FTL: Faster Than Light
FTL


You can't play games all the time. Eventually your hands will degrade into coarse lumpy bone sacks, unable to perform rocket-jumps or micro small army men. At some point, you're going to need a rest. Luckily, in the downtime, you can still think about games, and listen to the music from games, and create plasticine dioramas of your favourite moments in games. I mean, I guess you could do something else entirely, but that wouldn't neatly lead into the news that the Game Music Bundle 5 is available, and contains some great indie soundtracks.

There's a two-tiered pricing system, with a purchase of $1 or more securing you these albums:


Monaco: What's Yours Is Mine by Austin Wintory
FTL: Faster Than Light by Ben Prunty
Fez by Disasterpeace
Gunpoint by John Robert Matz, Ryan Ike, Francisco Cerda
Leisure Suit Larry: Reloaded by Austin Wintory
World of Goo by Kyle Gabler


Then, for $10 or more, you can grab a further 13 soundtracks:


FZ: Side F
FZ: Side Z
Monaco: The Gentleman's Private Collection
The Forge
Hero of Many
Marble Time
Super Panda Adventures
Anodyne Remix Album
Frog Fractions
Little Inferno
Anodyne
Me and My Dinosaur 2
Drox Operative


Frog Fractions soundtrack? Weird.

The standard bundle of six albums is almost completely excellent. The bigger bundle? Wildly more eclectic, but definitely worth a look, not least for the two excellent Fez remix albums.

The Game Music Bundle 5 will run until the 27th August.
FTL: Faster Than Light
GameLoading: Rise of the Indies


Indie gaming has gotten kind of huge over the past few years, and the internet's beginning to bulge at the seams with all the indieness going on lately. Indie Game: The Movie—whose special edition is being released next week—last year documented the lives of four indie developers as they put together their little-budget, big-name concepts. What of the thousands of other indie developers out there, though? A pair of filmmakers are seeking to answer that question with their newly revealed Kickstarter campaign for GameLoading: Rise of the Indies, a documentary that seeks to zoom out and look at the entire indie scene globally.

Studio Bento's already traveled the world in their quest to quiz ostensibly every indie developer ever, and a heap of interview footage has already been shot of game development greats such as Chris Avellone and Antichamber's Alexander Bruce; the Kickstarter campaign seeks to raise the funds for the team to travel even further, penetrating such mystical places as Romania and Belgium. Lester Francois of Studio Bento says that the film will be of special interest to PC gamers.

"When we started the film, I was surprised at how many indie developers are sticking to making games for PC," Francois tells PC Gamer. "It's great meeting developers not concerned with the iOS gold rush and content doing their own thing. We're very excited to be interviewing some of these PC developers, including the guys behind FTL and Kentucky Route Zero."

Pledging $15 will get you a digital download of the film, and there are also tiers including two indie games bundles. I've seen some of Studio Bento's footage so far, it's already looking really special. I'm especially eager to hear from the guys behind my latest favorite indie game, Kentucky Route Zero—to check out the full list of interviewees, check out GameLoading's website.

FTL: Faster Than Light
FTL Original Soundtrack by Ben Prunty


Ben Prunty, the composer of the soundtrack for FTL: Faster Than Light, has published a “guided tour” of the motifs and themes that show up throughout the game’s 29 tracks. FTL is a remarkable game for a lot of reasons, including what is hands down one of the best recent musical scores around.

“he FTL soundtrack is very self-referential,” Prunty writes. “Lots of sounds, melodies and chords show up multiple times throughout.” Pulling up Prunty’s bandcamp page lets you follow along with his references, even if you haven’t purchased a copy.



“I actually wrote this melody a few years before,” Prunty writes about “The MilkyWay Melody,” a fast, twinkling theme that shows up in several places in the game. “I was challenging myself to write and produce a new piece of music every week for three months... hen I wrote the melody I was actually envisioning some kind of old DOS space game. When the opportunity came up to write for FTL, it made perfect sense to fit it in.”

The thing I love about analysis like this is that it makes perfect sense when someone points it out to you, but it never occurred to me while playing the game. There’s a reason that Mantis space always creeps me out, and it wasn’t until now that I realized it was Prunty’s devilish minor chords.



FTL was one of the earliest big Kickstarter success stories, was of our short-form game of the year winner in 2012, and helped launch the resurgence of indie roguelikes that seem to be everywhere these days.

Check out Prunty’s full writeup of the soundtrack and follow along on his bandcamp page. If you haven’t checked out FTL, it happens to be featured on the Steam Summer Sale right this instant.
Garry's Mod
finalfrontier


Being a captain in FTL: Faster Than Light is a nerve-wracking experience. Hostile aliens could teleport onto your ship at a moments notice, an asteroid could take out life support, and you're constantly put in horrible situations with no clear solution. The responsibility is simply too great, but luckily a pair of fellow space-goers are working on a Garry's Mod gamemode that lets you demote yourself to the role of a single crewmember.

The mod, called Final Frontier, is a 3D representation of the cruel—but rewarding—roguelike we thoroughly enjoyed last year. Where your ships systems were easy to control from your tactical view, everything in Final Frontier must be managed by human players. Firing weapons, teleporting players, and unlocking doors requires a quick mind and quicker hands at the correct console.

The developers hosted a Q&A to elaborate on what their FTL-inspired mod entails:

“This game is (heavily (blatantly)) inspired by FTL, a game we all enjoyed playing but felt would be improved with multiplayer,” one of the developers wrote. “Unlike FTL, you control a single crewmember in first-person perspective, and must manually perform the tasks that FTL characters carried out by standing at their posts mashing keyboards. How well you perform your job is entirely dependent on the skill of the player at that task.”

The two modders say they’re only “prototyping the project in Garry’s Mod,” and that they’re only testing it internally, but plan to set up a public server once the mod’s main features are finished. I suppose I could take this time to look for a top-tier crew that’ll fight and die for me without question. Any takers?

Thanks, Rock, Paper Shotgun
Half-Life 2
steam trading cards


Just as promised, Steam Trading Cards is now live. The virtual cards can be earned by playing participating games on Steam, trading with other users, or buying on the Steam Marketplace. Complete a set to create a badge, earn rewards and XP, and level up. The user with the highest Steam level at the end of the year gets to high five Gabe Newell while announcing Half-Life 3. In space.

In other true facts, I'm already hearing from users playing the Steam marketplace to profit off the cards' initial popularity. One user I spoke to has been buying low and selling high to pad his Steam wallet, even creating scarcity by buying up low-value cards in quantity. I'll keep an eye on marketplace prices as more users start trading the collectibles.

I was hoping to find a good deal on a 1952 Mickey Mantle card, but unfortunately, baseball isn't a participating game. You can see which of the games you own are participating here.
Dishonored
Cart Life


This year's GDC has been the source of many interesting industry tidbits. But forget them for now, because it also hosted two award shows last night. Shiny, slightly crass and easily digestible in a handy list format - we've got all the winners from the Independent Games Festival Awards and Game Developers Choice Awards right here. Did Hotline Miami's masked protagonist beat the living snot out of the FTL crew for the Seumas McNally Grand Prize? Did Incredipede's creepy-crawly monstrosities scare away the other Visual Art nominees? Did any game not called Journey win a GDC Award? Read on to find out.

We'll start with the IGF Awards, primarily because its the one that wasn't dominated by a PS3-exclusive game about plodding through a desert.

Independent Games Festival Awards

Seumas McNally Grand Prize

Hotline Miami (Dennaton Games)
FTL: Faster Than Light (Subset Games)
Cart Life (Richard Hofmeier)
Little Inferno (Tomorrow Corporation)
Kentucky Route Zero (Cardboard Computer)


Excellence in Visual Art

Incredipede (Northway Games and Thomas Shahan)
Kentucky Route Zero (Cardboard Computer)
Guacalamelee! (Drinkbox Studios)
Loves in a Dangerous Spacetime (Asteroid Base)
Year Walk (Simogo)


Excellence in Narrative

Thirty Flights of Loving (Blendo Games)
Cart Life (Richard Hofmeier)
Kentucky Route Zero (Cardboard Computer)
Dys4ia (Auntie Pixelante)
Gone Home (The Fullbright Company)


Technical Excellence

StarForge (CodeHatch)
Perspective (DigiPen Widdershins)
Little Inferno (Tomorrow Corporation)
Intrusion 2 (Aleksey Abramenko)
LiquidSketch (Tobias Neukom)


Excellence In Design

Samurai Gunn (Beau Blyth)
FTL: Faster Than Light (Subset Games)
Starseed Pilgrim (Droqen & Ryan Roth)
Super Hexagon (Terry Cavanagh)
Super Space (David Scamehorn and Alexander Baard/DigiPen)


Excellence In Audio

Kentucky Route Zero (Cardboard Computer)
Bad Hotel (Lucky Frame)
140 (Jeppe Carlsen)
Hotline Miami (Dennaton Games)
Pixeljunk 4AM (Q-Games)


Best Student Game

ATUM (NHTV IGAD)
Back to Bed (Danish Academy of Digital Interactive Entertainment)
Blackwell's Asylum (Danish Academy of Digital Interactive Entertainment)
Farsh (NHTV IGAD)
Knights of Pen & Paper (IESB - Instituto de Ensino Superior de Brasilia & UnB - Universidade de Brasilia)
the mindfulxp volume (Carnegie Mellon University Entertainment Technology Center)
Pulse (Vancouver Film School)
Zineth (Rensselaer Polytechnic Institute)


Nuovo Award

Cart Life (Richard Hofmeier)
Spaceteam (Henry Smith)
Dys4ia (Auntie Pixelante)
Bientot l'ete (Tale of Tales)
7 Grand Steps (Mousechief)
MirrorMoon (SantaRagione + BloodyMonkey)
VESPER.5 (Michael Brough)
Little Inferno (Tomorrow Corporation)


Audience Award
FTL: Faster Than Light (Subset Games)

Thoughts? Firstly, congratulations to Zineth, deserved winner of Best Student Game. It's great, and you should play it. More obviously, well done to Richard Hofmeier for the runaway success of Cart Life. I'm sure many will be surprised by just how well it's done, especially among such a strong list of contenders for the Seumas McNally Grand Prize. If you're currently thinking "Cart What now?" let Christopher Livingston's Sim-plicity column on the game fill you in.

Elsewhere in the list, I'm surprised to see Little Inferno getting a Technical Excellence award (it had nice fire, I guess), unsurprised to see FTL nab the Audience Award, and marginally disappointed to see Hotline Miami go back to its DeLorean with nothing. Although, hey, it's still got a chance at a Games Developer Choice Award! Haha, no, just kidding. Journey won everything.

Game Developers Choice Awards

Game of the Year

Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Mass Effect 3 (BioWare/Electronic Arts)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)


Innovation Award

Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
FTL: Faster Than Light (Subset Games)
The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
ZombiU (Ubisoft Montpellier/Ubisoft)


Best Audio

Journey (Thatgamecompany/Sony Computer Entertainment)
Hotline Miami (Dennaton Games/Devolver Digital)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Halo 4 (343 Industries/Microsoft Studios)


Best Debut

Humble Hearts (Dust: An Elysian Tail)
Polytron Corporation (Fez)
Giant Sparrow (The Unfinished Swan)
Subset Games (FTL: Faster Than Light)
Fireproof Games (The Room )


Best Downloadable Game

The Walking Dead (Telltale Games)
Spelunky (Derek Yu/Andy Hull)
Trials: Evolution (RedLynx/Microsoft Studios)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)


Best Game Design

Dishonored (Arkane Studios/Bethesda Softworks)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Spelunky (Derek Yu/Andy Hull)
Journey (Thatgamecompany/Sony Computer Entertainment)
XCOM: Enemy Unknown (Firaxis Games/2K Games)


Best Handheld/Mobile Game

Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
Hero Academy (Robot Entertainment)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
The Room (Fireproof Games)
Kid Icarus: Uprising (Sora/Nintendo)


Best Narrative

Spec Ops: The Line (Yager Entertainment/2K Games)
Mass Effect 3 (BioWare/Electronic Arts)
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Virtue's Last Reward (Chunsoft/Aksys Games)


Best Technology

Far Cry 3 (Ubisoft Montreal/Ubisoft)
PlanetSide 2 (Sony Online Entertainment)
Halo 4 (343 Industries/Microsoft Studios)
Call of Duty: Black Ops II (Treyarch/Activision)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)


Best Visual Arts

Borderlands 2 (Gearbox Software/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
Far Cry 3 (Ubisoft Montreal/Ubisoft)
Dishonored (Arkane Studios/Bethesda Softworks)
Halo 4 (343 Industries/Microsoft Studios)


Ambassador Award
Chris Melissinos, curator of The Smithsonian's The Art of Video Games exhibit

Pioneer Award
Spacewar creator Steve Russell

Audience Award
Dishonored

Lifetime Achievement Award
BioWare founders Ray Muzyka and Greg Zeschuk

Conclusion: award show judges really love Journey.
FTL: Faster Than Light
igf noms


The IGF winners will be announced on Wednesday alongside the GDC awards in San Francisco. The Independent Games Festival has turned out another strong field of nominees, some of which you can play entirely for free right now. Here's your guide to the Seumas McNally Grand Prize at the IGF awards 2013, with interviews and details on the five finalists, Cart Life, FTL, Little Inferno, Hotline Miami and Kentucky Route Zero.

Click on the links below to go straight to your game of choice:


FTL
Little Inferno
Hotline Miami
Kentucky Route Zero


And let's start with Cart life.

Cart Life


Creator Richard Hofmeier describes the scrolling, grey world of Cart Life as a "retail simulator," but that's a bit of an undersell. It celebrates the mundane and touching aspects of everyday life, at work and beyond. You can choose from a pair of characters, including a single mom working in a coffee store and a Ukrainian immigrant trying to keep his newspaper stand afloat (you can pay $5 to play as a third character, Vinny the bagel guy). Melanie must look after her daughter and earn $1000 to fight her side in a custody hearing. Andrus must take care of his cat, Mr Glembovski, and fend off a racking smoker's cough.

Cart Life is about the struggle of day to day existence in an unglamourous monochrome cityscape, rendered in excellent pixel art. On the business side, you're choosing products, balancing stock and selling as much as you can against the clock. Outside of work, you're trying to balance what little time you have between eating, sleeping, drinking and socialising.

You can play for free by downloading the .exe file from the Cart Life site. For more on Cart Life, Chris Livingston documented his experiences as part of our Sim-plicity series. Read all about it here. Cart Life is in the running for the Nuovo award, the Excellence in Narrative Design award and the Seumas McNally Grand Prize at the IGF.

I sent over a few questions to Cart Life creator Richard Hofmeier to find out which indie gems he'd like to see do well at the competition. "I'd enjoy seeing IGF give their highest endorsement to Porpentine's Howling Dogs, which is a dour enchantment in that holy dread kind of way, but, because it's text-based and rarely classified with other videogames, it's largely unplayed by people interested in good games." You can play through Howling Dogs on Porpentine's site for free.



"Now, it's important to note that Howling Dogs wasn't submitted to the IGF (and where the hell is Dwarf Fortress, anyway?). So Thirty Flights of Loving would be a great winner, too, but I'd really like The Stanley Parable in such a position, because it secretly remarks on the fact of videogames, themselves. If IGF wanted to be The Oscars, Stanley would make a suitable "best picture", which often confess something useful of their medium. Then again, both Dear Esther and Fez (which do this exact thing extremely well) were released this year, but aren't candidates on account of having been candidates previously... All right, okay - I'd pick Emily Short's Bee. Yes yes yes yes." Here's Emily Short's Bee.

Why is the IGF important? "I'm not fond of this question's presumption that your interview subject feels this way," Richard responded, "It's important because sponsors and GDC attendees have elevated the means by which it's carried out, and an elevated assessment of small videogames seems comprehensive, conclusive and respectable-- but I guess that'd be "How is the IGF important?". Either way, IGF will get some excellent games into the lives of people who, otherwise, wouldn't have found them. That's useful, and it makes the world a better place in a small way."

"But, when you presume its importance, I just think about how much money it must take to put together, and how it wouldn't exist without the games themselves. Wouldn't you say that the IGF is less important than the games it declares? Of course IGF nominees and winners will sell higher numbers for having been recognized, but I think the premise of determining merit is much more interesting and, you know, important."



How could the IGF formula be improved? "Mostly, I just want to see the submission process deteriorate entirely, over time. It seems like there are better judges every year, so I'm increasingly inclined to trust their own choices, from all they've seen in a year instead of limiting candidacy to a submission pool. Like the MacArthur Fellowship Grant or Nobel Prize nomination process. Easy for me to say, right? You set me up with that last question, you bastards, didn't you? Anyway, the distinction of "indie" games vs "regular" games will become obsolete and they'll have to come up with something else for the "I" to stand for."

An IGF nomination won't drag a paparazzi horde to one's door, but has life changed for Cart Life's creator since nomination? "I'm getting more freelance illustration and design work this year than last, so I'm able to keep up this fantasy lifestyle of the bathrobe and coffee cup."

He adds: "The best part of making games, though, is the shared premise which allows me to start conversations and sometimes even befriend the people I most admire. At Indiecade, I kissed several of my heroes, I spent a few hours with two vibrant luminaries in an emergency room, I spilled whiskey on my idols. Almost like having coworkers, only without the building resentment."



FTL: Faster Than Light


FTL was the first Kickstarter-funded game to see release, which has set the bar nice and high for all those to follow. At PC Gamer,w e've been lucky enough to have access to a few pre-Kickstarter prototype builds. Long before release, this roguelike space exploration sim showed promise. You control the crew of a small, upgrade-able ship as they flee from a pursuing army across randomised sectors of space. As you jump from star to star, you encounter moral dilemmas, pirates, attack drones aliens and intergalactic superstores. You must improve your ship with new weapons, drone bays and teleporters and nurture a competent crew to put out fires and stave off attackers.

It's good. In fact, we gave it our short form game of the year award this year, and gave it a score of 89 in our FTL review. Check out Tom F's description of an FTL encounter for an idea of how tense FTL's ship vs. ship showdowns can get.

So how do the developers feel about the IGF nod? "It feels pretty great," says designer Justin Ma. "We went from having Honorable Mentions in Design and the Grand Prize last year to being officially nominated this year. It's validating to find out we improved on last year's prototype."



IGF mentions have proved helpful when the team started promoting the polished version of FTL late last year. "Last year's Honorable Mentions certainly changed our situation," says Justin. "It was a ton of publicity and helped launch our Kickstarter which started around the time of GDC 2012.

As for other contenders, Justin mentions that he'd like to see Mark of the Ninja getting some future recognition, fellow designer Matthew Davis would pick Super Hexagon. "I haven't tried all of the games so I cannot fully comment" adds Justin, "but I just played through Ep. 1 of Kentucky Route Zero and I was blown away by the art and atmosphere. It felt like a spiritual successor to Out of This World (Another World)."

Subset are currently working on finishing up backers' Kickstarter rewards. "The next big project is still up in the air," they say.

Why is the IGF important? "The IGF is one of the most influential events that celebrate independent gaming partially because of its connection with GDC. They are able to get a large assortment of judges with specific knowledge about their category from all over the game development world. This not only means it is prestigious but it also helps promote independent game development by putting it in the spotlight."



Little Inferno


2D Boy co-founder Kyle Gabler is certainly no stranger to IGF success. World of Goo scooped IGF gongs for design innovation and technical excellence in 2008. Now he's teamed up with software developer Allan Blomquist and Henry Hatsworth creator Kyle Gray to make Little Inferno. It's is up for the Nuovo, Technical Excellence and Grand Prize awards in this year's competition.

Little Inferno invites you to burn all of your toys in a huge fireplace. Once you run out of stuff to torch, you can order more flame-fodder from a catalog using the currency you've earned burning things. For some, it's a sly comment on time-sink social games, for others, it's a hypnotic way to wile away a few hours immolating innocent possessions. It's as dark and charming as it is divisive.

Kyle Gabler is chuffed to be nominated. "The mighty orange orbits are mesmerizing, and we're surprised to be included" he says, "but we're also well aware Little Inferno is a controversial experience up against some insanely beloved and beautiful indie games."

But which ones would he like to see win? "A few years ago, World of Goo totally lost the grand prize to Petri Purho's Crayon Physics (that jerk!!). He's a fellow who we'd known for a long time as someone who consistently submitted memorable and creative games to the Experimental Gameplay Project competitions. This year, we once again hope to lose to another friend of EGP: Kentucky Route Zero or Hotline Miami."



Kyle Gray says "I'd love to see Incredipede win Best Visuals. Colin and Thomas took a risk pushing Incredipede's artstyle in the direction of wood carvings, and it would be great to see that pay off." (you can read about Tom's experiences with Incredipede here, and learn more about its globetrotting creator in our Incredipede interview.)

Gray reckons that the IGF is useful for generating the sort of exposure that big developers pay PR departments manufacture. "Because indie studios are so small, we often don't have the resources to promote their games properly. IGF does a great job of pushing these games into the spotlight, and can really help indie devs find their audience."

Gabler, meanwhile, has some suggestions for how to improve the event. "The IGF is modeled after real award shows like the Academy Awards with all the lights and glamour and thumping music and scary disembodied voices announcing categories and nominees - but indie game developers like us would probably be just as happy, and possibly more comfortable, having a barbecue in (IGF/GDC/Gamasutra overseer) Simon Carless's backyard."

I've no idea how big Simon's backyard is, but the steak point is hard to argue. Things are going "great!" for the Little Inferno team, according to Gray. "Except my family still thinks I sit in front of the TV all day with a controller glued to my hand, making a game where you shoot people in the face. One day we'll reach a state where people know what an indie developer is, but we're not there yet."



Hotline Miami


Dennaton's frenzied murder death kill rampage sim bludgeoned its way into our hearts last October. The top down perspective does little to distance players from the lurid and sudden torrent of violence that pours out of the monitor every time you kick in the front door of a new level, but none of it would be quite the same without the soundtrack (hear it here). Crazed bouts of electronica bring a psychotic sheen to every improvised killing spree. Grab the knife. Stab the dog. Throw the knife. Grab the gun. Kill the man. Kick the door. You're on a dance floor. Kill them all!

Hotline Miami's strange delirium is so infectious that IGF nomination seemed assured. Our pick for the best music in a game last year is in the running for an audio excellence award, and it's battling for the top spot in the Seumas McNally Grand Prize category too.

Dennaton's production habits may be partly responsible for Hotline Miami's sense of pent-up, frenetic energy. Jonatan "Cactus" Söderström is used to turning games around in less than a day. "I usually stop when it gets hard to push the idea further or doesn’t feel like it’s worth it to keep pushing," he told us in an interview in PCG247. "Some game concepts work a lot better if you keep them small and concentrated and would just get repetitive if you try to make something bigger from them."



The concept of Hotline Miami has been around for a while, however. "My original idea, when I made the first prototype called Super Carnage, was just to make the goriest game I possibly could, with as many weapons as possible. I was only 18 at the time so it was a pretty silly and incomplete idea," he said.

"Then I remade it about a year later, this was after playing some of Ikiki’s games and I really wanted to capture that feeling of always being outnumbered and having to master the controls and plan your actions to beat a level. I had to quit though, because I couldn’t solve the pathfinding I needed for the AI. Then last winter I realised I was now able to do the whole thing without any technical problems, so I showed the old prototype to Dennis (Wedin, Dennaton's artist). He liked it a lot and started doing graphics for it before I knew it."

It turned out pretty well. In fact, we liked it so much it secured a score of 86 in our Hotline Miami review. If you've played through it five times already and need another fix, cool your jets. Dennaton are preparing a sequel. More "sweet tunes" are planned.



Kentucky Route Zero


This dark and enigmatic adventure game is described by its creators as a "magical realist adventure game about a secret highway." The tale is set to unfold across five parts over the next year or so, but part one has already done enough to catch the eye of the IGF judges. Kentucky Route Zero is more about atmosphere and exploration than complex puzzle solving. The beautifully restrained, moody artwork evokes a sense of quiet unrest quite marvelously. "It’s a game about hard times, and people trying to connect with each other," the developers told us earlier this year. "It’s also about the culture of Kentucky."

It's made by two chaps - Jake Elliot and Tamas Kemenczy - who, when merged, form a single indie devzord entity known as Cardboard Computer. As well as Kentucky Route Zero, they released Limits and Demonstrations - an examination of the work of installation artist Lula Chamberlain - for free last month. That offers a short shot of the quiet, introspective pacing that makes Kentucky Route Zero such a hypnotic experience.



A modest Kickstarter campaign gave the team the capital they needed to license the game engine, but the benefits of Kickstarter extended beyond monetary gain.

"As a solution to our financial roadblocks in getting the game made, it worked very well, but the continuing support from folks who backed the Kickstarter drive has ended up being the most valuable part of the experience for us. Some of them helped beta test the game, or just provided feedback and encouragement as we updated them on our progress."

"We never seemed to run afoul of supporters’ expectations," they added, "even when the release of the game was delayed, we just communicated frankly about it with our supporters, and they were all very understanding in their responses to us.

Part One of Kentucky Route Zero was released in January this year. We gave it a score of 84 in our Kentucky Route Zero review. You can find out more and buy the game on the Kentucky Route Zero site.
Amnesia: The Dark Descent
steam indie spring sale


To coincide with IGF, PAX, GDC, OMG and WTF, Steam have slung up one of their impromptu sales, discounting tons of indie games to ensure that our libraries continue to heave under the sheer weight of unplayed games. How nice of them. I hope you've hidden your wallet after last time, because there are some cracking deals to be had, including Super Hexagon, Binding of Isaac and Terraria for silly money.

There's no countdown, so I'm assuming the many games on sale are going to stay the same price until the sale ends on March 29th (the 'Featured' games will likely rotate day by day, without offering any additional savings). There's a lot of games going cheap - more than is evident from the main page - so be sure to poke around for the ones you're interested in. Here are few of the better offers:

FTL - £3.49 (50% off)
Hotline Miami - £3.49 (50% off)
To The Moon - £2.79 (60% off)
Amnesia: The Dark Descent - £3.24 (75% off)
Miasmata - £5.99 (50% off)
Lone Survivor - £3.39 (50% off)
The Blackwell Bundle - £3.74 (75% off)
Retro City Rampage - £3.99 (67% off)
Ultratron, which came out like yesterday - £3.49 (50% off)
Euro Truck Simulator 2 - £12.49 (50% off)
XCOM: Enemy Unknown
The Walking Dead thumb


The Game Developers Choice Awards are the other side of a coin that also contains the IGFs. Sure, indies are allowed into this GDC organised awards show, but they have to promise to be on their best behaviour. And wash behind their ears.

The nominations for this year's award - chosen by a panel of game developers - have been announced, with The Walking Dead and Dishonored scoring plenty of nods. Not the most, though - that honour goes to Journey, which is apparently a PS3 game about collecting scarves. Or something.

Dishonored picked up four nominations, including Game of the Year, Best Game Design, Best Narrative and Best Visual Arts. The Walking Dead also received nominations for Game of the Year and Best Narrative, as well as a chance to nab Best Downloadable Game. Wait, aren't all games downloadable?

Other PC relevant nominations include Game of the Year nods for Mass Effect 3 and XCOM, a well deserved Best Audio mention for Hotline Miami, and a Best Technology listing for Planetside 2. FTL also did well, being nominated for the Innovation Award, along with a shot at Best Debut for its developer, Subset Games.

Here's the full list:

Game of the Year
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Mass Effect 3 (BioWare/Electronic Arts)
XCOM: Enemy Unknown (Firaxis Games/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)

Innovation Award

Mark of the Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)
FTL: Faster Than Light (Subset Games)
The Unfinished Swan (Giant Sparrow/Sony Computer Entertainment)
ZombiU (Ubisoft Montpellier/Ubisoft)


Best Audio

Journey (Thatgamecompany/Sony Computer Entertainment)
Hotline Miami (Dennaton Games/Devolver Digital)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)
Halo 4 (343 Industries/Microsoft Studios)


Best Debut

Humble Hearts (Dust: An Elysian Tail)
Polytron Corporation (Fez)
Giant Sparrow (The Unfinished Swan)
Subset Games (FTL: Faster Than Light)
Fireproof Games (The Room )




Best Downloadable Game

The Walking Dead (Telltale Games)
Spelunky (Derek Yu/Andy Hull)
Trials: Evolution (RedLynx/Microsoft Studios)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Journey (Thatgamecompany/Sony Computer Entertainment)




Best Game Design

Dishonored (Arkane Studios/Bethesda Softworks)
Mark Of The Ninja (Klei Entertainment/Microsoft Studios)
Spelunky (Derek Yu/Andy Hull)
Journey (Thatgamecompany/Sony Computer Entertainment)
XCOM: Enemy Unknown (Firaxis Games/2K Games)


Best Handheld/Mobile Game

Gravity Rush (SCE Japan Studio/Sony Computer Entertainment)
Hero Academy (Robot Entertainment)
Sound Shapes (Queasy Games/Sony Computer Entertainment)
The Room (Fireproof Games)
Kid Icarus: Uprising (Sora/Nintendo)


Best Narrative

Spec Ops: The Line (Yager Entertainment/2K Games)
Mass Effect 3 (BioWare/Electronic Arts)
Dishonored (Arkane Studios/Bethesda Softworks)
The Walking Dead (Telltale Games)
Virtue's Last Reward (Chunsoft/Aksys Games)


Best Technology

Far Cry 3 (Ubisoft Montreal/Ubisoft)
PlanetSide 2 (Sony Online Entertainment)
Halo 4 (343 Industries/Microsoft Studios)
Call of Duty: Black Ops II (Treyarch/Activision)
Assassin's Creed III (Ubisoft Montreal/Ubisoft)


Best Visual Arts

Borderlands 2 (Gearbox Software/2K Games)
Journey (Thatgamecompany/Sony Computer Entertainment)
Far Cry 3 (Ubisoft Montreal/Ubisoft)
Dishonored (Arkane Studios/Bethesda Softworks)
Halo 4 (343 Industries/Microsoft Studios)


The winners will be announced at GDC on March 27. Can you think of anything that's been unfairly missed out?
FTL: Faster Than Light
FTL


Indie space roguelike FTL warped into our top pick for 2012's Short-form Game of the Year and tickled our auditory sensors with wonderful space pew-pew music. Its Kickstarter campaign boasted $200,542 in donations over the $10,000 goal. But given a chance to do it again, FTL designer Justin Ma wouldn't be as keen to include crowdfunding. Speaking to Polygon, Ma said the constant exposure of a publicly tracked project would weigh down the two-man team and add a "whole new layer of stress."

"I feel like I wouldn't be able to work as freely or with such agility as we were with FTL," Ma said. "We prefer to work from within a cave until we have something we feel is worth showing. I'm not sure how some developers are able to publicly show their progress at every stage of development; it just adds a whole new layer of stress."

Ma's thoughts show the other side of the coin on the level of outreach expected by developers when carting their concepts through Kickstarter. Double Fine's Tim Schafer stated people felt crowdfunding made him "unafraid of being open" to sharing as much updates and unfinished media as possible. But as Ma explained, that option could also turn into a burden and constrain developers on a tight schedule.

"Unlike some projects that could simply hire more people, we did not have the option to increase our scope greatly since we also committed ourselves to a deadline only a few months away,” Ma said. “We tried to walk the thin line between using the extra funds to increase the quality of the final product while trying not to delay the release too long. In the end, I think we were reasonably successful."
...