Aston Martin DB9, or a Memorable Game People Love and a Career?
helava says,
Apprently Jonathan Blow spent $180K of his own money developing Braid. For a game that's been as well received as Braid, I'm sure he'll make his money back (if he receives $10 of the $15 each, and he's sold 30K copies so far, seems like he should already be in the black, even with other investors).
More, though, he's made a game that'll guarantee him a lucrative career in the industry. Love it or hate it (I met someone today who hated it), it's an audacious game, and one that I'm really, really enjoying so far.
Article excerpt from kotaku.com —
"You like Braid ? We like Braid . Loads of people like Braid , in fact, as it's doing all kinds of excellent things to the Xbox Live Arcade sales charts at the moment. Yet creator Jonathan Blow isn't busting out the high-fives and popped corks just yet: he said earlier in the week the game still had some selling to do to get him out of...
Read the full article at kotaku.com »
Read the full article at kotaku.com »
Posted 3 years ago
I actually worked with him on this... YEARS ago. I admire his dedication, and my son loves the game, but I personally do not enjoy platformers. Maybe its because I have made so many and am a jaded bastard, or maybe because it is the exact same game I saw all those years ago with a layer of artistic shine on it. I was going to buy it, but I only have 880 MS points right now ao no dice. Hopefully this will make developers give inide games a fighting chance, but I doubt it.
Posted 3 years ago
I don't know if MS published the game or if he published it through XNA, but I've heard him complain that he's getting only a very small cut of the $15. If that's the case, he's probably not getting the standard MS/publisher split.
Posted 3 years ago
It seems like Braid's the sort of game where if you worked on it and know the ... crux of the various puzzles, it'd get boring and tiresome really quickly. I can't even see bothering to do the speed run once I'm done, as the game really rests on the "Oh! Aha!" moment when you figure out the solution to a problem, and once you've solved that, it's just a really short, boring platformer.
That said, a lot of the puzzles have been wickedly creative (the World 1 "puzzle" solution was incredible), and I'm looking forward to playing it more.
That said, a lot of the puzzles have been wickedly creative (the World 1 "puzzle" solution was incredible), and I'm looking forward to playing it more.
Posted 3 years ago
Between this, Bionic Commando Rearmed, and the re-released of a fixed version of Switchball I feel like XBLA has had better games on it these last two months than the retail market.
Posted 3 years ago
My favorite thing about Bionic Commando: Rearmed is the menu UI. So simple, yet so gorgeous. I'm so tired of the same old menu systems.
Posted 3 years ago
I really liked that the demo text for Bionic Commando Rearmed was funny, and really self-referential.
Posted 3 years ago
I'm I the only person who thinks this game isn't a platformer? To me, it's a puzzle game that just happens to look like a platformer. Very little of the game play involves traditional platformer skills, like timing a jump correctly.
Posted 3 years ago
No, it's definitely a puzzle game dressed as a platformer. It's pretty entertaining in that regard, because almost any time that you think you need to use hardcore platformer skills to solve a puzzle, you've got the wrong idea in mind.
There's a few times where you've gotta have pretty precise timing for a jump, but the rewind feature makes them almost trivially easy. Great game.
There's a few times where you've gotta have pretty precise timing for a jump, but the rewind feature makes them almost trivially easy. Great game.
Posted 3 years ago
Actually, you know what? It's not a platformer, but it's not really a puzzle game, either.
What it is is an old-school adventure game, but instead of taking the mechanics of text-based adventures, like Zork, it's taken its inspiration from Super Mario Bros.
So instead of picking up stuff and talking to people, you're moving through space and jumping on things. But if you strip everything else away, it's essentially got the same progression as an adventure game. Get an ability/object, use it to solve a puzzle the designer has used as a blocker. Get stuck there, go somewhere else (move to a different world, perhaps), game ends when all puzzles are solved.
What it is is an old-school adventure game, but instead of taking the mechanics of text-based adventures, like Zork, it's taken its inspiration from Super Mario Bros.
So instead of picking up stuff and talking to people, you're moving through space and jumping on things. But if you strip everything else away, it's essentially got the same progression as an adventure game. Get an ability/object, use it to solve a puzzle the designer has used as a blocker. Get stuck there, go somewhere else (move to a different world, perhaps), game ends when all puzzles are solved.
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