Proteus
Purgateus


Paradise/Hiversaires/Oquonie developer Devine Lu Linvega is modding Ed Key's Proteus, words which probably shouldn't feel as strange to type as they actually do. Inspired by Ian Snyder, the developer/musician is overhauling Proteus' colour scheme, reducing the palette to a collection of stark, muted shades, while adding new sprites, and crafting a new interactive soundtrack. Stick around for a trailer for Purgateus, and a link to that elegiac soundtrack.



In Devine Lu Linvega's own words, Purgateus' world "behaves just like Proteus, but looks and sounds different. In some strange ways, this is a video game remix". The mod will be made available on Brandon Boyer's terrific Venus Patrol soon, and if it's inspired you to mod Proteus yourself, you can grab the base game here.

As with the original Proteus, you'll make a unique version of Purgateus' soundtrack while you play by simply exploring its world, but Lu Linvega has recorded one of the possible arrangements and put it on Bandcamp here.

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Proteus - Ed Key
Hi!
From now until just under 21 hours time (until 11am PST 17 May 2014) Proteus is available as part of the 24-hour re-issue of Humble Indie Bundle 8. Go here to grab it: https://www.humblebundle.com/

We've also just uploaded patch 1.2.1 which is mostly a stability fix for OSX (but required a deceptively large amount of work, porting to SDL2)

Any problems, let me know at ed@visitproteus.com or @edclef on twitter.

cheers
Ed

(Never tried posting an announcement before - hope it shows up!)
Proteus - Catbiscuit
Hi!
From now until just under 21 hours time (until 11am PST 17 May 2014) Proteus is available as part of the 24-hour re-issue of Humble Indie Bundle 8. Go here to grab it: https://www.humblebundle.com/

We've also just uploaded patch 1.2.1 which is mostly a stability fix for OSX (but required a deceptively large amount of work, porting to SDL2)

Any problems, let me know at ed@visitproteus.com or @edclef on twitter.

cheers
Ed

(Never tried posting an announcement before - hope it shows up!)
Capsized
humblebundle8


Summer has always been a bit of a lull when it comes to video game releases. It’s the time of year where we hear more about the upcoming fall releases rather than actually, you know, playing games. Luckily, we have the Humble Indie Bundle 8 to keep boredom, UV rays, and those treacherous, shark-filled oceans at bay.

The Humble Indie Bundle traditionally features recent indie darlings for the low, low price of “whatever the hell you want”, and this year is no exception. No matter what you pay, you’ll get access to Little Inferno, Awesomenauts, Capsized, Thomas Was Alone, Dear Esther and their soundtracks (and Steam keys if throw in a dollar or more). Linux users should be happy to know that the Linux versions of these games are also debuting with the bundle.

Forking over more than the average purchase price (a modest $5.72 as of this writing) will net you Hotline Miami and Proteus plus its soundtrack. Yes, you might be saving up for the pricey GTX 780 that your annoying friend already has, but maybe you could skip eating today?

Like always, you can choose where your money goes, rationing out which developers and charities get your hard-earned bitcoins. You have a full two weeks to decide who gets what while stocking up on harpoons for the inevitable shark invasion.
Proteus - Valve
Today's Deal: Save 50% on Proteus!

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!

5 mar 2013
Proteus
PCG251.rev_proteus.pic6


Proteus is a peaceful first-person exploration game set on a cheery pixellated island. There are no enemies. You can’t die. You can’t jump, shoot, dodge or pick anything up. Your only objective is to roam, observe and enjoy the evolving soundtrack triggered by your path. You’ll encounter more danger doing a lap of Kew Gardens than exploring Proteus’s serene, procedurally generated world.

"Your only objective is to roam, observe and enjoy the evolving soundtrack."
Once you’ve spawned at sea and wandered ashore, you can start getting a feel for the island’s layout. Every playthrough rearranges a series of geographical elements that you’ll come to recognise, like an abandoned shack, some mysterious ruins, and a strange circle of stone animal carvings that regularly grace the peak of one of Proteus’s easily scaled mountains.

By day, there’s no purpose to your exploration. At night, you’ll discover a delightful way to shift the island to its next phase, which I won’t spoil. The change alters the island’s weather, colour palette and wildlife, and evolves the soundscape.



If you have a decent pair of headphones, plug them in for Proteus. The island responds to your rambling with a deeply satisfying emergent arrangement. The hop and flutter of Proteus’s creatures is accompanied by an electronic riff. The hoot of a digitised clarinet serves as the call of an owl. Flies swarm to the scattered notes of a frenzied cyber-fiddle. Rain falls in cascading chimes. I charged into the midst of every gaggle of monsters and absorbed the resulting wall of sound with childish glee.

"The joy faded in the latter stage - I found myself walking aimlessly, unstimulated and bored."
Proteus captured me completely for the first 20 minutes. I found a weird hopping box creature, and chased it into the sea. I discovered a glittering fallen star that leapt away from my advances. I chased that into the sea as well. Its cheerful chirping fell silent as it vanished beneath the waves, replaced by the calm orchestral hum of the tides and a faint sense of regret. As darkness fell, the sky was suddenly sliced apart by a gleaming meteor shower. With no clear objectives, the joy of discovering the unexpected is the only reason to keep going. That was enough, for a while.

The joy faded in the latter stage of Proteus’s 45-minute arc. The creatures that make the first half feel so busy and interesting become increasingly sparse. I found myself walking aimlessly, unstimulated and bored. Proteus’s bubbling symphony has a disappointing coda, and you may feel shortchanged by its length.



The procedural generation offers a reason to restart, but the island felt deeply familiar in my playthroughs. Players on Proteus’s forums mention a couple of surreal, well-hidden secrets, but my experience each time was largely identical, and I found no deeper meaning or binding narrative to the island’s mysterious landmarks. Proteus is mood music. If you’re looking for a soothing green oasis to return to every now and then, this will do the job nicely.

Expect to pay: $11 / £7
Release: Out now
Developer: Ed Key and David Kanaga
Publisher: Twisted Tree
Multiplayer: No, lol
Link: www.visitproteus.com
Proteus
The Secret Ingredient Needed to Make Anything a ‘Real Game’ There's been some heated discussion as to whether Proteus—Ed Key and David Tanaga's award-winning lo-fi ambient exploration game—can be called a game. All the back-and-forth boils down to just so much fooferaw. But, if you want to nail Proteus down to a more restrictive, AAA-centric definition of what a game is, then cartoonist Zac Gorman is here to help you.


Want to see more of Zac's work? Head over to his personal blog and game-themed site Magical Game Time. If you're feeling commercial, you can buy prints and shirts here. He'll be back on Kotaku with a new comic same time next month!



The Walking Dead
Far Cry 3 Vaas thumb


BAFTA have released the nomination shortlist for the upcoming 2013 round of their Video Game awards. PS3 exclusive Journey tops the nomination leaderboard - it's up for eight categories. But Telltale's The Walking Dead and Ubisoft's Far Cry 3 aren't far behind, receiving nods in seven and six categories respectively. There's also strong indie recognition. Dear Esther is nominated for five awards, Thomas Was Alone for three, and both Proteus and Super Hexagon both receive a mention.

The ceremony takes place on March 5th, and will streamed live on Twitch.tv. Tune in to find out if we live in a world where CoDBlOps2 can be given an award for "Game Innovation".

Full list below:

Action
Borderlands 2
Development Team
Gearbox/2K Games
Call of Duty: Black Ops 2
Development Team
Treyarch/Activision
Far Cry 3
Dan Hay, Patrick Plourde, Patrik Methe
Ubisoft Montreal/Ubisoft
Halo 4
Development Team
343 Industries/Microsoft Studios
Hitman: Absolution
Development Team
Io – Interactive/Square-Enix
Mass Effect 3
Development Team
BioWare/EA

Artistic Achievement
Borderlands 2
Development Team
Gearbox/2K Games
Dear Esther
Robert Briscoe
Thechineseroom/thechineseroom
Far Cry 3
Jean Alexis Doyan, Genseki Tanaka, Vincent Jean
Ubisoft Montreal/Ubisoft
Halo 4
Development Team
343 Industries/Microsoft Studios
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe
The Room
Mark Hamilton, Rob Dodd, Barry Meade
Fireproof Games/Fireproof Games

Audio Achievement
Assassin's Creed III
Mathieu Jeanson
Ubisoft Montreal/Ubisoft
Beat Sneak Bandit
Simon Flesser, Magnus "Gordon" Gardebäck,
Simogo/Simogo
Dear Esther
Jessica Curry
Thechineseroom/thechineseroom
Far Cry 3
Dan Hay, Tony Gronick, Brian Tyler
Ubisoft Montreal/Ubisoft
Halo 4
Development Team
343 Industries/Microsoft Studios
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe

Best Game
Dishonoured
Development Team
Arkane Studios/Bethesda Softworks
Far Cry 3
Dan Hay, Patrick Plourde, Patrik Methè
Ubisoft Montreal/Ubisoft
FIFA 13
David Rutter, Nick Channon, Aaron McHardy
EA Canada/EA
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe
Mass Effect 3
Casey Hudson
BioWare/EA
The Walking Dead
Development Team
Telltale Games/Telltale

British Game
Dear Esther
Daniel Pinchbeck, Robert Briscoe, Jessica Curry
Thechineseroom/thechineseroom
Forza Horizon
Development Team
Playground Games/Turn 10 Studios/Microsoft Studios
LEGO: The Lord of the Rings
Development Team
TT Games/Warner Brothers Interactive Entertainment
Need for Speed Most Wanted
Development Team
Criterion Games/EA
The Room
Mark Hamilton, Rob Dodd, Barry Meade
Fireproof Games/Fireproof Games
Super Hexagon
Terry Cavanagh, Niamh Houston, Jenn Frank
Terry Cavanagh/Terry Cavanagh

Debut Game
Deadlight
Raul Rubio, Luz Sancho, Oscar Cuesta
Tequila Works/Microsoft Studios
Dear Esther
DanielPinchbeck, Robert Briscoe, Jessica Curry
Thechineseroom/thechineseroom
Forza Horizon
Development Team
Playground Games/Turn 10 Studios/Microsoft Studios
Proteus
Ed Key, David Kanaga
Twisted Tree Games/Twisted Tree Games
The Room
Mark Hamilton, Rob Dodd, Barry Meade
Fireproof Games/Fireproof Games
The Unfinished Swan
Ian Dallas, Nathan Gary
Giant Sparrow/Sony Computer Entertainment Europe

Game Design
Borderlands 2
Development Team
Gearbox/2K Games
Dishonored
Development Team
Arkane Studios/Bethesda Softworks
Far Cry 3
Patrick Methè, Jamie Keen
Ubisoft Montreal/Ubisoft
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe
The Walking Dead
Development Team
Telltale Games/Telltale
XCOM: Enemy Unknown
Development Team
Firaxis/2K Games

Family
Clay Jam
Chris Roem Iain Gilfeather, Michael Movel
Fat Pebble/Zynga
Just Dance 4
Alkis Argyriadis, Matthew Tomkinson, Veronique Halbrey
Ubisoft Paris/Ubisoft
LEGO Batman 2: DC Super Heroes
Jon Burton, Jonathan Smith, John Hodskinson
TT Games/Warner Brothers Interactive Entertainment
LEGO the Lord of the Rings
Development Team
TT Games/Warner Brothers Interactive Entertainment
Minecraft: XBOX 360 Edition
Development Team
Mojang/4J Studios/Microsoft Studios Xbox LIVE Arcade
Skylanders Giants
Paul Reiche, Fred Ford, Scott Krager
Toys For Bob/Activision

Game Innovation
Call of Duty: Black Ops II
Development Team
Treyarch/Activision
Fez
Development Team
Polytron Corporation/Microsoft Studios Xbox LIVE Arcade
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe
Kinect Sesame Street TV
Development Team
Soho Productions/Microsoft Studios
The Unfinished Swan
Ian Dallas, Nathan Gary
Development Team
Giant Sparrow/Sony Computer Entertainment Europe
Wonderbook: Books of Spells
Development Team
London Studio/ Sony Computer Entertainment Europe

Mobile & Handheld
Incoboto
Dene Carter
Fluttermind/Fluttermind
LittleBigPlanet (Vita)
Tom O'Connor, Mattias Nygren, Lee Hutchinson
Tarsier Studios/Sony Computer Entertainment Europe
New Star Soccer
Simon Read
New Star Games/New Star Games
The Room
Mark Hamilton, Rob Dodd, Barry Meade
Fireproof Games/Fireproof Games
Super Monsters Ate My Condo
Development Team
Adult Swim Games/Adult Swim Games
The Walking Dead
Development Team
Telltale Games/Telltale

Online - Browser
Amateur Surgeon Hospital
Development Team
Mediatonic/Adult Swim Games
Dick and Dom's HOOPLA!
Adam Clay
Team Cooper/CBBC
Merlin: The Game
Development Team
Bossa Studios/Bossa Studios
Runescape
Development Team
Jagex/Jagex
The Settlers Online
Christopher Schmitz, Guido Schmidt, Rainer Reber
Blue Byte Software/Ubisoft
SongPop
Olivier Michon, Thibaut Crenn, Daouna Jeong
FreshPlanet/FreshPlanet

Online - Multiplayer
Assassin's Creed III
Damien Kieken, Mathieu Granjon, Yann Le Guyader
Ubisoft Montreal/Ubisoft
Borderlands 2
DevelopmentTeam
Gearbox/2K Games
Call of Duty: Black Ops II
Development Team
Treyarch/Activision
Halo 4
Development Team
343 Industries/Microsoft Studios
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe
Need For Speed Most Wanted
Development Team
Criterion Games/EA

Original Music
Assassin's Creed III
Lorne Balfe
Ubisoft Montreal/Ubisoft
Diablo III
Development Team
Blizzard Entertainment/ Blizzard Entertainment
Journey
Austin Wintory
That Game Company/Sony Computer Entertainment Europe
Thomas Was Alone
David Housden
Mike Bithell/Mike Bithell
The Unfinished Swan
Joel Corlitz, Ian Dallas, Peter Scaturro
Giant Sparrow/Sony Computer Entertainment Europe
The Walking Dead
Development Team
Telltale Games/Telltale

Performer
Adrian Hough (Haytham) - Assassin's Creed III
Danny Wallace (The Narrator) - Thomas Was Alone
Dave Fennoy (Lee Everett) - The Walking Dead
Melissa Hutchinson (Clementine) - The Walking Dead
Nigel Carrington (The Narrator) - Dear Esther
Nolan North (Nathan Drake) - Uncharted: Golden Abyss

Sports/Fitness
FIFA 13
David Rutter, Nick Channon, Aaron McHardy
EA Canada/EA
F1 2012
Development Team
Codemasters Birmingham/Codemasters Racing
Forza Horizon
Development Team
Playground Games/Turn10 Studios/Microsoft Studios
New Star Soccer
Simon Read
New Star Games/New Star Games
Nike+ Kinect Training
Development Team
Sumo Digital Ltd/Microsoft Studios
Trials Evolution
Development Team
Antti llvessup, Kim Lahti
RedLynx/Microsoft Studios

Story
Dishonoured
Development Team
Arkane Studios/Bethesda Softworks
Far Cry 3
Jeffrey Yohalem, Lucien Soulban, Jeffrey Yohalem
Ubisoft Montreal/Ubisoft
Journey
Development Team
That Game Company/Sony Computer Entertainment Europe
Mass Effect 3
Mac Walters
BioWare/EA
Thomas was Alone
Mike Bithell
Mike Bithell/Mike Bithell
The Walking Dead
Development Team
Telltale Games/Telltale

Strategy
Dark Souls: Prepare To Die
Development Team
From Software/Namco Bandai Games
Diablo III
Development Team
Blizzard Entertainment/Blizzard Entertainment
Football Manager 2013
Development Team
Sports Interactive/SEGA
Great Big War Game
David Moss, Steve Venezia, Paul Johnson
Rubicon Development/Rubican Development
Total War Shogun 2: Fall of the Samurai
Development Team
The Creative Assembly/SEGA
XCOM: Enemy Unknown
Development Team
Firaxis/2K Games

BAFTA Ones to Watch Award in association with Dare to Be Digital
Pixel Story
Martin Cosens, Thomas McParland, Ashley Hayes, Benhamin Rushton, Luke Harrison
(Loan Wolf Games)
Project Thanatos
Hugh Laird, Andrew Coles, Thomas Laird, Alexandra Shapland, Thomas Kemp
(Raptor Games)
Starcrossed
Kimi Sulopuisto, Vili Viitaniemi, Minttu Meriläinen, Petri Liuska, Andrew MacLean
(Kind of a Big Deal)

Given that they've been recognising games for a few years now, shouldn't BAFTA update their acronym to reflect the fact? BAFTGA, maybe? BAGFTA? Perhaps not.
Proteus

Opinions on Ed Key and David Kanaga's newly released game Proteus are likely as mixed as the crowd at a Justin Bieber/Mastodon double-bill. Personally, I think it's just lovely. It relaxes me, which certainly isn't true of most games I play these days. It's a rare game that just sort of is, and it manages to forge a connection with nature that's more spiritual than photorealistic. It's got soul, I guess, is what I'm trying to say. And it's mysterious.


But hey, maybe you're not sold. After all, there have been plenty of folks making the (increasingly pointless-feeling) argument that because there are no clear-cut rules, Proteus isn't a game. (Personally, I made it a game: It's a game for me to see if I can hear all of Kanaga's music, and find all of the music-making little critters. I'm the only one keeping score, though.) Maybe you just want to see it in action to get what people are talking about.


If you'd like to get a sense of what Proteus is all about, check out this commentary-free playthrough by YouTube user OmGarrett. Watching really isn't the same as actually exploring on your own, but that doesn't mean it's not a pleasant, relaxing thing to do.


Proteus

Proteus' Creator Defends His Game—as a GameProteus, which went on sale on Steam on Wednesday, is the latest art piece to kick up a fuss over whether something deserves to call itself a game. Twitter's self-appointed video game cop has weighed in on the discussion, as have thousands of his deputies in message boards and comments. Now one of Proteus' creators has his say.


"I find this rather burdensome to write," begins Ed Key, who made the game with David Kanaga, and I feel his pain, even though I don't have much interest in his game. Key is responding to this piece on Gamasutra, which said, "It's currently not cool at all to say that you didn't enjoy Proteus, or to even hint at the idea that this isn't one of the most important video game releases of the here and now ."


Speaking as a member of the games-writing cabal, I didn't get that memo. But if we're going straw-man here, then I'm going to say this is a basically stupid slapfight perpetuated by the idea that everything in video gaming is a zero-sum proposition, and that the existence of a game one doesn't approve of deprives more meritorious games of praise, attention, money or whatever.


Back to Key. "I don't call Proteus an antigame or a notgame," he said, "I call it a game, but obviously I am at pains to make it clear that it doesn't have explicit challenge or "winning." Key points out that SimCity or The Sims also have been said, by some, to be "not games."


"Proteus doesn't have or even aspire to the same systemic complexity as SimCity, but it does have systems," Key says. "It's just 95 percent optional whether you engage with them and it generally doesn't give you any confirmation when you do. There's a design reason for this."


There seems to be a larger reason that it's worth standing up to this navel-gazing game/notgame argument. "Outside of academic discussions, encouraging a strict definition of "game" does nothing but foster conservatism and defensiveness in a culture already notorious for both," Key says. Amen. But this is video gaming, where everyone feels the instant and constant need to express their disappointment in something they never had any intention of playing.


What Are Game [Ed Key, Proteus]


...

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