I’m still not quite sure what to make of Deadly Premonition. Everything you’ve heard about it is true: it has atrocious combat, compelling mystery, laughable graphics, memorable characters, inappropriate music, etc. The game is full of fresh ideas and has stuck with me for months, but I still wouldn’t feel comfortable broadly recommending it. I would, however, like to examine one particular section of the game that I think was both absurd and oddly well-designed.
Deadly Premonition · Level Design
Few online multiplayer games have become as habitual for me as Team Fortress 2. I’ve returned to it every few months since its release back in 2007, usually to plumb the strategic depths of a handful of familiar maps. In August of 2008, the Heavy update introduced Steel, a community map created by Jamie “Fishbus” Manson. Its complex layout and objective structure immediately intrigued me, and after hundreds of matches it has become one of my all-time favourite multiplayer maps.
→ 4 Comments Level Design · Team Fortress 2
Only ten months after promising that they were “coming soon”, the folks of No Fun Games (Kira, Renaud and myself) have finally finished porting our one-button real-time strategy game Pax Britannica to OSX and Linux. You can check them out at our fancy new website, or download them directly here:
Mac Download / Linux Download
Unfortunately, the OSX version of the game is currently lacking gamepad support due to a platform-specific issue with GLFW. We’ll be sure to release an updated version of the game if that’s ever patched!
I’m tremendously grateful for all the positive feedback we’ve received about Pax Britannica. In particular, this video review by Joe Larson and his son Andrew reminded me why I started making video games in the first place. (UPDATE: The video is no longer available.)
→ 3 Comments DevBlog · No Fun Games · Strategy Games
Minecraft was my gateway drug. It seduced my imagination with grand ideas: setting foot in a dangerous new world, gathering provisions from the wilderness, erecting meagre shelter and surviving on your cunning and creativity. Regrettably, these concepts quickly wane once you learn a handful of commonsense safety rituals. Late-game Minecraft becomes a different game entirely, one largely centred on erecting impressive macrostructures or testing the limits of redstone torch circuits. This minor letdown gave me a taste for “harder stuff”, which led me to the seemingly impenetrable pioneer simulator Dwarf Fortress.
→ 2 Comments Dwarf Fortress · Indie Games · Minecraft · Strategy Games
Back in late April, the No Fun Games gang (Renaud Bédard, Kira Boom, and I) took the train down to Toronto to participate in TOJam. Over three days, we hacked together a silly game called Tea Time Quarrel. Since then we’ve had the opportunity to present the game publicly at TOJam Arcade and the Mount Royal Game Society. However, we never got around to officially releasing it… until now!