Say what you will about golf but it at least gave us crazy golf, so it can’t be all that bad. And if crazy golf – which is surely an arcadey reconfiguring of a game that can often seem tedious and drawn-out – wasn’t good enough by itself, it’s now given us Wonderputt. Wonderputt is everything that crazy golf aspires to be: it’s intricate, devious, and magical.
Beautiful geekery time: some Redditors have been recording their mouse movements while playing PC stalwarts using IOGraphica: virusdotexe playing L4D2, Nastybutler playing TF2, cpadliub playing Quake Live, desports playing DOTA.
With Costume Quest, Stacking and Trenched already in the wild, and Sesame Street: Once Upon A Monster soon to join them, Double Fine's Amnesia Fortnights have proved nothing if not prolific. We speak to studio founder and development legend Tim Schafer about the inspiration for the fortnights and how they've affected the studio's fortunes.
Gabe Newell, co-founder of Valve, has called on Microsoft to relax its terms and conditions and allow other platforms onto Xbox Live so that the upcoming Counter-Strike: Global Offensive can feature Steamworks integration.
UK retailer Game Group has emphatically denied that it has been coercing publishers into guaranteeing it a period of exclusivity before PC games are made available through Steam.
We spent an awful lot of time looking at loading screens while playing Deus Ex: Human Revolution (see our review of the game) - but we really needn’t have. Our problem was playing as an obsessive, but often incompetent, covert agent, hitting reload every time we bumbled out of cover into a guard’s line of sight.
Sony has repeatedly stated that its upcoming PSP successor PlayStation Vita is easy to develop for, and Wipeout 2048 developer Studio Liverpool has told us the claim is fully justified.
In an interview, game director Stuart Tilley tells us: "I think of all the PlayStations I've worked on, which is actually all of them, [Vita is] the easiest one to work with. The guys have given us a really good set of tools, allowing us to get up and running a lot quicker than we have previously, which is really good."
This is sure to reopen wounds, but is worth linking to - remarking on the whole Radical Fishing-Ninja Fishing cloning controversy, Ephriam Knight says that game developers should simply accept it:
Playdead, the Danish developer of Limbo, has told us that it is using the Unity platform for the development of its next project.
In an interview, CEO Dino Patti and game director Arnt Jensen explain that the decision was prompted by their experience of using a proprietary engine in development of Limbo.
Even the name tries to do too much. EYE: Divine Cybermancy is aimed so far beyond the capabilities of ten-person development team Streum On Studios that it doesn’t think to fix to the fundamentals upon which its highfalutin concept relies.
Featuring an in-depth look at Sony's powerful new Vita handheld as well as the first wave of games we can expect to play on it, the mag should start falling on subscribers doormats today and will be available from UK newsagents and Zinio on August 30.
We speak to Jaakko Iisalo, the man who gave life to Rovio's Angry Birds and find out from Valve composer Mike Morasky what it took to build Portal 2's soundtrack.