Category: Videogames

  • Let’s Play Kentucky Route Zero

    I was lucky enough to be on the narrative jury this year for the Independent Games Festival. One of my favourite games was Kentucky Route Zero, a lovely point-and-click adventure with an anachronistic story that dips into magical realism and Flannery O’Connor. Like the writing, the art and cinematography is evocative and assured, and indeed took the Excellence In Visual Art award (up against strong competition from my Guilded Youth collaborator, Matt Hammill).

    I stayed with KRZ co-creator Jake Elliott on a recent trip to Chicago and, inspired by a Let’s Play-themed screening/performance event I took part in there, we ended up doing a Let’s Play-style interview (video heremp3 audio-only file here). It’s pretty long and in-depth as we do play through most of Act I, but I imagine some fans will get into the slow-paced conversation amidst the chirping of the crickets. But if you’re just mildly game-curious, scrub through it — you’ll get a sense of the artistic sophistication and some of the creative concerns. If you’re suitably intrigued, you can go buy it here.

  • Wonderland: A Solvitur Ambulando Mystery

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    Do you know the Latin phrase “solvitur ambulando”? Used by the wandering scholars of medieval Europe, it means “walking solves it”. It’s always been true for me, as someone for whom walking is both wonderfully meditative and creatively inspiring. I started thinking about using this sentiment in a game context, and came up with an idea that coder Callum Hay and sound designer/composer Adam Axbey were both into, too. We realized a proof-of-concept this past weekend at the Toronto Game Jam.

    Wonderland: A Solvitur Ambulando Mystery is an app for the iPhone. You listen to an audio story set in Toronto’s Junction neighbourhood in 1915 — the projectionist of the Wonderland, one of the city’s first movie theatres, makes a grim discovery in the aisle one morning. You can listen to the beginning of the superbly produced and acted clip after the jump. (more…)

  • Take Your Seashells Out of Your Ears!

    451-700
    Today is the launch of KTR 451, a game I developed for the Toronto Public Library. Drawing on the themes and characters in Fahrenheit 451 (the TPL’s One Book this year), it’s a simple alternate reality game — part scavenger hunt, part audio drama — and people in Toronto can play it by calling the phone number above. There’s three missions, one per week, until a live event on April 22nd.

    Naturally, this was a huge thrill for me on a number of levels. (more…)

  • Pipe Trouble

    Pipe Trouble is an arcade-style game like many of the “pipe-connecting” genre — except you’re connecting natural gas pipelines in Alberta. Build too close to farms and livestock and risk incurring an eco-saboteur’s explosive wrath. Build too far around and your boss gets upset that you’re wasting money. It’s a serious game that attempts to model the tensions in the region while providing engaging gameplay, with a score by members of Fucked Up (who I think should be credited as Fracked Up, given the issue we’re addressing).

    Play the free trial here in your browser. A percentage of the $1.99 full version for iPad and Android goes to the David Suzuki Foundation.

    Update: Due to the Sun’s sloppy journalism, there’s been a bit of a media furor, but unfortunately in a “taxpayer dollars paid for this?!” vein rather than about the more important environmental or industry issues the game addresses. We’ve issued a press release in response.

    My thoughts on it below. (more…)

  • Award Loot and Undoing the Ending

    The verdict is in: people really liked Guilded Youth (it just took 3rd in the Interactive Fiction Competition, and 1st in the Ms. Congeniality competition) but hated the ending. Of the fourteen or so reviews I’ve seen over half of them expressed being disappointed by the ending or finding it abrupt.

    A previous novel of mine, Everyone In Silico, also had an unconventional ending. I figured it’d be irresponsible of me to tie everything up with a neat little bow, given the complexity of the politics. Depriving readers of their resolution and catharsis made some of them upset, but it was by design and I stand by it.

    Not so with Guilded Youth. I just kind of dropped it when I was done. Me and Matt considered it a lark, a nostalgic trifle, so much so that we didn’t anticipate people would care what happened to the quickly sketched characters. But of course we’re delighted. And because it’s not a physical book like Silico — and the digital format allows it — I decided to add two more scenes to give people more time with the awkward adventurers. It’s still charmingly low resolution, but with more of a resolution!

    So now you can play version 2.0 of the game, with a better ending. (If you’ve already played it you can start with the command “skipthru” to get to the dining room scene.) (more…)

  • Guilded Youth, a text game with ASCII animation

    I’ve just submitted a game to the Interactive Fiction Competition that you can play now if you like.

    You play Tony, a fourteen-year old thief who needs some help looting the legendary Oakville Manor.  Luckily it’s the 1980s and finding fellow adventurers is just a modem squeal away…

    Notes on the game below.

    UPDATE: “Suffice it to say that it’s one of the most evocative portrayals of our collective disaffected BBS-enhanced adolescence I’ve experience in a game, effortlessly giving surprisingly rounded life to characters you only know briefly via a few descriptive lines and Hammill’s skilled caricature.” —Brandon Boyer, Venus Patrol
    (more…)

  • Unmanned, But Not Unappreciated


    Oh, that? That’s just my trophy nook. I don’t have enough for a case but I fill it out with other precious things like my gem-studded golden turtle.

    I’ve won some awards before but I think this is the first meatspace trophy. It’s from Games for Change, who liked Unmanned, a game I did the writing for.

    It’s also nominated in two other awesome upcoming fests, Indiecade (in Los Angeles) and Fantastic Arcade (in Austin). This is wicked because it gives me a great excuse to go there and hang out with amazing game makers and sneak in a few screenings of Ghosts With Shit Jobs as well!

  • Weekday Warrior


    I got to work with one of my favourite gamemakers, Paolo from Molleindustria. He had an idea for a game depicting the day in the life of a drone pilot.

    Now you get to play the newest kind of soldier: one who remotely drops bombs on foreign soil during the day, and at night goes home to his family in the suburbs. In Unmanned, the conflict is internal — the only blood you’ll shed is from shaving cuts. But is there collateral damage in this new way of waging war?

    I did the writing for it. We went out to Sundance for its debut, and now you can play it online here.

    Unmanned‘s a sharp satire that highlights how video games can circumvent traditional modes of political discourse.” — Kotaku

  • The Karrrrrento Brothers!

    Check out the introduction of Anton and Toph Karrento, the Silk Gatherers, the latest clip from my lo-fi sci-fi feature Ghosts With Shit Jobs.

    This is actually the segment I directed, and although I did it reluctantly (I figure my real skill sets are producing/writing), it was a joy to work with these two super-talented guys. Fantastic at improv, they totally internalized the 2040 world in a way that just floored me. And I felt they nailed the dysfunctional brothers dynamic. After we wrapped I made a text adventure game starring them that you can play here, just so I could spend some more time hanging out in my head with them. Is that weird, bro?

  • The Difference Engine Initiative

    Last year I was speaking at the Game Developers Conference and saw Robin Hunicke‘s excellent microtalk (see it here at minute 24) about the continuing gender disparity in the games industry. Many talks of this type are documenting the ongoing systemic oppression of women, which is important and valid work. But Robin’s talk channelled Rosie the Riveter. It had a “this is broken, let’s fix it” attitude that was totally inspiring.

    Mare Sheppard and I decided to start the Difference Engine Initiative.

    As part of the OMDC-supported TIFF Nexus, the Hand Eye Society will be running two gamemaking incubators for women in Toronto, one in August-September, and one in October-November. By introducing new gamemakers from under-represented groups into our community, the Difference Engine Initiative aims to diversify what kind of videogames are made. Our first focus is women…

    Find out about next week’s info session and how to apply for this free program over here.

  • Build Your Own Indie Arcade Cabinet

    Last year I organized a project where we gutted an ’80s era arcade cabinet and filled it full of indie games. Jph Wacheski, the chief retrofitter, wrote the article below for people wanting to do the same in the most recent Broken Pencil.

    Lots of people are making their own games these days — point-and-click tools like Scratch and GameMaker are making it more accessible for non-programmers, and it’s easy to get your game out there via the internet. But wouldn’t it be even cooler to get you and your friends’ games out there on an old-school arcade cabinet?

    The old cabinets are generally made to play one specific game, but you can re-fit it with a PC and a display and wire up the existing controls to make playing new games possible. Many people have been doing this to run emulators of the classic games — MAME cabinets can run hundreds of old games on a single cabinet. The Hand Eye Society, Toronto’s videogame culture collective, wanted to do a similar thing, but with locally made games. They debuted the Torontron, which plays six hand-crafted games by Toronto indies, at the last Canzine. Jph, who did the retrofitting, takes us through the steps he took.

    (more…)

  • Roofed, a Preemptive Spin-off Game

    I made a text adventure videogame for the jayisgames interactive fiction competition that you can play now. Because they’re on my mind — Tate’s making steady progress on the rough edit for our new lo-fi sci-fi feature — it features two characters from the upcoming Ghosts With Shit Jobs movie, the Karrento Brothers.

    So if you’re up for a bit of transmedia fun, you can play the game before the movie’s released. Check out the cover art, a description of the game, and some info about the competition after the jump. (more…)