether more trying type of masochism. It's not another platformer which comes to mind here, but a game called Dwarf Fortress.


For those who aren't familiar, Dwarf Fortress is a management game which puts the player in charge of a band of seven dwarves, out to establish a new colony. The simulation is immeasurably detailed. Goblins besiege your settlement, your dwarves go mad from lack of alcohol and wildlife is a constant threat.


The whole thing is presented in ASCII. The indecipherable menu system alone probably causes many players to give up minutes into their first game.


"I don't consider Dwarf Fortress to be strictly "masochistic", in the way I'd describe a platformer," says its creator, Tarn Adams.


"But they are similar in that they include elements of user torture. In the case of DF, it's not a good thing, but rather an interface flaw. In the case of, say, a hard platformer, it's a fine thing for people who like it.


"I think it is the user interface, more than the content, that would get somebody to call Dwarf Fortress a masochistic game... Because it troubles you at every turn, even as you try to do easy things."


Adams doesn't believe everyone should copy his model. "I don't think that's a good goal for [designers]. I like games with depth, but depth doesn't imply inaccessibility. In the end, though, developers have to prioritise their time, and we've all got different things we hope to get out of the process."


Like Canabalt, Dwarf Fortress is designed so that there is no endgame. It just continues until the player gets fed up and quits playing, or their fortress is ruined. So does this lack of completion make it masochistic?


"Nah," says Adams. "There are plenty of simulation-style games, such as Life, that don't have an ending, but which you wouldn't label masochistic by themselves. You can set impossible goals for yourself in many games, but then it's less the game being masochistic by design and more the player being a masochist.









"The more the game induces or blatantly railroads the player down difficult paths, the more masochistic the game becomes, I think. Provided it crosses a certain threshold of addiction and replayability."


According to Adams, setting difficult goals doesn't automatically make a game masochistic.


"There's more to it than that. Take I Wanna Be The Guy, for example. There's an extreme, unavoidable, repetitive element to the failures. A game that induces a player to try something over and over again, while giving just a little bit of progress in return, is a good example of a masochistic game.


"Dwarf Fortress lashes you repeatedly with the interface while you struggle to extract pleasure despite all the pain, without the same kind of repetitive element."


Adams says that the satisfaction to be had while playing Dwarf Fortress comes "despite the torments", rather than overcoming repetitive failures. "Perhaps in this sense the repetitive, linear game can be said to be properly masochistic, whereas Dwarf Fortress is just torturing you while you are trying to have a good time."


It is true that in Dwarf Fortress you can set your own goals - deciding what to mine, what to build and what to trade with outsiders - but the only possible future for your fortress is an often frightening, more often amusing, but always tragic one.


It may then be fair to say, then, that the game attracts a certain type of player. Masochists. Madmen and madwomen. What other way is there to describe a person whose idea of a good time is to erect an underground fort via the use of a torturous GUI, only to see it crumble in the face of any one of tmany potential catastrophes? It is fitting that one of the possible downfalls of a dwarven outpost is that the inhabitants go berserk.


When you suggest this to the playerbase, the response is a jubilant scream, a terrifying rally of bloodied, grinning faces laughing into their pus-filled rags while holding aloft a banner made of dismembered torsos. It's adorned with the community motto: "Losing is fun!"


"Given that it's the dwarves who are suffering when you fail, perhaps it's more sadistic than masochistic," Adams laughs. "I wouldn't see it that way though, since the demise of a fortress can be enjoyable in many ways.


"I'm not sure it's masochistic, undertaking a process in which you know something you work hard on over time is going to fall apart. The game is easy enough once you learn it that this might not be an expectation anyway.


"For me, a fortress loss can bounce between being hilarious, being bittersweet and causing panic. And it can have a longer term feel to it, like an embrace of fate or entropy. As the game's development progresses it should also feel like becoming part of history or leaving a legacy."

Video: Meat your maker.


"It'll be necessary to encourage losing in full, rather than reloading saves, to allow the player to experience the full breadth of the game."


In conclusion, then. When a game incorporates excessive or extreme loss into the core gameplay, and not only remains enjoyable but becomes more enjoyable as a result, it becomes masochistic.


Developers have begun to realise this and are now creating game features which subtly reward death. It's why, with Super Meat Boy, you get a video replay when you finally complete a level, showing hundreds of your death-splatters and failed attempts.


This is a reward for overcoming the odds. It's also a means of making you associate all those bloodstains and failures with a sense of victory.


Maybe there are no such things as masochist games, just masochistic gamers. Regardless of mechanics, Meat Boy and Captain Viridian are undeniably masochistic characters. Despite thousands of deaths they each sport a constant grin, crazed and joyous, enthusiastic and unsettling.


Look closely. It's a grin you might wear yourself.

VVVVVV - contact@rockpapershotgun.com (Quintin Smith)

VVVVVV, last year’s absolutely stellar indie platformer, had some similarly brilliant music. Take a listen to this. Complex, organic, emotive- if that’s not perfection in a pseudo chiptune, I don’t know what is. The artist behind those tracks, Magnus Pålsson (aka Souleye), released them last year in an album called PPPPPP.

What this> post is about is that Pålsson’s just released PPPPPPowerup!, an album made up of VVVVVV tracks (and some extras) arranged by eighteen different musicians (including Super Meat Boy composer Danny Baranowsky). “Arranged” is musician for “using real instruments, for instance a guitar or a bassoon or something”. PPPPPPowerup! will set you back $10 (plus shipping if you want a physical copy), and you can listen to a teaser below. All this comes courtesy of the Indiegames blog, who have a fat interview with Souleye here.
(more…)

BioShock® 2

Somber Sasquatches, Awful Nudity And Other Great Video Game Moments of 2010The bodies of dead little boys, the impact of extinction, the vicious torture of two of video game's least likable characters and hundreds of death by spike... these are, strangely, my most memorable video game moments of 2010.


Some of them are even my favorites, despite how gloomy and violent they were. It's a good thing my personal list of great video game moments from last year includes at least one choreographed dance number.


Note: This list is not ranked. There are some spoilers below, including some that discuss the endings of Red Dead Redemption, Bayonetta and BioShock 2.


Somber Sasquatches, Awful Nudity And Other Great Video Game Moments of 2010


The Benefits of Civilization (Red Dead Redemption) It's already been discussed by Kotaku's own Luke Plunkett, who ranked this moment as one of his 2010 favorites, but rarely have I been so surprised by video game music. Red Dead Redemption's soundtrack switch from minimal Western moodiness to Jamie Lidell's "Compass" during John Marston's ride home to his ranch altered my expectations about the power of video game music. Little did I know, at the time, that I was due for so much more from this game, including a change of perspective on how a game should end.


The Birth of the Conservationist Movement (Red Dead Redemption: Undead Nightmare) Two worthy moments in the same game? Sort of. Red Dead Redemption's zombie-filled expansion, Undead Nightmare, featured a surprising, unsettling, even saddening run in with a species on the brink of extinction—the Sasquatch—that could have (or should have) been great comic relief, but instead wound up being... touching?


Somber Sasquatches, Awful Nudity And Other Great Video Game Moments of 2010


Potential For Anything (VVVVVV) Magnus Pålsson's wonderful soundtrack to Terry Cavanagh's thrilling VVVVVV is rich with great, catchy tunes. And I'll cop to not fully remembering at what point during VVVVVV the song "Potential For Anything" kicks in, but I do remember it as a moment that I stopped playing to start listening. Had I made good on my threat to write a list of my favorite video game music from 2010, this song would have been near the top of that list.


The Message To Yourself (BioShock 2: Minerva's Den) After playing through BioShock and BioShock 2 within the same two weeks, I'd effectively burned myself out on Rapture in short order. When the expansion Minerva's Den arrived, I approached it with a grumble. Stupid Little Sisters. Stupid Big Daddies. I'm sick of 'em! But Minerva's Den's story unravels—and finally concludes—in such a refreshing way, thanks to the last words of Charles Porter, that Rapture was redeemed in a third, once again plot-twisting visit.


Somber Sasquatches, Awful Nudity And Other Great Video Game Moments of 2010


The Lost Boys (Limbo) The horror of Limbo reaches a zenith early when the boy meets the game's other inhabitants. In a world already fraught with danger and gloom, the other lost boys who show you nothing but cruelty makes this world a sadder place. Worse was the realization that to survive the trip through Limbo, you would have to debase yourself to their level—and use their corpses as video game devices, platforms.


Strangling A Man Naked (Kane & Lynch 2: Dog Days) Not to say that this was a favorite moment, but it certainly was memorable, even when we knew about Kane & Lynch 2's excessive nudity well in advance. Suffering from the pain of hundreds of small cuts—not to mention the brutal killing of a loved one—anti-heroes Kane and Lynch travel through a Shanghai hell bloody, beaten and completely naked, ratcheting up the abrasion of this unsavory adventure to its maximum.


Somber Sasquatches, Awful Nudity And Other Great Video Game Moments of 2010


Whatever Ending This Was (Bayonetta) In this carnival ride game brimming with ridiculous moments, from riding motorcycles into space to fighting monolithic bosses with angel wings and tentacles for tongues, it was Bayonetta's bizarre stack of endings that culminated in a three and a half minute-long dance sequence that managed to stand out.


The Betrayal of Kerrigan (StarCraft II: Wings of Liberty) Is it cheating to use a pre-rendered cut scene? Even if it is, Blizzard's retelling of a key StarCraft event in this beautifully rendered short helped to ground me in the universe's fiction in a powerful way. StarCraft II: Wings of Liberty ended on a similarly vivid way, a turn of events that wouldn't have had the same impact if it weren't for this gorgeous flashback.


Those were my favorite video game moments of 2010. Throughout the week, we'll be publishing the favorite moments of other writers on the Kotaku team. And at week's end, we'll want you to sound off.


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