Category: Gaming News

Plain Sight

By Meg | March 15, 2010

I first posted here about Beatnik Games’ Plain Sight back in 2008, when I mentioned their beta signup. The open beta didn’t exactly go very well (way too many people wants to be suicidal ninja robots), but I’ve been excited to see the game since then. The game comes out March 22nd, and I’ve just posted about the games’ features over at DIYGamer.

I have to admit that Beatnik Games‘ upcoming Plain Sight interested me from the start — what’s not to love in a game about suicidal ninja robots?

Plain Sight’s point-banking mechanic also interested me. Players can save their accumulated points whenever they’d like (by committing robo-suicide), but the longer a player goes without saving their points, the higher bonuses they would receive… Of course, until you bank those points, there’s always the risk that another player’s suicide will take you down, and you’ll lose all those great bonuses.

Via Ninja! Ninja! Botzilla! on DIYGamer

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Passionfruit Games

By Meg | March 12, 2010

New development studio Passionfruit Games plans to release a casual adventure game Tiger Eye: Curse of the Riddle Box, based on the paramornal romance novel Tiger Eye by Marjorie M. Liu. Romance games are a wildly popular genre in Asia, but in the US, they’re hard to find and usually pretty second-rate games.  (Did I mention how bad My Boyfriend was?) We have high hopes for this one because new Passionfruit is made up of many HER Interactive veterans — the game team who put together Nancy Drew Dossier: Lights, Camera, Curses! and NDD: Resorting To Danger.  The game is currently in beta.

From the Passionfruit press release:

Tiger Eye: Curse of the Riddle Box also officially marks the launch of PassionFruit Games and represents a unique moment in the history of gaming.  Although a market for romance themed video games has existed abroad for years, these games are essentially unknown in the U.S.  Tiger Eye: Curse of the Riddle Box will be one of the first romance casual games to hit the U.S. market when it goes on-sale in April 2010.

In discussing PassionFruit Games’ decision to launch their company with Tiger Eye: Curse of the Riddle Box, Melissa Heidrich, Studio Director, expressed her enthusiasm for reaching out to romance readers: “The majority of casual gamers are women aged 25-65, who report they play casual games mainly to escape.  Interestingly, those same attributes apply to romance novel readers – so it’s surprising that there are currently so few romance casual games on the market.  That’s why we’re excited to bring Tiger Eye to life as interactive entertainment.”

For Marjorie M. Liu’s fans, it will be a great chance for them to experience a game written by, designed by, and created for women. Mari Tokuda, one of the designers translating Marjorie’s novel into game form, says:“There just aren’t many romance games in today’s market.  And, for many women, romance novels are not interactive enough.  That’s where we come in – we are giving players a chance to experience the romance through fun gameplay and sensual cut scenes that further the relationship.  This game will really appeal to players who want a storyline and those who want to BE the smart, down-to-earth romance novel heroine.  And of course, we’ll have a sexy leading man heavily featured in the game.  A game like Tiger Eye is one of the most engaging ways for readers to experience characters’ relationships.”

Fans will also be able to experience things that weren’t in the book and to search for hidden objects, play minigames, listen to a film quality soundtrack, and solve puzzles, all the while following the storyline as the main characters’ relationship deepens emotionally and grows in intimacy, though there will not be explicit sex scenes.

PassionFruit Games acknowledges the challenges of turning a popular book into digital entertainment and of adhering closely to the book’s storyline.  In their quest to stay true to the novel,  all members of the team—from artist to programmer—read Tiger Eye, as well as other novels in the Dirk & Steele universe, to get a feel for the “essence” of the game.  The producer and lead designer held regular video conferences with Marjorie to go over the latest design ideas and Marjorie herself wrote the script for the game and is involved with the game every step of the way,  giving input on scene art, character design, and voice actor selection.

Says Marjorie, who is well known for her New York Times bestselling Dirk & Steele and Hunter Kiss series and for co-authoring the hugely popular Dark Wolverine Marvel comic book series, about playing the game’s early build: “I was amazed by the beautiful cinematic cut scenes and the way players could actually experience things my characters had done.  It’s an incredible feeling to not only see favorite characters brought to life but to experience life through their eyes as you progress through the game.”

The Tiger Eye novel, which Publishers Weekly praised as a “first-rate debut” and “a striking paranormal romance,” tells the story of Dela, a woman with psychic abilities who buys a riddle box in Beijing’s Dirt Market and opens it to find an ancient warrior, Hari, bound to serve as a slave to the person who has opened the box.  The action moves between China and the U.S. and PassionFruit Games will mirror this international scope through two games, the first to take place in China and the second in the U.S.  PassionFruit games also plans to involve readers in the release of Tiger Eye: Curse of the Riddle Box with the chance for a select few fans to be Beta testers and with fan voting on looks for the character, Long Nu.

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Upcoming Crafting Mama

By Meg | March 11, 2010

Cooking Mama isn’t satisfied with Cooking Mama 2, Cooking Mama 3, and Gardening Mama. Upcoming Majesco title Crafting Mama will let players help Mama with her new skills and hobbies.

MAJESCO ENTERTAINMENT ANNOUNCES ‘CRAFTING MAMA’ FOR NINTENDO DS

The extent of Mama’s talents are limitless! She can hold her own in the kitchen and garden next to the world’s best, but now Mama is poised to dominate arts & crafts too as Majesco Entertainment Company (NASDAQ: COOL), an innovative provider of video games for the mass market, announces Crafting Mama exclusively for Nintendo DS. Developed by Cooking Mama Limited, this all-new crafting game lets players create their own unique crafts across a wide range of different projects.   

“Crafting is a natural extension of our most successful franchise,” said Jesse Sutton, Chief Executive Officer, Majesco Entertainment. “Much like last spring’s Gardening Mama, Crafting Mama combines the award-winning Mama formula of addictive stylus-based activities with a popular pastime that has been underserved in videogames. We’re looking forward to sharing Mama’s newest hobby with her vast and diverse group of fans this holiday season.”

In Crafting Mama, players will create 40 different projects across a wide range of different crafts: make patchwork quilts, earrings, candles, xylophones, kaleidoscopes, birdhouses, flower decorations and even mini-Mama dolls! Using the stylus as a universal crafting tool, crafters will sew, mold, glue, cut and paint under Mama’s masterful direction. Best of all, players can use each of their creations within the game itself: dress Mama up in a new apron you’ve sewn or even fly a freshly folded paper airplane.  In addition, new materials, colors and patterns are available to customize each project, and multiplayer support lets players create with a friend. Crafting Mama is guaranteed to turn Mama fans into crafty creators in no time!

Crafting Mama for Nintendo DS is expected to release this fall.  For additional information about Majesco’s exciting line of products, please visit http://www.majescoentertainment.com/

Popularity: 1% [?]

Heathen Aliens

By Meg | March 6, 2010

Attention heathen aliens. The galaxy is not big enough for both of us.
First we tried leaflets, and you would not repent…
Then we tried hymns, and you would not repent…
Now we confront you with holiest persuader of all. Space-borne thermonuclear missiles. Prepare to die.

Cliff Harris of Positech Games (We’ve blogged about his other indie games like Democracy 2, Kudos and Kudos 2, and on Positech’s business model) has just added a new DLC pack for Gratuitous Space Battles. You’ll be fighting The Order, alien zealots who plan to wipe you out with shiny new weapons:

Radiation Guns
Bullet-firing weapons which deliver a radioactive payload which eats away at your ship from the inside, even if you manage to restore your shields after the initial impact. They also come with a free creepy green glow effect!
Nuclear Missiles
All the fun of radiation guns, in missile form!
Limpet Mines [
Tiny robotic drones which seek out fast moving enemy fighters and attach to them, slowing them down and allowing your heroic gunners to take an easy shot at those heathen alien swine.
Firefly Rockets
Think of them as ‘Rockets 2.0′, faster and more deadly.

You can get it here.  And, yes, there’s a strong possibility that I posted this just to share “then we tried hymns, and you would not repent.”

Popularity: 1% [?]

Alan Wake Trailer

By Meg | February 21, 2010

Alan Wake is an upcoming XBox game that reminds me of a Stephen King novel. A horror writer goes to a small town to get away from it all, mysterious disappearance, information from his next book that he doesn’t remember writing…

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One More Turn…

By Meg | February 19, 2010

The rumors are true — Civ 5 is on the way.

In its latest, unyielding attempt to subvert societal productivity, 2K Games has announced Sid Meier’s Civilization V, the latest entry in the venerable strategy series. Set to debut on PC this Fall, Civilization V brings “an astonishing new engine” to the polite, turn-based proceedings and promises to excel the franchise with “the introduction of hexagon tiles allowing for deeper strategy, more realistic gameplay and stunning organic landscapes for players to explore as they expand their empire.” Most hexcellent news indeed.

Via Joystiq, more info at Civilization5.com

Popularity: 1% [?]

Flash Game Friday: GROW!

By Meg |

I blogged about the adorably addictive Grow Tower a while ago.  There’s also an RPG-themed Grow that I somehow missed. The mechanics are the same, you’ll grab icons on the sides to drop items into the world and then watch those items grow and interact and build new features.

The major difference is that a little adventure happens in your Grow terrain. Your terrain grows into all the RPG constants — a castle, a tower, a monster, a magician, and so forth — and a tiny adventurer sets out though all the  fantasy staples. (screenshot above shows our adventuring friend looting treasure)

Bookmark the Grow RPG-adventure game to play when you need a smile.

Popularity: 1% [?]

BlindGiRl

By Meg | February 12, 2010

GLPeas, the British indie developer behind the Xbox Live Carcophony, announce their new project BlindGiRl, also for Xbox Live.

GLPeas’ stated goals are very Meg-friendly, with a promise to develop innovative, unique, non-violent games with an emphasis on gameplay over pretty graphics. No guns and no 3d shininess. Sounds fantastic, but they’re mysteriously silent about exactly what BlindGiRl is. You can follow their evasive Twitter stream in hopes of finding out more.

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Robot Dance-Off

By Meg | February 9, 2010

Ok, so it’s not a game, but who doesn’t love dancing robotic hexapods?

Popularity: 2% [?]

Indie Games Updates

By Meg | February 7, 2010

TayKrOn, the folks who did the PC game Slide Colors, as well as bunch of Kongregate games, announce the launch of Slide Colors for the Xbox.  I reviewed Slide Colors fir Indie Game Mag a few months ago, and my IGM review was quoted in the press release announcing the XBox version. The XBox version will cost 80 Microsoft points, which is a dollar in non-stupid currency, so it’s well worth checking out this match-three.

SubSoap, behind Faerie Solitaire (did I mention how much I liked this game?) are planning the launch of an episodic sequel.  I thought the original Faerie Solitaire was adorable and I can’t wait to see the new features.

Finally, don’t forget that Indie Game Mag is running a sale through Valentine’s Day!

Popularity: 1% [?]

Do Tell

By Meg | January 27, 2010

The new party game DoTell sets up simple rules for a social game of truth-or-dare. Players race a simple spiral path, moving ahead for completed tasks, but I use “race” loosely, since the focus is on the journey, not the destination. (Quick sidenote: Play makes use of clear icons that didn’t rely on distinguishing between colors or, my personal game hate, squinting at tiny symbols. I’m looking at you, Magic:The Gathering.)

We quickly came up with game mods, swapping the game’s two six-sided dice for two four-sided dice to regulate movement. Even through Do Tell is not very competitive, the variation in 2d6 for movement can frustrate the player who rolls a 3 early on and never catches up.

The game offers eight pastel tokens, but it’s easy to add a mancala gem or a Monopoly boat to mod it for a larger group. Do Tell is so interactive that it works well with a large group, and each turn is independent of what’s gone before, so it’s a perfect choice to begin with on game night as you wait for guests to arrive.

Tell cards ask players to answer a questions and share something (The DoTell Facebook page offers a list of possible questions), and players quickly begin to share stories and laugh.

Do cards ask a player to sing a song, do an impression, dance, pose or act something out. These were a hit with strangers and long-term partners alike. Other players loved dancing or singing along, or just clapping after performance.  One Do asks the player to be the devil preparing his to-do list, which is a fantastic chance to see if your friends would plan plagues and worldwide floods, or just legions of telemarketers and poorly designed parking lots.

A Mirror question has one player asking a Tell, instead of answering, and all the other players try to figure out what he or she would answer.  When we started playing, Mirror questions slowed the game to a crawl, as players who didn’t know each other fumbled for some innocuous answer to a soul-baring Tell.  But after a little while, answers to other questions made it easier and easier to guess. For a group of long-time friends, the Mirrors were hilarious.

The official rules for Mirror questions have a note that some Tells don’t make very good Mirrors, so they should be skipped. No legalese about how they should be skipped, no tiny icons in the corner of the cards to let know which ones should be skipped. We think this refers to the Tells that ask the player to draw a Risk or a Do, but we really liked this rule. Think this is a bad Mirror? Draw again! This is exactly what we were looking for in a party game.

On my second playthrough, we opened up the, ahem, adult Risk cards, glanced at them, and added house rules.  Take a spicy Risk instead of a regular Risk at any time, but it can be swapped for a regular Risk if it’s too risque. Don’t like the card you’ve drawn? Swap any underwhelming Tell or too-wild Do for the next spicy Risk! (You can also get the Family Version for Spicy-free play, or just put those cards away when you have the fam over to play)

With the exception of one reference to American Idol, DoTell does not require pop culture knowledge (my one complaint with usual party games like Cranium or Apples to Apples is the number of celebrities I don’t know), but feel free to work random trivia or favorite songs into other questions.

Overall, this is a hilarious social game. Sure, you can race to the center, but the real focus is on laughing with friends.

Popularity: 1% [?]

Facebook’s Secret Code

By Meg | December 11, 2009

Just in case you don’t have enough time-wasters on Facebook (I’m looking at you, FarmVille players), here’s something new to try:

The Konami code, named after the Japanese company behind classics like the Teenage Mutant Ninja Turtles series and the Nintendo Contra classics, is one of video-gaming’s most storied cheats. During development of the 1985 Konami arcade game Gradius, a programmer found the game to be too difficult and programmed in a key sequence — up, up, down, down, left, right, left, right, B, A — that, if entered, gave the player a set of the game’s power-ups. As word of the shortcut spread, other programmers aped his cheat, working the same sequence into their own games. The Konami code works in nearly 100 video games now, including Frogger and Dance Dance Revolution.

And now it works for Facebook. Try it for yourself — log in to Facebook and type the code: up, up, down, down, left, right, left, right, B, A, enter. It doesn’t matter where you type it: just have the Facebook page open and active. The result? Lens flares — those groovy circles that appear when pointing a camera into the sun — appear on your page with every click of the mouse. Useful? Not in the slightest. But they’re easy enough to get rid of — logout and they’re gone.

Reading this made me immediately made me tab over to Facebook and type in XYZZY to see what would happen

Via Konami Code: Facebook Uses Video-Game Cheat, Adds Flare – TIME

Popularity: 4% [?]

Best Press Release Ever

By Meg | December 3, 2009

I don’t often post press releases in their entirety (and I get a bit annoyed with publicists who think I should) but I loved this one and wanted to share. The games aren’t bad, either.

Santa Claus Presents The Indie Video Games Advent Calendar 2009

Santa’s Office, North Pole (December 3, 2009) – Santa Claus announced today the indie xmas advent calendar is available for every merry indie gamer out there. Santa’s official advent calendar is featuring unique and innovate indie video games at www.indiexmas.com

The Indie games advent calendar features 24 doors, which can be opened one-by-one. Behind each door, gamers find one or more fun indie game to play, and trailers or demos to watch. Naturally, the indie advent calendar is only available in Christmas time.

When Santa was asked about the fun factor of these games, he replied with a warm “Ho ho ho!” laughter and continued eating porridge.

To follow the Santa’s official indie advent calendar, please visit www.indiexmas.com.

About Santa Claus:

Santa Claus, also known as Saint Nicholas, Father Christmas, Kris Kringle or simply “Santa”, is a legendary figure who, in many Western cultures, brings gifts to the homes of the good children during the late evening and overnight hours of Christmas Eve, December 24.

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BeeAppi’s CyberWord

By Meg | November 7, 2009

bee-appi

New iPhone dev studio Bee Appi officially launches their first creation today. CyberWord is a candy-colored Bejeweled-meets-Boggle, built for whiling away time on the train or in the waiting room, but with an addictive blend of  match-3 mechanics and wordplay.

“Most word games simply ask the player to look at the screen,” developer Karen Jirak says, “but CyberWord adds a more interactive dimension by asking players to touch letters, swipe words, and shake the phone.”  CyberWord offers different playmodes, each with a slightly different twist on the swap and swipe mechanic. Challenge mode asks players to create 12 words before time runs out, with increasingly difficult levels. (Try the Easy setting for a particularly niece-friendly game, Jirak used her first-grade niece as a beta tester for the simpler vocab and easier goals.) Infinite mode adds a bomb, a familiar mechanic from match-3, and Puzzle is an untimed mode, requiring players to use up all the letters on the screen without replacement letters. Although you’ll spend most of the game rearranging the bright letter tiles, CyberWord also has adorable anime-eyed creatures cheering your successes and decorating the margins, for a sweet bit of character without falling into the pink trap.

Future updates include tying CyberWord in with Facebook Connect to share scores for a competitive wordsearch element. Don’t worry if you’ve been annoyed by the status-update barrage from friends playing FarmVille or recruiting mobsters, Jirak promises players can choose how frequently to share their scores on Facebook, and sharing on Facebook isn’t a requirement for progressing in CyberWord.

The BeeAppi team is downloading and playing a wide variety of iPhone games as they consider their next project, but we can expect this to be the first of many adorable BeeAppi games.

For more on Karen, BeeAppi and CyberWord, check out my full story in the next issue of Indie Game Mag.

Popularity: 12% [?]

What We’ve Been Talking About On ThumbGods

By Meg | November 6, 2009

I recently reviewed My Boyfriend, Women’s Murder Club:  Games of Passion, and Lost in Blue 2 for the Nintendo DS (more on Lost in Blue 2 here), as well as Mystery of Cleopatra, Tales of Monkey Island: Launch of the Screaming Narwhal, and Nancy Drew Dossier: Resorting To Danger on the computer (Not to mention hints for Resorting To Danger!). I usually take a lot of time with game reivew, but I managed to review Nancy Drew: The Mystery of the Clue-Bender Society for the DS in under 140 characters.
cluebender-reviewPS ThumbGods also got onto Facebook, and Twitter.

Popularity: 9% [?]

Muzzled

By Meg | November 4, 2009

wallace-and-gromit

Telltale Games is following up their Talk Like A Pirate Day free game with a free download of Muzzled for Wallace and Gromit’s 20th anniversary.

Via Telltale Games – Wallace & Gromit 20th Anniversary

Popularity: 13% [?]

Mystery of Cleopatra

By Meg | October 28, 2009

Mystery of Cleopatra follows Herod’s Lost Tomb and other educational, casual games from National Geographic. In this one, you play as a trusted advisor to the queen, charged with solving a mysterious break-in at the palace.

Cleo is a gateway game,  a hidden objects game with elements of an adventure game. While there’s still a certain amount of searching, you aren’t just looking for objects for the sake of squinting at the screen, your character actually uses those items.

I’ve written before about losing interest in hidden objects play, but Cleo held my interest a bit longer with ancient scenes. Did I mention that there are Romans? I’m unable to separate my game reviews from my classicist side, and I have to admit that the later civil wars and the question of Caesarion and Octavian’s inheritance have always interested me. The story leads you through different famous places in Alexandria, like the library and the lighthouse, and touches on some of the Roman-Egyptian tensions at the time. As you click around the hidden objects screens, bits of information appear about the items you’re seeing. You’ll also come across scrolls with a paragraph or two of historical background information. (I soon found myself skimming these, but that’s mostly because I wanted to play more.)

Finding items was quite easy, since you can see silhouettes of the items you’re seeking. I found my location hints recharging much faster than I could possibly need, but of course I was playing in casual mode because I am a huge slacker I don’t like my games to scold me for pausing. At times, silhouettes of items that are used together will appear inside a jeweled circlet, and once all the parts are collected, you can make and use a new item.

The puzzles ranged from the usual reassembly of a torn-up note to really creative, clever puzzles. I particularly liked the logic puzzle to open the armaria (That’s classicist for storage box. You’re welcome.) and the code-breaking puzzle. The only disappointing puzzle was one that required players to arrange numbered scrolls. The directions were seriously confusing, it took me a long time using the red and green hints to figure out what the game was asking me to do. (If you’re stuck, it might be because “across” doesn’t mean what you think it does. )

Later in the game, your character remembers places you’ve previously visited, and you use your inventory and evidence to answer questions about them, a bit like the basic mechanic in Phoenix Wright and occasionally used in Women’s Murder Club: Games of Passion as well.

Spoiler Alert! Caesarian gets killed so Octavian can be Caesar’s undisputed heir! Wait, wrong spoiler. The real spoiler is at the end of the game when your NPC sidekick, Kathya, who’s been mostly plot exposition and historical detail so far, turns on you and tries to frame you as the murderer!  The brutal backstabs of palace life!

Overall, Cleo is an engaging Big Fish-type game with great scenery and good puzzles. And Romans.

Popularity: 14% [?]

Indie Game Mag, Issue 7

By Meg | October 20, 2009

The next issue of Indie Game Magazine is out!

issue7

Issue 7 contains a review of Monkey Island (Episodes 1-3, not just Screaming Narwhal), my Slide Colors review, other game reviews, and new articles on indie games in general.

Via Issue 7: November / December 2009 | Indie Game Magazine.

Popularity: 15% [?]

Get “The Shivah” Free!

By Meg | September 27, 2009

Writing about about games makes checking my email so exciting! This landed in my inbox today. I don’t usually associate casual games with Yom Kippur, but when you’re done fasting and thinking over your mistakes this past year, why not check out this mystery game?

“The Shivah” is a gritty noir mystery game starring an embittered rabbi. He’s accused of a murder he did not commit and now he has to find the real killer before the police catch up with him. And now, for the first time, you can nab this rabbinical mystery absolutely free!

The game features full voice acting, an original soundtrack, three different endings, a DVD-style optional commentary and blooper track!

Simply enter the coupon code “FreeShivah” when purchasing and poof – the game is yours. This offer ends on Tuesday 29th September 2009 , so head on over to http://www.wadjeteyegames.com and get your free game while you can.

Popularity: 18% [?]

Alice and Kev

By Meg | September 26, 2009

Just in case there’s someone who’s not yet reading Alice and Kev, go check it out!

RoBurky created Alice and Kev as an experiment in what Sims 3 capabilities and personality traits can do, creating two homeless sims and blogging their actions. RoBurky isn’t cheating by sending her sims out to collect valuable finds, either. Blogging a game character often seems like the worst case of let-me-tell-you-about-my-level-80-paladin ossed with blogging from the pet cat’s point of view,  but it’s an amazingly engaging story on so many levels.

RoBurky created Alice and Kev as an experiment in what Sims 3 capabilities and personality traits can do. The original Sims was more of an exercise in putting out domestic fires — sometimes literally — than actually seeing your sims’ personalities, but in Sims 3 the focus is off keeping your sims from starving to death, and on creating interactions.

I blogged the other day about emotional games, and how the personality traits of Sims 3 could have emotional implications (Watch your significant other manage a Sims couple sometime!). The story of Alice and Kev turns personality algorithms into an alternately hilarious and depressing storyline.

Popularity: 22% [?]

Arrrrrgh! Or Something.

By Meg | September 19, 2009

In honor of Talk Like A Pirate Day, Telltale Games is releasing the first episode of the redone Monkey Island as a free download. Hurry!  I was at GamingSPARK today and almost missed it, but you  have until West Coast midnight to get yours!

Via Telltale Games – Play Like A Pirate.

Popularity: 23% [?]

Beta Opp: The Secret World

By Meg | September 17, 2009

darkdays-screenshot

The Secret World is a new, dark modern-day MMO, where all players are members of secret factions. Beta sign-up is a creepy and fun test to see which faction you’d belong to in TSW’s dark future. This is an interesting and fun beta sign-up. After all the secrecy and paranoia, the application sets you up to share your results on Facebook.
Via D A R K   D A Y S   A R E   C O M I N G.

Popularity: 19% [?]

Crying Over Games

By Meg | September 16, 2009

A few years ago, I met Brenda Braithwaite at a Cyberlore company picnic, when Cyberlore was working on the Playboy game, and Brenda was pregnant with twins. After we all ate, she told me — in no uncertain terms — that I was going to sit back down and let the men clean everything up. So if I wasn’t already impressed with her contributions to game design, she also encouraged me to sit around while Stick picks up after me. Score!

This article a few months ago in The Escapist, called How a Board Game Can Make You Cry discussed Brathwaite’s shift from computer games to board games, and creating emotional, educational unplugged games. The whole article is worth reading, especially if you’re interested in bringing games into the classroom, and not just as a reward for completing traditional assignments, but one part really stuck out.

The object of [Braithwaite's new game] Train is to get a collection of people from Point A to Point B by placing them in a boxcar and sending them on their merry way. Played among a group of three people, players draw cards from a pile that can impede other players or free them from existing obstacles. The first player to reach the end of the line wins.

The destination? Auschwitz.

Although the pieces are little plastic men in little plastic train cars, this game is creepy in a way that videogames with ever-more realistic gore cannot be.  By having players share their game goal with Nazi officers, this game evokes our own individual connections to the Holocaust.

I love the idea of an interactive educational aid that doesn’t try to cram facts into an existing game format. (Full disclosure: I have done flashcard Memory and Go Fish quite a few times in my classroom, and last year I introduced Vocabulary Survivor. I don’t mean to mock putting together flashcard games or study-question games, of course, but there’s a world of difference between blackboard Jeopardy and Train.)  I love that Train makes emotional points with a history lesson instead of distilling it to a list of dates and names, and it makes me wonder what other concepts would lend themselves to similar lessons.

Train doesn’t seem to have any replay value, except for a history teacher “playing” it with a new class every year, because it’s more of a shock, a gotcha moment when you realize what you’ve done. It is interactive and emotional, but I hesitate to call Train a game. It would be best described as interactive lesson, an experiment.

While I see Train as a classroom aid to give the numbers and dates of World War II a memorable, emotional tie, I’d really like to point out the reaction that Amanda d’Adesky, anothing game dev, posted on her blog. d’Adesky titled the post “The One Who Wept”:

As Brenda described the objective of the game, which was to get all your pieces from Point A to Point B, I became misty-eyed. She explained, “You see, I had made the pieces just a hair too tall to fit through the doors easily. Because of this, some players opened up the end of the boxcars and began “stuffing” the people inside to make them fit better.” That was when the first tears started silently streaming down my face. And when she said, “It wasn’t until someone ‘won’ that the destination was revealed: They had just shipped all those people to Auschwitz,” it was all I could do not to openly sob.

I’ve often written here contesting the idea that violent games cause real-life violence. I believe that angry people choose violent games, not that violent games bring out the crazy in nice boys, but I also think that we cannot ignore that games do cause an emotional reaction. That simulated destruction can be cathartic, a way to blow off steam, not to encourage real violence.

An emotional reaction from a game doesn’t have to be disturbing, of course. Why not use the increasingly realistic Sims to practice other stages of life? We focus on guts and explosions so often, when the same tech also lends itself to building fantasy worlds with believable, engaging relationships.

It’s also worth noting that Braithwaite chose a board game format. A demo showing the games’ simple rules and simple plastic pieces brought d’Adesky to tears. When was the last time a PowerPoint made you cry?

I still think Train is more of a shock than a game, game pieces and rules setting up to an emotional suckerpunch, but it reminds me what can be done with simple mechanics.  It’s disappointing to see so many new computer games becoming shooter clones, hidden object clones, or churned-out sequels of successful games, and it’s so good to be reminded of the possibilities for educational and artistic simulations.

Quoted text via The Escapist : TGC 2009: How a Board Game Can Make You Cry, and Sojourn In A Game Tester’s Headspace

Popularity: 22% [?]

Nancy Drew Dossier: Resorting To Danger!

By Meg | August 26, 2009

Resorting To Danger, by Her Interactive, is the second in the Nancy Drew Dossier series, following Lights, Camera, Curses!. This time, Nancy is investigating a series of bombs at the Redondo, a rejuvenation clinic for the stars. The bombs are more mess than death, containing pie filling or ladybugs, but Nancy’s still got to defuse the bombs and find the mad bomber without alarming the wealthy celeb patrons in for a facial or mud bath.

Via Simpson’s Paradox » Nancy Drew Dossier: Resorting To Danger.

Popularity: 21% [?]

Discounted Diamonds at Runes of Magic

By Meg | August 25, 2009

Just got this from Runes Of Magic:

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From Thursday, 27 August 2009, 2pm BST (GMT+1) / 15:00h CEST we have a special offer for you. For a limited period of time we give you up to 900 Diamonds for free for every Diamond purchase you make!

This offer only lasts until Wednesday, 02 September 2009 2pm BST / 15:00h CEST. On the” Top-Up Diamonds” page you can easily see how many more diamonds you get.

(This is not a sponsored post, of course. Just wanted to spread the word.)

Popularity: 21% [?]

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