Showing posts with label Books. Show all posts
Showing posts with label Books. Show all posts

Nov 19, 2020

A Wild Book Appears

 

Time flies, and it seems I hadn't updated my dear and undead blog in over two years. So, well, thought I'd drop by, say hi, and let my sole surviving reader know that Virtual Cities has finally been published. You can find all about that atlas and exploration of 45 iconic video game cities, and even purchase your copy, here.  

See you next year! Hopefully.

Dec 7, 2018

The Winter Menagerie

Things keep on happening, cities keep on imagining themselves, games keep on being conjured, and I thought I should update a bit you on what I've been up to those past few months.

Mainly, I have been focusing on the forthcoming Virtual Cities atlas we've been working on for over a year now with friend, and visual artist Maria Kallikaki. We just announced the cities that will be included in the book, are working like crazy on its texts, illustrations, and maps, making good progress, and seem to be on schedule to deliver the finished manuscript to Unbound early in 2019.

I have also been helping shape the city, and environment of narrative game Lake by gamious, and doing things on a very secret, very exciting game with indie studio beyondthosehills. More info on those projects, as well as on a certain something I can't quite mention yet, soon-ish. And, yes, the still un-named board game, and the Blood Bludgeon RPG are still very slowly being worked on too.

On the writing front, I did start the CityCraft column about the design of game cities for the excellent, new, and dev-focused gaming mag Wireframe. The first three issues have already been released, and you can order them (or download the free PDFs) here. If you want to read something slightly less technical, here's the Designing death in the virtual city essay I wrote for the Wellcome Collection, and here's my AdventureX '18 talk (Narratives In Urbanism & Storytelling Cities) for the more audiovisual types:


And did I mention I appeared in a documentary too? Well, I did, and you can watch this lovely thing on video games and cities (in Spanish mostly, but it's been subtitled, and I do speak in English) on YouTube:


Cheers!

Jul 6, 2018

An Update That's All About Interviews

One of the unexpected (and utterly lovely) side effects of the Virtual Cities pre-order/crowdfunding campaign was that I actually got to discuss my work on game urbanism with some incredibly interesting/lovely people. The book, real world cities, design techniques, science and art, atmosphere, and all sorts of hopefully intriguing matters were touched upon in a series of interviews I thoroughly enjoyed. Here they are:








May 19, 2018

Virtual Cities: An Atlas & Exploration of Video Game Cities

Go, go! Pledge, support, spread the word, and help make the first atlas of videogaming a very real reality! Here's the link: https://unbound.com/books/virtual-cities/


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PS. Thanks so much! You know I love you.

Oct 6, 2016

Game Cities: Five Equally Essential Books

Feeling that five books can never be enough --let alone cover the bare essentials of applied imaginary urbanism-- here is a list of another five books that will hopefully help you further understand cities, and design or tweak the ones about to appear in your game. It is, mind you, a proven list of books that has already assisted me in tackling the game worlds of a variety of projects. So...

Let's start with a classic; none other than Italo Calvino's literary masterpiece Invisible Cities. Though far from a technical handbook, this rather famous work is the darling of each and every urbanist, planner, and/or city geographer I have ever met. It follows Marco Polo as he explores dozens of fantastical, whimsical, and wildly imaginative cities, and describes them to the ageing Kublai Khan. Each city is fundamentally different to the other ones, and over the two or so pages that are dedicated to it, explores a different idea. One city might look like a ship from the desert and a camel from the sea, whereas another one might be hanging over the abyss, or be sitting atop a huge necropolis mirroring it and encompassing its past. Each of said cities could obviously help inspire an entire game world by itself, or even allow us glimpses at the reality of the human condition or, at the very least, its built expressions.  

A Burglar's Guide to the City by Geoff Manaugh wasn't what I expected it to be, and though it really does help with providing a vastly different approach to viewing the urban environment --as a burglar and thus as someone not constrained by doors and the accepted use of urban space-- it isn't as thorough and methodical in its approach as I would have liked it to be. Still, the Burglar's Guide is a fine source of inspiration, and, unexpectedly, a very handy tool when it comes to actually approaching level design on the city level. The fact that it made me think of other alternate approaches to the use of urban space --say by a beggar, a dissident, or a prostitute, to name a few-- can only be considered a good thing. 

If you are working on a dystopic setting though, what you simply need to read is Evil Paradises (edited by Mike Davis and Daniel Bertrand Monk). It is a provocative, varied, and thought-provoking collection of texts, focusing on the horrible utopias pure capitalism has created for itself in cities, deserts, and even the oceans. A multi-faceted examination of how the (impressively innovative) utopia of the rich is bound to become the dystopia of the poor, the book covers places from Dubai and Orange County, to Kabul and Beijing. It features the words of urbanists, geographers, architects, planners, historians, and even China Miéville.

The Spotter's Guide To Urban Engineering was suggested to me by former PC Gamer US editor Logan Decker, and, despite trusting the man's taste and knowledge, I frankly didn't quite know what to expect. Happily, I ran into an excellent book covering everything regarding the foundations of the modern city. Everything I was taught when studying to become an engineer has been condensed, illustrated, and brilliantly presented in a way that will make sense to all sorts of creative and not-so-creative people. Infrastructure, materials, technology, roads, nuclear plants, communication networks, sewage systems, and all sorts of other mostly ignored crucial bits of the urban tissue get presented in a useful, and, most importantly, implementable way. 

Cities of the World - A History In Maps by Peter Whitehead does exactly what it says on the cover. It crams centuries of global urban history into its couple hundred lush 9"x12.2" pages, and shows it off with short texts and some wonderful cartography. Major cities across all continents are showcased, and unique insights into their history as well as the whole of the history of cities are provided. As for the 16th century map of Venice by Ignazio Danti you'll find in this book, well, it's a masterpiece. 

Related @ Gnome's Lair:

Jun 17, 2016

Out of the blue and Into The Basilica

Sometimes my brain works in mysterious ways. Some other times the poor thing gets hopefully confused, and on even rarer occasions it decides people should have free access to the Into The Basilica: Revisited PDF. Why? Well, because I think it's a nice little booklet I had fun putting together, and because it's a document oozing misguided pre-launch optimism. Oh, and it's not been available anywhere else since that one time it appeared as a Bundle In A Box bonus.

Also, the pictures in it are interesting, as are the words. Apparently and for some incredibly odd reason I still have fond memories of the making of Droidscape: Basilica too...

Feb 25, 2016

Game Cities: Five Essential Books

Despite what many seem to naively and inexplicably believe, designing a more or less fictional (and in equal measures functional) city is not an easy thing to do. Even less so when it's a city that will have to take a myriad of technical and cost constraints into consideration; a videogame city. Still, one has to start from some place and should one actually desire to come up with something believable and interesting, well, I do suggest one starts by reading through the five books I'm about to suggest.

A word of warning though: It would be wise to keep in mind that, what with cities being the incredibly complex and dynamic entities they are, five books could never be enough. Every imaginary urban place project I've worked on, for example, did indeed require quite a lot of fresh research and I've been studying cities since the late '90s.

On to the books:

The City In History by Lewis Mumford. 650 pages of exquisitely written history that go beyond merely presenting readers with the exciting story of urbanism from the neolithic to the modern era, and actually attempt to define the essence of the city. To identify its core and understand its function, while presenting readers with an amazing journey through human evolution, philosophy, architecture, planning, politics and art. If one ever hopes to truly understand any urban environment, one simply has to have read Mumford's classic, definitive work.  

Good City Form by Kevin Lynch is, despite its narrower scope, another classic that has defined contemporary urban thought. It may not be as all encompassing and grand in its ambition, but it does focus on the visual aspects of the city and is thus crucial when it comes to the quite visual medium of videogames. Good City Form examines and reviews the physical forms of the city, its image, its planning, its design and its structure and is thus a very handy tool for every designer of places both imaginary and real.

Imaginary Cities by Darran Anderson. A recently released and unexpectedly excellent book that, you'll be happy to know, is not aimed at planners and/or architects. It's a book that effortlessly moves from Cavafy's barbarians and Wright's unrealized projects to revolutionary Hungary, post-revolutionary Russia and the wildest sci-fi urbanism, only to return to Bruno Taut, the pirate utopia of Libertatia and the mad Great War heroics of Gropius. A book that will definitely inspire and get you both thinking and imagining.

City of Quartz by Mike Davis. Often described as the work that predicted the Rodney King riots, the City of Quartz impressively does what it says on the cover: it excavates the future in Los Angeles by exploring an immensely intriguing and very existing contemporary dystopia and its brief but brutal history of breakneck evolution. What's more, the book manages to showcase just how complex, dynamic and vibrant every city is, while simultaneously telling a story involving Chandler, Brecht and some absolutely excellent jazz.

Key Concepts in Urban Studies by M. Gottdiener and Leslie Budd. Back when I was actively teaching people about cities, geography and planning this was the book I had used the most in order to provide students with a spherical knowledge of the field. It's a small, excellently researched and up to date work that swiftly covers an impressive variety of subjects from housing and gentrification to the models of urban growth and suburbanization.

[In the off chance you are fluent in Greek, I'd suggest you also read my PhD thesis. It's freely available online here and it will cover most of your metropolitan and theoretical needs.]

Related @ Gnome's Lair:

Sep 16, 2015

Vince Twelve's Prophetica -- A Graphic Novel

Remember Vince Twelve? Why, he's the dashing young man responsible for sci-fi adventure gaming masterpiece Resonance and was the plucky lad I interviewed ages ago for this very blog. See? You really should remember Vince. He's great, he is.

Oh, and apparently and with the help of such excellent artists as Tim Mayer, Jason Wordie and Chris Wolfgang he just released Prophetica; a truly brilliant and exclusively digital graphic novel. A wonderfully and uniquely illustrated story (also in widescreen!) with some highly intriguing things to say about the dialectics of tradition and oppression. About people and odd fantasy worlds. About religion and horror.

Prophetica can be bought and downloaded as .pdf, .cbr and .cbz for the price of your choice, though, of course, you can always wait and read it page-by-page over at its site. New pages will be released every Monday, Wednesday, and Friday, but do please keep in mind that the downloadable version is indeed lovely and artists do need all the support they can get.

May 5, 2015

Let's Tell A Story Together

Words can do amazing things. Beautiful things. Ageless things. And though interactive words haven't yet managed to surpass the things static, printed words have accomplished --which is only natural for a particular sort of words that has been around for mere decades-- they have managed to create a more literary, more engaging and, usually, more demanding genre of gaming: interactive fiction. Or text adventures, but let's not argue terminology here.

Jimmy Maher does after all cover terms and definitions brilliantly at the beginning of his 2006 book Let's Tell A Story Together (A History of Interactive Fiction). Actually, Mr. Maher does an impressive job of getting you all excited about interactive words, introducing you to the many charms and idiosyncrasies of the parser, the intricacies of designing text adventures and even a more or less complete history of interactive fiction and its evolution.

From the late seventies and Adventure to Infocom's golden era and contemporary interactive fiction, Maher's book really does save me the trouble of doing anything beyond suggesting you read it. Read it even you've never dabbled with a parser in your life, read it if you have always loved the genre and, by all means, read it if you are an interactive fiction author. 

Let's Tell A Story Together, besides being well written and thoroughly researched, offers unique insights into defining text adventures and a comprehensive approach that covers over 30 years of parser driven gaming. Handily, it's also generously available for free both as an online hypertext and downloadable ebook.

Related @ Gnome's Lair:

Sep 18, 2014

Game Books From Transylvania to Na Pali

Reading is good for you, you know, and reading about games can be incredibly enjoyable too. Yes, odd, I know, but books about games do not have to be manuals on level or game design. Nor do they have to be about programming. They can be everything from wonderful strolls through alien worlds to exhaustive write-ups on classic series.

They can be just like HardcoreGaming 101 Presents: Castlevania or Escape to Na Pali. Two vastly different books I have really enjoyed reading and have somehow intrigued me enough to replay a game I had mostly forgotten and, well, properly give the Castlevania games a try.

The first of them two books, the first to be released that is, Escape to Na Pali: A Journey to the Unreal was written by Alan Williamson and Kaitlin Tremblay and is a 110 pages long exploration of the first cinematic FPS. It also is a very well written journey through Unreal's planet, history and culture, complete with essays on whimsical architecture, world building and even narrative design. Oh, and some interesting ideas on the fusion of fantasy and sci-fi elements.

Interestingly, I'm fairly certain that Escape to Na Pali can be enjoyed by people who have never heard of Unreal. I've even used it to convince a friend who hasn't played any games in over a decade, that some interesting things can and do happen in our interactive medium.

Surely, the same friend wouldn't be too interested in the book about Castlevania, but, being a huge fan of the detailed articles over at HardcoreGaming 101, I must admit I absolutely loved their Castlevania offering.

Yes, it's aimed at the gaming connoisseur, but it's brilliant, brilliant specialist stuff. It's complete, thoroughly research, exhaustive, lavishly illustrated and up to the usual lovely writing standard of HG101. And it does really cover everything there is to be written about Konami's genre defining classic, including more than a few installments I had never heard of.

Also, I'm out of words and very sleepy.


Related @ Gnome's Lair:

Reminder: I could really use your support via Patreon in order to survive long enough to make more indie gaming (and gaming in general) words and things. Thanks! 

Sep 9, 2013

It's Behind You: The Making of ZX Spectrum R-Type

Coding on the ZX Spectrum was tough. As was creating decent art and making sure everything moved along at a respectable pace, and that's why a mere glimpse of R-Type running on Sinclair's humble 8-bit was more than enough to drop jaws all around Europe. The thing felt arcade perfect and quite frankly unbelievable, and that's why said conversion is considered one of the machine's finest, while casually finding itself in all sorts of best-of-all-time Speccy lists. 

Finally, you are about to find out how (then) bedroom coder Bob Pape managed to pull it off by reading his just released ebook It's Behind You: The Making of a Computer Game. The 138 pages long book is surprisingly well written, filled with all sorts of information, artwork, ads, bits of code, designs and, well, the complete lowdown on R-Type. Interestingly, you'll also find quite a few words on the Rampage conversion and the whole Spectrum era in there too.

A brilliant and most enlightening read indeed and a freeware PDF you simply have to download! Oh, and do not forget to check out those lovely book extras too.

Feb 11, 2013

How to Contact Press & Entertain the Possibility of Feeding Your Indie Self

If you are an indie developer and aren't aware of the excellent online resource that is Pixel Prospector, you are seriously missing out. It's a true goldmine of information and inspiration, it is. What's more, the Pixel Prospector has compiled an invaluable little PDF booklet about contacting the press: the aptly named How To Contact Press. A free offering I can't help but endorse, as it simply makes sense and covers everything from press releases and press emails to who to contact and how to organize a press kit. Invaluable really!

Jun 15, 2012

A Post-Bundle Lair

The good news is that the very first Bundle In A Box is successfully over and that I have already started working on the next bundle. The excellent news, on the other hand, is that I will actually be taking a few days off, hopefully away from all sorts of digital devices. Before I go though, here are a couple of newsbits I'd like to share:

Jonas Kyratzes has finally unveiled the excellent Lands of Dream site, where he has also made sure even the misguided souls that missed the bundle can buy the utterly brilliant The Sea Will Claim Everything. Oh, and do expect a detailed review of the game some time during the summer.

The indie-loving, game-designing Captain D has released (for the negligible price of $0.99)
Captain Disaster: The Compact eBook Edition. The book comes filled with 11 short stories and something tells me it will have something to do with a forthcoming indie adventure game.

Now, if you'll excuse, I have to pack. See you all in a few days!

May 3, 2012

Rise of the Videogame Zinesters

I hate motivational and/or inspirational books. They are always written by some sort of half-illiterate manager person, are morally dubious and tend to forget (as George Carlin once pointed out) just how motivated Hitler was. Happily, and despite some pretty silly things I've read online, Anna Anthropy's Rise of the Videogame Zinesters is not a motivational book. It's a bleeding manifesto; some sort of a DADA/Bauhaus attempt to strengthen the popular assault on corporate gaming, provide it with the necessary tools for the job and inspire it.

Now and to keep things simple, here's what I have to say: if you ever thought of creating a game, if you ever created one, but even if you have never played a game before yet feel you have things to share with the rest of us, this is a book you simply have to grab.

Rise of the Videogame Zinesters starts off by explaining just what a game is and what it can achieve in order to swiftly focus on games created by individuals; auteur games. Admittedly, this might sound pretentious or even of elitist origins, but, trust me, it's not. Far from it really. What Anna Anthropy wants is for people to express themselves via the creation of games; easily and without the need of assembling teams or raising money. She doesn't attack the other ways of creating them mind (well, she does have a few things to say about the shitty corporate offerings of today). She merely points out that you could and should do it.

Yes, that would indeed be YOU. Probably even me too.

A game after all can be about anything; just like a short story, a poem or a fiery article. It can be personal, political, funny, fun, thought-provoking, wildly innovative, aesthetically important or something its creator simply had to share. What Anna urges us to do with this book is to actually let our creative selves free to, well, create. She even provides with some ideas on the processes, sites and tools that should help us.

What's more, she takes it upon herself to convince us that a game can also be created by anyone: freaks, normals, amateurs, artists, dreamers, dropouts, queers, housewives and probably even those dreaded geeks. Just not fascists; their games are bound to be as grotesque as the insides of their heads, but I digress.

What I wanted to say was that this book is brilliant and very well written indeed. It's most inspiring, deeply personal and filled with helpful tips and ideas and should even come in handy for people professionally creating games. It even reveals some shocking yet not entirely unexpected truths regarding the way game design universities overwork their students in order to prepare them for the notorious crunch big developers will subject them too.

Read it.

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Mar 12, 2012

Future Lovecraft - a book review

Future Lovecraft is not some sort of temporally distanced relative of Howard Philips Lovecraft. Far from it. It is, instead, a book. A proper book, that can also be enjoyed in that newfangled e-book format. A book that has absolutely nothing to do with games, besides the fact that most gamers do seem to have heard of Cthulhu, and a book that's been published by the Insmouth Free Press.

What? No games? Why am I writing about it then? Well, I read it, enjoyed it, was intrigued by the idea behind it and thought I'd let you, oh passionate reader, know. Also thought it would make for a welcome change of pace.

Future Lovecraft, you see, is an anthology of contemporary short stories and poetry inspired by the works of Lovecraft and set sometime in the distant future. It is thus a collection of science fiction literature with a cosmic horror twist, and an approach I always thought would work. Lovecraft's materialist outlook and alien universe were, after all, begging to be explored by spaceships; his elder gods were patiently waiting for adventurous explorers and postapocalyptic fiction could always use Nyarlathotep.

Besides, Lovecraft himself did pen some excellent and very proper sci-fi stories, including the brilliant In The Walls of Eryx.

So, is this anthology any good? Does it fulfill its promise? Yes, yes it does; for the most part at least. You will find a couple of truly brilliant short stories in there and more than a few that, though not masterpieces, will definitely make enjoyable and even interesting reads. Stories definitely worth your time, if only to let them show off their original and odd takes on familiar ideas. 

Then again, there's also the poetry, which I frankly couldn't (and wouldn't) judge. Let's just say that I really can't see sonnets on ominous fungi and old ones replacing Edgar Allan Poe anytime soon and leave it at that. Then again, I did only read three of the included poems and those were the shorter ones.

Anyway. You probably already know whether you care for this sort of thing... You can find out more about Future Lovecraft (and obviously purchase a very reasonably priced copy) here. Let me just say it's brilliantly illustrated and that it did keep me some lovely -and varied- company. 

Related @ Gnome's Lair:

Nov 18, 2011

Game Machines 1972-2012

The original Game.Machines: The encyclopedia of Consoles, handhelds & home computers 1972-2005 by Winnie Foster is one of the gaming books I've enjoyed the most. It is a richly illustrated, full-colour, excellently organized, well-written, well-researched and highly informative examination of gaming hardware covering everything from the 1972 Magnavox Odyssey and the Apple II to the Sega Dreamcast and the Sony PSP.

What's more, and besides classics such as the ZX Spectrum, the NES, the Sega MegaDrive or the Amiga 500 and contemporary offering like the Xbox and the Nintendo DS, a huge variety of obscure and rare machines are also getting detailed and visually lush entries that cover their history, games, accessories, various models and evolution. The Interton VC 4000, the Sharp MZ, the Entex Adventurevision, the Commodore C116, the Amstrad GX4000, the Sharp X68000, the IBM PC Jr, the iQue, the Pippin, the Nuon and the NEC PC-FX all get their pages and we (you and me reader, it's always you and me) get a glimpse at the wonderful history of gaming.

Enough with the name-dropping though. What actually matters is that for quite some time now the book has been out-of-print and thus selling for exorbitant prices over at eBay and Amazon and that GamePlan, the book's publisher, has prepared a brand new and updated edition of the book that will launch on the 5th of this very December. It will apparently be a bigger, better, 248-pages long version that will also cover our contemporary HD and iPhone-infested gaming era. You can preorder Game Machines 1972-2012 and find out more over at GamePlan Books

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Aug 22, 2011

A C64 Walkabout Book Review

As I love books, care for retro games, deeply appreciate the Commodore 64 and don't have the disposable income to entertain myself in more extravagant ways, a little $1 ebook called A Commodore 64 Walkabout was both tantalizing and within reach. I thus digitally grabbed it, was pretty amazed I had bought it in a huge variety of formats ranging from PDF to them Kindle-loving .mobi files, promptly loaded the thing on my Kindle and started reading, while simultaneously noticing it was written by Robinson Manson. Yes, the same person that happily runs the excellent C64 Walkabout retro site.

Now, the book might generally and rather oddly be aimed at people that aren't so much into retro gaming and collecting (especially of the Commodore variety) just yet, what with its extended introduction on the joys of classic hardware and gaming, but there's quite a bit more to it than that. Mind you, as a beginner's guide to emulating and enjoying the hundreds of classic C64 and VIC-20 games the C64 Walkabout is pretty much excellent. It lets readers in on a bit of history, what emulators to grab, where to find the games, utilities and demos they'll need, how to run them via emulation and even suggest some rather lovely titles.

It's also pretty good when it comes to collecting hardware, though it rather infuriatingly chooses to focus on the VIC-20 and actually for the most part ignore the Commodore 64 itself. Now, you might call me an idiosyncratically grumpy person, but when I do read a C64 book, I do expect C64 content to outweigh VIC-20 one. Not that this isn't the case throughout the book, mind, but I would really love to read an equally detailed piece on collecting C64 hardware.

Said minor annoyance aside, the book is pretty lovely and actually unique as, unlike most retro publications, it does go for a more personal feel, which is frankly brilliant; Mr. Mason, you see, does have a thing for CRPGs and text-adventures and isn't afraid to even walk readers through the more obscure ones like Castle of Spirits. Actually, many of the included games are presented with all the info you'd ever need to get them running on a modern PCs, as well as a short play-guide and -in selected cases- are impressively accompanied by a creator's interview.

As an added bonus the Commodore 64 Walkabout doesn't limit itself to games either. A whole section of the book details the productive and creative aspects of the machine, with SID music being of course the most prominent. The modern remix scene is briefly presented, the needed programs are examined and some lovely tunes are suggested, though what I particularly enjoyed, what really convinced me to take the time and suggest this book, was the look at the Micro Illustrator art package. Why? Well, why not?

Verdict: A lovely, personal book for the Commodore 64 and VIC-20 micros that keeps in mind that some people might have only recently been retro-intrigued.   

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Jul 15, 2011

250 Indie Games You Must Play - a book review

Even you, oh precious and gentle reader, wouldn't probably be aware of the shocking truth that books are a pretty important part of my life; important enough to have actually turned themselves into a professional (yet far from profitable) endeavor. Why tell you this though? Well, to convince you that I really care both about books and their aesthetics and then go on and let you on in another cosmic truth: 250 Indie Games You Must Play is a truly beautiful book.

The text is excellently spaced, the book is printed in full glorious and -trust me- expensive colour, the cover is brilliant, the attention to detail superb, the font selection wise, the quality of the paper way above average and each page is impressively lovely. What's more, it's a really great book too.

Then again you should have already figured this out from the Mike Rose (he's the book's author and one of the journalists I truly appreciate) interview posted not so long ago, and have already had your very own copy of 250 Indie Games You Must Play delivered. The book is, after all, an amazing compendium of indie games featuring 250 of the most characteristic, successful, artistic and/or brilliant ones. It's a book that could even introduce obsessed mainstream gamers to the amazing and wildly innovative world of indie games, by showcasing their  (the games' not the gamers', mind) variety, the diverse genres they cover, their unique aesthetics and some of their ground-breaking game mechanics. It also happens to be a book that hardcore indie gamers and even developers will both enjoy and find extremely helpful; it's an excellent guide to the brave new world of quality gaming.

Each of the 250 entries included, you see, comes with a screenshot, a short yet informative and very well written review, and a very handy (and simple to type) link to the game. What's more, most of the games included are free to play, and as the book consists of three main parts -namely download games, browser-based games and commercial games- an excellent selection of commercial games is also featured. Among them 250 you'll find everything from 10 second satirical games like Run Jesus Run and Derek Yu's Spelunky to Oddbob's frantic SYNSO collection and the brilliant platformer VVVVVV. I must admit though that I also discovered -and of course played- more than a few games I had never heard of, with Hummingbird Mind and Man Enough being prime examples of the sort. 

Actually, were it not for the amazing selection of titles on offer and my deeply scientific need to play and replay most of them (for research reasons obviously), this review would have appeared two weeks earlier. Oh well, it's too never late I suppose. Here is the link you'll be needing. And if you follow my advice and buy 250 Indie Games You Must Play, you'll even discover what many indie game developers have to say for indie games themselves.

Verdict: An excellent and beautiful book -an essential guide actually- on indie games, that gamers of all persuasions should grab.   


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Jun 27, 2011

Book Review: The Guide to Classic Graphic Adventures

A 772 pages long book on adventure games might not be enough to cover everything the genre has to offer, but would definitely be the most expansive attempt to put the history of the graphic adventure game to paper. Especially if said book also managed to brilliantly review over 300 of the most important and interesting games, while simultaneously providing with some excellent interviews with creative legends such as Bob Bates, Al Lowe, Josh Mandel and Corey Cole. Happily, The Guide to Classic Graphic Adventures by Hardcore Gaming 101 is such a book; actually it's the only book that manages to impressively pull such a trick, without making any quality concessions.

Under the guidance of Kurt Kalata and using the wealth of the HG101 site to build upon, the writers that helped make this book a reality have accomplished a most impressive feat. They cover each and every game Sierra, Lucasarts, Dynamix, ICOM, Access and Legend ever produced (that would be roughly half the book and would include more than a few truly obscure games I had never heard of) and then move on to cover the multitude of smaller, less remembered and even contemporary developers and games, meaning that, yes, seasoned adventurers will discover more than a few gems they missed.

The Guide to Classic Adventures thus proudly includes recent indie gems such as Time Gentlemen, Please!, The Blackwell Legacy and 5 Days a Stranger, along classics of the caliber of Snatcher, The Last Express, The Neverhood, Sanitarium, Blood Net and Simon the Sorcerer, while also happily enlightening me (and hopefully you) on such vaguely remembered offerings as Plan 9 from Outer Space, Fascination, Nippon Safes, Noctropolis and the Fish Files, just to drop a few names.  

What's more, each review, for the book provides pieces that do feel quite a bit like extended reviews, is in most cases an extensive piece detailing the game's history, describing its plot and characters, critiquing its interface and puzzles, estimating its influence on the genre, providing with emulation and translation options, suggesting fan remakes and generally giving an excellent idea of what the game is all about. Granted, some of the minor entries aren't that extensive, but what really matters is that everything is very well written indeed, highly enlightening and mostly (well, within reason) spoiler free. Even more impressively the book avoids getting overtly nostalgic and isn't afraid to point out glaring faults of well-known designers like, uhm, Roberta Williams. It feels so unbiased it actually convinced me, after years of stubborn refusal, to give Riven a try.   

You can find out more about The Guide to Classic Adventures and of course grab a copy right here. Mind you, this review was based on the Kindle version of the book.

Verdict: An absolutely excellent book every adventure gamer and -obviously- adventure game designer simply has to own. It's the closest we've got to a properly printed graphic adventure encyclopedia. Buy it. Now.

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May 17, 2011

Book review: Writing for Video Games

Steve Ince, a truly experienced game designer, indie developer, artist and writer and a man who has worked on such classics as the Broken Sword series, Beneath a Steel Sky, In Cold Blood and The Witcher, also happens to be the author of Writing for Video Games. A book that -happily and among other things- does exactly what it says on the tin; excellently so.

Writing for Video Games, you see, is mainly focused on its intended audience of actual, professional writers that are interested in working in the games industry. Writers that most probably had, up to a point obviously, only a passing interest in gaming or writers that, despite being gamers themselves, have never worked on such a project as a full blown modern game. That's the reason Steven Ince goes into great pains in order to successfully provide them with an extensive review of the industry, its history, its logic, its inner workings, its demands and its genres.

He then goes on to describe the game creation process itself, while making sure the role of the writer and the particularities of game plot, point of view and dialogue take center stage. He actually goes as far as providing example dialog scripts (in something resembling your average scripting C-like logic), explaining the concept of interactive storytelling and even detailing the voice recording process of a contemporary AAA title. What's more, the book also covers a few basics of narrative as employed in video games, localisation issues, technical writing and even the ways an author should approach publishers and developers.

What Writing for Video Games doesn't attempt to do, is teach you how to actually write. You are, after all, supposed to be a writer. Then again, even if you aren't, but are actually working in video games, it should help you understand how to cooperate with the more literate among us and also provide more than a few valuable tips for indie and less experienced developers. 

Writing for Video Games is available both in the more traditional printed format and for your (well, my) Kindle. Find out more about it here.

Verdict: A must read for all gaming's professionals; especially writers and inexperienced developers.

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