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10 by 10 room

A tumblelog about games! Because an orc has a pie. And we love pie.
Recently: dev on sugar free, too...

January 13, 2006

From Hooptyrides Corporate Art Collection

It seems some kid so desperately wants a PSP he’s drawing some heart-string-tugging art, showing is slavish devotion to play a game that let’s you kill things with… stuff.

I honestly can relate. I only had an NES when I was younger. I really was wanting a Super Nintendo or a Playstation like the cool kids, and read up on all the cool stuff I didn’t have. When the first SoulCalibur came out, I was so psyched that I downloaded all the backgrounds and all the music from the game. But I never had a system to play it on, and I still haven’t played SoulCalibur I.

Anyway, looks like he got it now. Game on, man.

January 12, 2006

Live-Action Mike Tyson’s Punchout is quite impressive.

To be fair, so are Live Action Clue and Live Action Hungry Hungry Hippos – they just haven’t been filmed. Yet!

How can it be a triumph of female agency when the woman who’s kicking some ass is doing it in the context of male desire?

Girl Power, Andrea Rubenstein.

January 8, 2006

Beggar Prince, a new game for the Sega Genesis, is near release.

Sega. Freaking. Genesis. LONG LIVE THE OLD-SCHOOL.

Seriously, if the next-gen of game systems have overly high development costs, then maybe games with an “classic” aesthetic will necessarily be the grounds for new innovation and new game developers. Darwinia isn’t exactly about bleeding-edge technology, and yet it’s one of the most praise releases to 2005.

January 7, 2006

The Bloodrayne movie is out, setting back the “video game movie” genre another 400 years, so at this rate, we are… about 200 A.D.

Now, you may want to see the movie for purposes of mocking it, but no: as the trailer proves, it is sufficiently self-mocking.

January 6, 2006

Kotaku asks: are these new video game systems the next generation? Seeming answer: no. “Tthe direction that the games’ market has gone (the rising costs of development) it makes risk-taking in game design far too financially taxing and forces developers who want to, and have the creative desire to do more, to work on sequels.” It seems like the video game industry is continuing to fulfill Costikyan’s “Death to the Game Industry” Manifesto (I & II).

December 30, 2005

“Everyone who creates games has a vision of their dream game. It often isn’t so much a complete game concept, but instead is a taste or emotion drenched feeling of what the ultimate game might be like. This vision exists always just out of reach and striving to make it real is what inspires each of us to great feats of creativity.”—Lost Garden, “Small Worlds”. Danc’s reaction to seeing the Studio Ghibli Museum.

For me, it’s music. I hear a totally sweet song, and instantly think “yes, this is it: the White Stripes is precisely the right soundtrack for my kind of Space Opera game”.

December 26, 2005

“When you tie into real world desires, you strengthen the power of your risk / reward schedules dramatically. Guitar Hero is an addictive game, far more than its Simon-style mechanics suggest. The title fills a real psychological need and that gives the design impressive power over its audience.” – Lost Garden’s review of Guitar Hero.

The author point out how this game is designed for major appeal to the casual gamer. (Of couse. Who doesn’t like to rock?)