Feb. 28, 2015 | 9:29 a.m.
THE PLAYER “The Order: 1886” wants to be a popcorn flick as badly as it does a video game. It’s a hybrid of interactive and cinematic techniques, putting forth the thesis that someday the two media will be intertwined. The game tells old tales — the Knights of the Round Table and werewolf-like creatures make appearances — and it does so with new twists, such as transporting the medieval and the supernatural to a technologically advanced Jack the Ripper-era London. But let’s back up. Within “The Order” is a gun. This gun is special. It fires a round of bullets that leave clouds of smoke, clouds that could be ignited into gloriously bright flames. “The Order” is a lot like this gun. It takes its aim — ambitiously so — and then blows it up. Often, this story of class […]
Feb. 26, 2015 | 10:06 a.m.
Comics icon Stan Lee is about to add a whole new slew of superheroes to his resume. The man whose credits include co-creating Spider-Man, the Fantastic Four and the X-Men will release on March 19 his very own video game, one that boasts such characters as a Russian muscleman named Captain Steamhammer and a kid genius known as Seer. “Stan Lee’s Hero Command” will be available as a free-to-play game for iOS and Android devices. The game will include in-app purchases, details of which have not yet been unveiled, but Lee said in an interview that additional superheroes and missions will be added post-launch. “I like the fact that there are new characters who come along all the time,” Lee said. “Most video games you’re stuck with the characters you get. Here, we’ll have new ones coming aboard all the time. […]
Feb. 21, 2015 | 4:00 a.m.
THE PLAYER Mike Longley’s first commercially released game started with an old Matthew McConaughey comment. “Cameras aren’t guns,” the actor told the Associated Press in 2005. “They can’t really hurt you.” Those words served as a challenge to Longley and his friends, who made it the basis of an all-night “game jam.” Common among game students and the independent community, game jams often function as meet-ups in which developers must explore one theme in a limited amount of time. Longley’s theme? McConaughey. “It was just something he said that was so random,” said Longley, who at the time of the jam in 2014 was close to finishing his degree from USC’s game program. “We took that and said, ‘Well, you can’t hurt someone, but you can hurt their dignity.’ That was enough to make a game about paparazzi and celebrity. […]
Feb. 09, 2015 | 11:58 a.m.
Was your meet-cute at Comic-Con? Do your date nights involve dice or game controllers? Do your love notes feature panels and word bubbles? If so, Hero Complex’s annual Valentine’s Day gift guide is for you and your geeky sweetheart. Whether your lover would rather command the bridge of the U.S.S. Enterprise or ride rogue in the Millennium Falcon, fight with the Avengers or the Justice League, capture ghosts or cast spells, we’ve got you covered for your last-minute gifts. Click through the gallery above for a quick look at our Valentine’s Day selections, or check out the list below, organized by price. Under $25 “Bounden” game, $3.99. Developed by Netherlands-based three-person studio Game Oven in conjunction with the Dutch National Ballet, “Bounden” is a mobile game that aims to teach players ballet, or at least inspire them to get closer […]
Feb. 07, 2015 | 8:55 a.m.
THE PLAYER The Grammy Awards have been progressive when it comes to video games. Since 2000, the Recording Academy has allowed video games to vie against top-flight film and TV series in its visual media category. Only one problem: Not enough people vote for them. In a decade and a half since eligibility, only one video game score has been nominated for a Grammy, Austin Wintory’s 2012 compositions for the meditative independent game “Journey.” It’s not for a lack of options. This round alone saw the games “Transistor,” “The Banner Saga,” “Destiny” and more entered on the Grammy’s initial ballot. Not one got enough votes for a nomination. “I went through the process,” says Darren Korb, whose soundtrack to “Transistor” mixes breathy cabaret songs with sci-fi beats and spine-tingling guitars in five original songs and 18 instrumentals, all designed to […]
Feb. 04, 2015 | 9:07 a.m.
THE PLAYER It isn’t difficult to get a glimpse of harassment in the video game industry. Simply follow the Twitter feeds of a few prominent female game critics or developers. In late January, a handy cheat sheet was provided by Anita Sarkeesian, a prominent cultural critic whose site Feminist Frequency charts the too-often sexist nature of mainstream video games. Sarkeesian revealed on Tumblr what amounted to “a week’s worth of hateful messages”; that is, she posted every despicable missive that was directed at her via Twitter. Many of the comments ask Sarkeesian to, in one way or another, commit suicide. Glimpses of just a few are enough to make anyone want to put down a controller forever, especially those that carry a fatalistic, it-comes-with-the-territory tone. An example, with cleaned-up grammar: “Death threats and rape threats are in the culture of […]
Jan. 24, 2015 | 7:30 a.m.
THE PLAYER Before an interview via video conference even starts, game designer Tim Schafer jots down a message, then holds the note up to the computer screen. “I killed a guy,” it reads. Schafer’s games are laced with humor, and so are his interviews. The independent designer hasn’t of course killed anyone, but he has been accused of killing an entire genre. When Schafer released “Grim Fandango,” a Day of the Dead-style noir, in 1998, its disappointing sales were blamed for dooming the adventure game, a plot-driven field that once had believers thinking games were the new cinema. Yet “Grim Fandango” was so ahead of its time that its time may be now. Today it’s celebrated as one of gaming’s greatest moments, and the title is on the verge of being re-released Tuesday in high-definition for home computers and Sony’s […]
Jan. 24, 2015 | 5:30 a.m.
THE PLAYER The hero at the core of the independent game “Gravity Ghost” is in fact an adolescent: 12-year-old Iona. Even more unusual, she’s dead — an apparition who haunts the solar system, looking for lost souls to save. Far from a ghost story, this title created by Erin Robinson takes a fanciful eye to the afterlife, turning the high-flying spirit into something of an outer space superhero. She treats the cosmos as a giant intergalactic plaything, toying with planets as if they were bouncy balls and turning globes into gelatinous, fish-tank-like orbs. Underlying it all is the sadness that comes with knowing a young life was lost. How Iona died and why she’s on an intergalactic quest becomes the title’s central mystery, lending an air of emotional complexity to a game that explores the wonders of a girl in […]
Jan. 17, 2015 | 5:30 a.m.
THE PLAYER You can battle an Orc king. You can steal a car or maybe a boat. You can even rescue the princess in your plumber overalls. Actions and story arcs are plentiful in most games, but the underlying narrative, malleable it may be, is almost always pre-written. “Elegy for a Dead World” puts forth a different theory. Maybe you, the player, can write the story. Maybe a blank page can be turned into a game. Part writing exercise, part teaching tool and part sci-fi story generator, “Elegy for a Dead World” aims to turn players into budding Arthur C. Clarkes — or at least amateur poets. It’s a high-minded goal, one reflective of the game’s haughty title, and meeting it can be more daunting than facing off against a barrel-throwing ape. Here, the only enemy is a blinking cursor, […]
Jan. 10, 2015 | 5:30 a.m.
THE PLAYER Broadly speaking, games today are becoming easier to play. New formats, such as mobile and downloadable titles, are making games more affordable and more accessible. But at least one veteran Japanese game designer doesn’t care to follow the trend. Hidetaka Miyazaki wants his games to be imposing. He wants players to struggle. He counts on it — relishes it, even. Sure, he wants players to win, but not before they curse him out. “That’s not to say I don’t want to create a product for the masses, but I want something that will be appreciated by the core,” he says, referring to the most die-hard of gamers. His approach is elegantly old school but modernly (some may say maddeningly) unconventional. During a recent interview, the dapper and bespectacled game director arrived in a suit and discussed the joy […]