Indie game news, reviews, previews and everything else concerning indie game development.

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VVVVVV Soundtrack Coming to Rock Band 3

PPPPPPWell, technically it’s only three tracks and they’ll be on the Rock Band Network not on the disc itself, but it’s still great news.  Fairwood Studios will be converting three tracks from Magnus ‘SoulEye’ Pålsson’s PPPPPP, the soundtrack to Terry Cavanagh’s indie platformer VVVVVV, for release over RBN in early 2011.  The tracks are “Pressure Cooker,” “Positive Force,” and “Potential for Anything” which will all make use of the new keyboard controller for Rock Band 3 as well as the familiar guitar, bass, and drums.

This isn’t the first time that indie game music has found its way into Rock Band, with James Silva releasing the theme song to his Xbox indie hit I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1 earlier this year.  But with three tracks, this will give VVVVVV the largest representation from a single game on the RBN.  With the new keyboard instrument, chiptune music should be a whole lot more fun to play in Rock Band 3.  Here’s to hoping that even more musical goodness from indie games will be on the way.


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VVVVVV Flips Onto Steam

vvvvvvSorting through some RSS feeds and other morning to-dos, I caught some wonderful news pointed out by Rock, Paper, Shotgun. January’s fantastic creation from Terry Cavanagh VVVVVV has finally made the jump onto the biggest digital distributor around. For a mere $4.49 (it’s currently 10% off) you can add one of the best indie games of the year to your Steam library.

Once the launch sale stops, the price will only rise to $4.99 which is still a complete steal for such a fantastic title. If you don’t own it and have  made some kind of excuse to yourself not get it in the past, do it now. It’s absolutely fantastic. Heck, I’m going to start gifting this to Steam friends.

Here’s the Steam link for you so you can stop wasting time and start working your way through a truly rewarding and difficult experience. Still not convinced? Read my review from earlier this year.


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IndieCade 2010 Finalists Revealed

IndieCade_Finalists

A little over a month ahead of the event, IndieCade 2010 organizers have announced the 32 finalists for the annual festival that fancies itself the Sundance of gaming.

All finalists in this year’s awards are eligible to win each of the 12 categories being presented this year: Jury Award, Aesthetics, Fun/Compelling, Gameplay Innovation, Technical Innovation, World/Story, Vanguard, Sublime Experience, Wildcard, Documentary, Sound, and The IndieCade 2010 Honorary Trailblazer Award for Lifetime Achievement.

Some familiar names and plenty of relative unknowns as well. Titles you’ll probably recognize include Limbo, VVVVVV, Monsters (Probably) Stole My Princess and Fatale among others.

IndieCade 2010 takes place October 8-10. The full list of all the 32 games complete with links and descriptions:

11066 – The Game (Preloaded / Channel 4, United Kingdom): A historical game commissioned by Channel 4 (UK) to accompany its two part documentary series on the War of 1066 and the battle for Middle Earth. A simple, fun strategy game that leverages causal gameplay elements and beautiful design while providing its audience with interesting information and knowledge about the War of 1066. 1066 – The Game was created by Preloaded, the developers behind Super Me and other social change game projects.

A Slow Year (Ian Bogost, USA)A Slow Year is a collection of four game “poems” for the Atari Video Computer System, one for each season, about the experience of observation and awareness. A Slow Year stakes out a deep and interesting design problem, searching for engaging and meaningful interactivity outside the traditional reaches of modern gameplay and typical genre design. Ian Bogot is a professor at Georgia Tech, and co-founder of Persuasive Games, creator of Airport Insecurity and a series of news games for the New York Times. Ian is also co-creator of IndieCade featured Cruel2BKind. A Slow Year was featured in the 2010’s Independent Game Festival (IGF) at the Game Developers Conference.

Auditorium (Cipher Prime, USA)Auditorium is an audio puzzle game where you convert light into sound, creating an explosion of orchestral music. Its addictively simple mechanic consists of manipulating icons to deflect light into a target on each level to generate bursts of music. The game has a flexible design, allowing for a range of solutions to each puzzle. Available for PC and Mac, and now iPhone, Auditorium was created by Philadelphia-based Cipher Prime.

B.U.T.T.O.N. (Brutally Unfair Tactics Totally OK Now) (Copenhagen Game Collective, Denmark):B.U.T.T.O.N. is a four-player, one-button party game played with Xbox controllers on the PC. The game has a WarioWare style mechanic consisting of short mini games in which players must stand back and rush the controllers to press the “right” button, although which button that is not always clear! Created by Copenhagen Game Collective, winner of the Most Fun Game at IndieCade 2008, B.U.T.T.O.N. was a hit at Gamma IV and at IndieCade’s E3 Showcase.

Bit.Trip Runner (Gaijin Games, USA): The fourth Bit.Trip game developed by Gaijin Games for WiiWare, Bit.Trip Runner features music from Anamanaguchi driving an energetic and exciting rhythm action platforming game. The game features awesome Boss Battles inside 50 challenging levels, and provides a visually impressive experience and auditory treat. Bit.Trip Runner provides addictive and fun, while exploring interesting interaction and puzzle spaces inside the realm of synaesthesia.

Blue Lacuna (Aaron Reed, USA)Blue Lacuna is among the largest text-based interactive stories ever produced, a full-length novel and adventure game in one. Blue Lacuna is rich with deep, beautiful writing, and a vast story world with emotional depth and meaningful player choice. Blue Lacuna is a triumph in prose-based interactivity from Aaron Reed, the writer and designer of Whom The Telling Changed, and a PhD candidate at the University of California, Santa Cruz.

Cargo Delivery (Cat in the Sky, Brazil)Cargo Delivery is a skill-based puzzle game revolving around the adventures of Rufus. To achieve his goal of having a nice sailboat to call home, Rufus must sail a freighter with loads of cargo. The churning seas, which cause cargo to topple overboard, and numerous obstacles along the way, must be overcome for Rufus to earn enough money to realize his dream. The delightfully quirky graphics combine well with the cartoon physics, and make this an adventure worth taking. Created by Santo Andre, Brazil based Cat in the Sky.

Castle Vox (Sillysoft, Canada)Castle Vox is a new turn-based strategy game from SillySoft, developers of Lux and American History Lux. Castle Vox brings the engaging multiplayer social play and strategy of Diplomacy and Axis and Allies to the digital realm of turn based strategy. A fully realized digital board game, Castle Vox takes advantage of the computer medium to ease and finesse many of the mechanics of classic social strategy board games, and wraps them into a well designed, approachable and entertaining package.

Continuity (Ragtime Games, Sweden): A well-designed and mechanically clever mashup of a simple platformer with classic sliding puzzle gameplay. Continuity has a strong aesthetic design, and simple, refined, and well-balanced gameplay. Top notch attention to design details such as audio allow the simple pleasures of the mechanic to be presented at the forefront of the IGF-winning, addictive and entertaining game developed by Elias Holmlid, Dmitri Kurteanu, Guy Lima Jr., and Stefan Mikaelsson, aka Ragtime Games, a student team at Chalmers University of Technology, Gothenburg.

Creaky Old Memory (DADIU, Denmark)Creaky Old Memory puts players in the role of Tatiana, an elderly Russian lady who must journey through the nooks and crannies of her self-fabricated house in order to reveal the truth about her own past. The game cleverly blends multiple modes of gameplay as you first must collect different paintings to assemble a picture of Tatiana’s life, and then must search these paintings for hidden clues to unlock the deeper mysteries of the story. Created by a team at the National Academy of Digital Interactive Entertainment in Copenhagen,Creaky Old Memories’ deftly designed aesthetics are well integrated into the story and mood of the game, and help bring genuine meaning to the puzzle-based interactivity.

Every Day The Same Dream (Molleindustria, Italy): Made for the experimental gameplay project themed “Art game”, Every Day The Same Dream is an attempt to translate a well known narrative about daily routine and white collar alienation into a playable form. Only by finding subtle deviations from the repetitive, looping levels can the player free the character from a meaningless eternal present. Designed by progressive game design collective Molleindustria, Every Day the Same Dream is a short, intellectually engaging experience that brilliantly captures the feel and tone of modern art film and art games, while cutting these recognizable ideas to their core concepts. This is Molleindustria’s first game to be selected for IndieCade.

Faraway (Steph Thirion, USA): Created by Steph Thirion for the Gamma IV showcase, Faraway is a one-button game where you swing your way through space, finding and connecting star clusters to create the most complex constellations you can. Faraway’s simple but lovely and iconic visual design lets the tightly designed interactions and gameplay take forefront. Steph Thirion is the creator of Eliss, winner of the Auteur Award at IndieCade 2009.

Fatale (Tale of Tales, Belgium)Fatale is an interactive vignette in real-time 3D inspired by the biblical story of Salome and the play about her by Oscar Wilde. Developed by Tale of Tales, the creators of IndieCade 2009 finalist The Path, and 2008 finalist The GraveyardFatale is a living tableau that allows you to freely explore many poetic, historical and literary references to the ancient legend, while bringing it relevance to a contemporary audience.

feelforit (Chris DeLeon, USA)feelforit, developed by “Game-A-Day” virtuoso Chris DeLeon, is a small art toy for iPad, iPod Touch and iPhone that exploits the affordances of the device’s accelerometer to create an abstract, spatialized metaphor for how we navigate our lives. By rotating the phone, you manipulate an interactive sculpture whose characteristic properties and rule sets are revealed to you as you play with it. This is the IndieCade debut of Chris DeLeon, a Carnegie-Mellon grad who is currently a master’s student in Georgia Tech’s Digital Media program.

Fractal (Cipher Prime, USA): Go over the top with this new audio puzzle game. Listen as the game reacts to your decisions, taking easy-to-learn, hard-to-master gameplay to new extremes. Fractalis played on a hex grid, and leverages simple, engaging puzzles to generate beautiful procedural audio. Created by Philadelphia-based Cipher Prime, Fractal is a rewarding and compelling auditory experience.

Gentleman of the South Sandwiche Islands (Taylor & Gray, USA): Created by a team of students in USC’s Interactive Media program, the Gentlemen of the South Sandwiche Islands is a lovingly-crafted board game in which gentlemen callers compete for the attentions of Lady Ashley by strategically crossing bridges to get her alone on of a series of small islands. A comedy of manners translated into a board game, the story, the surreal, Victorian art-style and its questionable 200-year history provide a backdrop for a devilish and highly entertaining game of absurd logic. Funded by Jim Taylor through Kickstarter, Gentleman of the South Sandwiche Islands is a great indie design story.

Groping in the Dark (Team Arex, South Korea)Groping in the Dark is a lyrical interactive narrative that tells the story of a kidnapped girl’s decision and attempt to escape her captors. The player progresses through the narrative by manipulating phrases of Korean text to unravel the story. The kinetic typography creates an almost mystical experience, turning letters into images and images into meanings. With its alternative to traditional visual representation in games, Groping in the Dark transforms a game into interactive poetry. Created by Seoul-based Team Arex.

Humans vs. Zombies (Gnarwhal Studios, USA)Humans vs. Zombies is a moderated game of tag where all but one player begin as humans, wearing bandanas on their arms and able to defend themselves with socks from the zombie horde. The horde is generated by the randomly-selected “Original Zombie,” who can tag human players and turn them into zombies, who wear bandanas on their heads. Humans will need to rely on cunning and teamwork to survive the zombie apocalypse and complete challenging missions organized by the game moderators. Created by Gnarwhal Studios, Humans vs. Zombies is a played in neighborhoods, military bases, and over 600 colleges and universities around the world and was featured at this summer’s Come Out and Play. It is part of IndieCade’s Outdoor and Pervasive Games track.

Limbo (Playdead, Denmark)Limbo is a hauntingly beautiful black and white “horror” platform puzzler, released to widespread acclaim this summer on the Xbox Live Arcade. The game is set among the rooftops of a mesmerizing macabre world that draws you into its dark narrative. The narrative, the story of a young boy trying to find his lost sister, is reinforced by a tightly designed film noir style that also expands the interesting, well implemented 2D platforming puzzle challenges. Created by Denmark’s Playdead, Limbo is a stunning example of the quality and experience that can be created out of careful attention to detail and delicate integration of the many different elements that make up a game.

Miegakure (Marc ten Bosch, USA)Miegakure is a platform game where you solve puzzles by exploring the fourth dimension. An inventive approach to spatial puzzle design and problem solving from Marc ten Bosch, Miegakure creates engaging and maddening puzzles from the mathematics and theory of a fourth spatial dimension. Miegakure was featured at the IGF, and at IndieCade’s E3 showcase, and is a stunning technical and design achievement, which educates and explores fourth dimension mathematical theory without requiring a PhD in math or physics.

Monsters (Probably) Stole My Princess! (Mediatonic, United Kingdom)Monsters (Probably) Stole my Princess! is a vertical platformer which you take control of the super sexy aristocratic demon known only as “The Duke” in a fantastical world where chasing down giant yet adorable monsters is the business at hand. The game borrows from classic platformer mechanics, embellished with frantic gameplay, novel power-ups, strategic moves, and delightful macabre-cartoon aesthetic. Created by the UK’s Mediatonic as a PSP and PS3 Mini, the game is also now available on Xbox Live.

Recurse (Matt Parker, USA): An installation commissioned by the NYU Game Center for its “No Quarter” art game exhibition, Recurse has a simple, embodied mechanic: a video camera transforms the player’s body into a giant cursor. Crystals grow where the body intersects with objects on the screen. Players must grow Crystals in green zones while avoiding growing them in red zones. The zones shift intermittently to create new challenges. A digital game about movement in physical space, the Recurse’s distorted “funhouse mirror” encourages players to forget themselves as they twist and stretch their bodies in order to get a high score and effect the game’s abstract world. Created by New York-based artist/developer Matt Parker.

Retro/Grade (24 Caret Games, USA)Retro/Grade is an innovative PS3 game that fuses the white-knuckle thrills and over the top visuals of a shooter with the broad appeal of a rhythm game. The developers at 24 Caret Games have deeply explored their central idea of a time-reversed space battle through tight game mechanics and polished UI and user feedback. Retro/Grade is visually engaging, attractive, and leverages its aesthetic and auditory beauty to craft an addictive and entertaining user experience.

Sixteen Tons (Nathalie Pozzi and Eric Zimmerman, USA)Sixteen Tons, inspired by a folk song about a mining company town, is a gallery installation in which four players move heavy sections of steel pipe on a colorful grid. This simple gameplay is complicated by the social interaction of a mechanic in which players bid to hire other players (using real cash) to move their pieces, enacting the game’s central themes of debt bondage and forced labor. Created by architect Nathalie Pozzi and independent game designer Eric Zimmerman, Sixteen Tons was originally commissioned by the Art History of Games conference in Atlanta (February 2010). Its presentation at IndieCade is sponsored by the NYU Game Center.

Socks, Inc. (Jim Babb/Data Played, USA)Socks, Inc. is a family-oriented alternate reality that combines web 2.0 co-creation and adventure within an imaginary world entirely populated with sock puppets. Dubbed by its creator “World of Sockcraft,” players socialize within an imaginary Willy-Wonka-style factory, role-playing the story of their sock puppet. A player completes missions by creating storytelling content with their puppet and distributing it via video and still images. As a part of IndieCade, Socks, Inc. will host a sock puppet creation workshop, where participants can create an avatar, an account, and play through the first missions. Socks, Inc., created by New School Master’s Student Jim Babb/Data Played, debuted at ARGfest 2010 in Atlanta, and is part of IndieCade’s Outdoor and Pervasive Games track.

Solace (One Man Down, USA)Solace is an interactive aesthetic experience utilizing dynamic audio and “bullet hell” overtones to provide a unique perspective on the five stages of grief. One Man Down, a design team from Digipen Institute of Technology, has produced impressive visuals and audio to build a fully realized mood space for the game. Solace does not settle on traditional gameplay inside this environment, but explores “bullet hell” mechanics to reinforce the mood and message of the game.

Spirits (Spaces of Play, Germany)Spirits is an action-puzzle game for iPhone, iPod Touch and iPad with a Lemmings-style mechanic in which players manipulate the wind to guide name-giving Spirits towards each level of the game world. The wind, which is both helpful and uncontrollable, can serve as the player’s friend and enemy at the same time. The game’s unique atmosphere is created by a combination of beautifully hand-drawn graphics and a music track comprised completely of orchestral musical instruments. Created by Berlin-based Spaces of Play.

Tic-Tac-Totum (Jesse Fuchs, USA)Tic-Tac-Totem is an “open source” tabletop game that uses the traditional game elements of dice and poker chips in clever and novel ways. The game rules, which consist of mini-games that determine the outcome of a Tic-Tac-Toe game, are presented and constantly modified via wiki. This is the IndieCade debut of developer Jesse Fuchs.

The Cat And The Coup (Peter Brinson, USA)The Cat and the Coup is a documentary game in which you play the cat of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran. You observe and coax Mossadegh through the events of the coup as the cat, knocking over objects on the Prime Minister’s desk and scratching him. With its striking visual style and engaging mechanic, The Cat and The Coup brings a completely original novel ach to documentary gameplay. Developer Peter Brinson is the creator of IndieCade exhibited Meanwhileand a member of the team that created Waco Resurrection.

The Games of Nonchalance (Nonchalance, USA): An epic, immersive, poly-media, real-world adventure. Four episodes of interactive content lead participants on a journey through the fabric of San Francisco and discover the threads of a narrative woven into the city’s past and present. Currently running in San Francisco, The Games of Nonchalance received the “Best of the Bay” SFBG 2009 award. Nonchalance’s Scoop!, a live pirate radio news game, was featured at Come Out and Play 2010. This is their debut game as part of IndieCade’s Outdoor and Pervasive Games track.

Trauma (Krystian Majewski, Germany)Trauma takes you into the subconscious of a young woman who survives a car accident as you explore her dreams and memories. The game has a compelling aesthetic and interaction design that involves navigating 3D photographs using a novel, gesture-based interface, drawing you intuitively into its narrative dreamspace. Trauma is a quintessential next-generation adventure game, an emerging genre among indie developers. Created by Polish-born, Cologne-based design student Krystian Majewski.

VVVVVV (Terry Cavanagh, Ireland): In VVVVVV, you play as the fearless leader of a team of dimension-exploring scientists who are separated after inadvertently crashing their ship. A high energy, cleverly designed platforming experience from Terry Cavanaugh, creator of Don’t Look Back and Self Destruct, VVVVVV deeply explores its central gravity-reversing mechanic through smart, interesting puzzles and a strong world and environment, supported by simple but compelling visual design and awesome music.

Congratulations to all those chosen as nominees for this year’s festival. Here’s some of the coverage we have to offer on these games thus far:

Bit.Trip Runner Review
The Future of Gaming: Continuity [Interview]
Fatale; Biblical Indie “Gaming” at it’s Height
Cipher Prime Launches Audio-Puzzle Fractal
Limbo Review
GDC 2010: Miegakure Preview
XBLIG Thursday: Monsters (Probably) Stole My Princess
Playing in Rewind with Retro/Grade [PAX]
GDC 2010: Trauma Preview
VVVVVV Review


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Raising the Bar on Xbox Live Arcade… Limbo [Review]

limbo1The Xbox Live Summer of Arcade was first conceived back in 2008, and bore some delicious gaming fruit, including the iconic puzzle platformer Braid. Two years on, and the 2010 Summer of Arcade is about to kick off with yet another glorious indie title which is going to flip Xbox Live Arcade on its head all over again.

Limbo is easily one of the most unique, dark and incredibly inventive puzzlers I’ve ever played. Through every excessively gruesome death and tension-riddled setpiece, my smile was fixed firmly in position. Simply put – if you own an Xbox 360, Limbo is an essential purchase.

GAMEPLAY

This is a physics-based platformer in which physics is not your friend. Taking control of an unknown, unnamed child, your task is to traverse a gloomy yet atmospheric world simply caked in mystery. There are pits to bound over, boxes to push and ladders to climb, and throughout play the game has only one mission on its mind – it wants you to die many, many times.

There is always something out to get you. Bear traps sit around waiting for you to stand on them, giant spiders are keen to have you for lunch and gravity wants to have a barrel of laughs at your expense.

It’ll be you that has the last laugh, however, as dying is usually hilarious rather than frustrating. Like in Terry Cavanagh’s VVVVVV, death means nothing, as you’ll respawn at the start of whichever puzzle you’re currently attempting. Hence, rather than worry about biting the dust, you can enjoy every cunningly placed obstacle to its fullest, even when it is taking the head off your hero.

PlayDead Studios are devious buggers, leading you into traps again and again. Everything is in its place for a reason, and most of the time I found myself walking straight into setpieces just to see what would happen. I was never disappointed either – there’s no blood, but instead you hear the boy’s bones crack, and his body folds into a mess on the floor. It’s a minimalist style of gruesome, and yet I feel his pain far more than if blood and guts were spewing all over the screen.

limbo2The entire game is set out as a single level, connected together for the entire three hour playthrough without any break in sight. It’s a wonderful idea, keeping the player fully immersed in Limbo‘s world from beginning to end, with absolutely no loading times to speak of.

The level of crazy slowly increases throughout, too – without going into too much spoiler material, puzzles are fairly tame to begin with, but eventually rise into the realms of utterly mental. Just when you think the game can’t get anymore twisted, it gives you a firm kick in the groin. There are some real head-scratchers to deal with, yet the action never gets frustratingly difficult, and each moment of enlightenment is sheer bliss. Limbo doesn’t just rival Braid for the Xbox Live Arcade puzzler crown – it swipes the top spot straight from Jonathon Blow’s classic without question.

STYLE

Limbo is presented entirely in black and white, with the minimalist setting providing a hauntingly atmospheric environment. Darkness looms in every corner, and certain sections of play teem with tension, lingering in the forefront of your mind.

While it all looks gorgeous in screenshots, you really need to experience Limbo in motion to understand just how stunning the world is. It’s easily the most beautiful game on the Xbox Live Arcade service, but it would also give a large portion of Xbox retail releases a run for their money, too.

The sound, too, is incredibly minimalist. Music only plays at a few specific moments throughout, usually when some sort of extravagant action is taking place. Yet this is an experience which requires no soundtrack, due to some perfectly-placed samples.

Pulling the leg off a giant spider (if ever such a thing was possible) could not sound any more right than it does here. If a huge circular saw was swiftly heading toward me, I imagine my last thought would be ‘this sounded a lot better in Limbo‘. PlayDead have absolutely nailed every splash, crack and wallop to an wonderfully eerie and chilling degree.

limbo3STORY

It is the story – or perhaps that should be lack of – that defines Limbo‘s mysterious journey. Waking up in dark, twisted underbelly of a world, our young protagonist must make his way safely through this place teeming with death.

The game’s marketplace description simply states that the boy has entered Limbo to find his sister. There is absolutely no explanation whatsoever as to where Limbo is, or where he is headed, allowing the player to create their own scenario. Of course, if we take the name Limbo from a theology prespective, this could very well be the edge of Hell. This would not, however, explain many of the strange sightings witnessed throughout play.

However, even without reading the description, it is clear from early on that this is a voyage bound in love. The level of mystery surrounding the boy and this world is fantastic, proving that sometimes a complete lack of words can be more powerful that a fully scripted experience.

OTHER

I’ve tried my hardest, but I honestly cannot think of a single bad thing to say about Limbo. Is it too short? Possibly, but then again with a single play clocking in at around three hours, and a second playthrough to bag all the achievements offering another two, it’s far from an abrupt length.

Perhaps it’s a little too difficult in places. I found myself stuck twice, but the answer quickly came to me both times. Puzzlers like this are my forte, however, and other gamers may stumble with certain solutions.

Yet compared to everything on offer, this matters not a jolt. Limbo is the best indie game – hell, the best game – I have played this year, and I would wager that will not have changed come December. It’s clever, it’s gloriously mental, and it should have a place on your Xbox 360.

Pass this up at your own risk.

Stuck on a puzzle? Check out our full walkthrough and achievement guide for Limbo.


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VVVVVV available for Windows, Mac; Linux has to wait

VVVVVVTrue to 2/3rds of his words, Terry Cavanagh released VVVVVV today, at least in the Microsoft and Apple flavors. Linux users will have to wait while Cavanagh sorts out some technical issues.

The uninitiated should read the DIY Gamer review of VVVVVV before shelling out $15 for a gravity-bending platformer with really blocky graphics.

The download-averse who are unswayed by the review can play the demo at Kongregate, while unconvinced Windows and OS X users can grab the demo at thelettervsixtim.es.

If you preordered the game, you should have received something from Cavanagh in your email. If you didn’t, check your spam folder. And if you really like the soundtrack, SoulEye is selling it.

[via Distractionware]


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Sir Isaac Newton’s Not Welcome…VVVVVV [Review]

vvvvvv1Once upon a time, video games made you work really hard to succeed. They made you learn patterns, start over constantly, and deal with the ramifications of whether or not you wanted to pass the controller from your hand through the front of your television screen in a physical manifestation of how you feel about your character’s most recent death. In this day and age, where Nintendo now has a feature that will play its games for you so you don’t have to struggle with the “hard” parts, we luckily have the independent game world. The beautifully, aggravating platformer is alive and well in the indie gaming scene, and Terry Cavanagh’s latest title VVVVVV is a brilliant, modern manifestation of this retro feel.

In VVVVVV, you’re a spaceship captain whose ship and crew is dragged into a new dimension, leaving everyone stranded and separated. It’s up to you, as their fearless leader, to venture through this strange new world to track them down and escape from this odd new place. With the power of teleportation and a tight control over gravity, you traverse an alien world to accomplish your task.

I do know one thing for sure: VVVVVV is not a game about the value of human life. Because you’re going to die, then you’ll die again, and then you’ll keep dying – but you’ll learn to love it.


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VVVVVV is coming Jan. 10

VVVVVVTerry Cavanagh is set to release his IGF 2010 entrant VVVVVV on Jan. 10, which is just a week away. Don’t Look Back, another of Cavanagh’s games, was on this site’s best of 2009 list, and Judith was a pretty thrilling exercise in storytelling through a Doom-like engine. I’ve been looking forward to his next release since it was announced.

VVVVVV is a gravity-shifting platformer with blocky pixels and lots of spikes to threaten the main character. It will be a commercial release, and Cavanagh will sell the game for $15 on release day. You should be able to preorder the game for $10 until the end of Sunday, or you can wait for the demo around release day so you can try before you buy.

Watch the trailer after the jump.