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	<title>TOUCHÉ, BITCHES!. &#187; Review</title>
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	<link>http://www.touchebitches.com</link>
	<description>video game criticism, review, news and discussion.</description>
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		<title>REVIEW: Star Guard</title>
		<link>http://www.touchebitches.com/2010/01/review-star-guard.html</link>
		<comments>http://www.touchebitches.com/2010/01/review-star-guard.html#comments</comments>
		<pubDate>Sat, 30 Jan 2010 04:16:53 +0000</pubDate>
		<dc:creator>A. J. Robertson</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[indy games]]></category>
		<category><![CDATA[minimalism]]></category>
		<category><![CDATA[new games]]></category>
		<category><![CDATA[retor]]></category>
		<category><![CDATA[star guard]]></category>
		<category><![CDATA[welcome]]></category>

		<guid isPermaLink="false">http://www.touchebitches.com/?p=484</guid>
		<description><![CDATA[Star Guard Platform: PC/Mac System Requirements: Adobe Flash Player 10 Price: Free Star Guard is a Flash-developed platformer developed by Vacuum Flowers, and is available from their website. This game contains excellent design and animation. It is distinctly retro, and the pixelated graphics are a major shift from the 3D models we are now comfortable [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.touchebitches.com/wp-content/uploads/2009/11/screenshot_02.gif"><img class="alignleft size-thumbnail wp-image-485" title="screenshot_02" src="http://www.touchebitches.com/wp-content/uploads/2009/11/screenshot_02-150x150.gif" alt="screenshot_02" width="74" height="74" /></a><strong>Star Guard</strong><br />
Platform: PC/Mac<br />
System Requirements: Adobe Flash Player 10<br />
Price: Free</p>
<p>Star Guard is a Flash-developed platformer developed by <a href="http://vacuumflowers.com/">Vacuum Flowers</a>, and is available from <a href="http://vacuumflowers.com/star_guard/star_guard.htm">their website</a>.</p>
<p>This game contains excellent design and animation. It is distinctly retro, and the pixelated graphics are a major shift from the 3D models we are now comfortable with. The developer also makes great use of passages of text to describe the story. We are told that an Evil Wizard and his minions have invaded the Hero’s land in his absence, and it is up to him and his fellow soldiers to thwart the Wizard’s scheme. The small passages serve as a stark contrast to the player blasting his way across levels:<br />
“The Last Assault must succeed, or all is lost.”</p>
<p>The simple yet successful sound effects reminds one of the classic sidescrollers of the CGA era, especially Mega Man 3 and 4, right from the offset.</p>
<p>The controls stay true to the game’s simple formula, using Z to jump, X to shoot, and the direction keys to move, like a true 8-bit platformer.<br />
The plethora of checkpoints and the option of unlimited credits make the game one of those rare options for those easily frustrated, and will easily tend to a casual gamer or novices.</p>
<p>The game’s weakness however was the large difficulty spike at the beginning of level eight. The first seven levels seemed to be a breeze, but level eight and nine were quite tricky, and the final boss fight was seemingly impossible. Perhaps a building degree of difficulty, with the final battle being something that requires a fiendish puzzle to solve is something to for the developer to address. It is a shame that the many great ideas introduced earlier on were undone by the moments where it seems that every step requires a near-kamikaze death. Perhaps this was what the developer intended? It is hard to say.</p>
<p>However, despite its flaws it is refreshing to play a free download that harkens back to the days of arcade games, especially in days where video games are designed with mindblowing graphics and incredible visuals.</p>
<p>Some of will play for 5 minutes, and then return to their XBOXs. Others will revisit to try to beat their high score and have a blast. And they’ll be bloody lucky.</p>
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		<title>RunMan: Race Around the World</title>
		<link>http://www.touchebitches.com/2010/01/runman-race-around-the-world-pc.html</link>
		<comments>http://www.touchebitches.com/2010/01/runman-race-around-the-world-pc.html#comments</comments>
		<pubDate>Tue, 26 Jan 2010 13:31:55 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[bluegrass music]]></category>
		<category><![CDATA[colors]]></category>
		<category><![CDATA[ikko taniuchi]]></category>
		<category><![CDATA[indy game]]></category>
		<category><![CDATA[matt thornson]]></category>
		<category><![CDATA[runman]]></category>
		<category><![CDATA[tim sennet]]></category>

		<guid isPermaLink="false">http://www.touchebitches.com/?p=387</guid>
		<description><![CDATA[RunMan: Race Around the World, For PC &#8212; I saw Ikko Taniuchi perform last week. For those of you who aren&#8217;t familiar with him, Taniuchi covers himself in paint and rolls around on a large canvas [1]. It&#8217;s an exercise in the primal joy one gets from rich, solid colors. This is obviously a theme [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><em>RunMan: Race Around the World, For PC</em> &#8212; I saw <a href="http://artabase.net/exhibition/1904-ikko-taniuchi">Ikko Taniuchi</a> perform last week. For those of you who aren&#8217;t familiar with him, Taniuchi covers himself in paint and rolls around on a large canvas [<a href="http://www.flickr.com/photos/aaronplewke/sets/72157608813498843/">1</a>]. It&#8217;s an exercise in the primal joy one gets from rich, solid colors. This is obviously a theme to his art as, accompanying this performance, was an exhibition of <a href="http://www.untilnever.net/projects/age-ikko-taniuchi">works done with crayon</a>. Much like his performance, they focus on the beauty of solid colors and are drawn with a child-like fervor and simplicity [example <a href="http://www.untilnever.net/sites/untilnever.net/files/imagecache/Slideshow/_MG_3937.jpg">1</a> <a href="http://www.untilnever.net/sites/untilnever.net/files/imagecache/Slideshow/_MG_3935.jpg">2</a>]. Which brings me to RunMan&#8230;</p>
<p style="text-align: justify;">Like watching Taniuchi perform, <a href="http://whatareyouwait.info/">RunMan: Race Around the World</a> (<a href="http://wherecouldtom.be/">Tom Sennet</a> &amp; <a href="http://mattmakesgames.com/">Matt Thorson</a>) is also an exploration (and explication) of the joy of solid colors. This must sound like a somewhat underwhelming endorsement, but let me assure that it is not. This game is awesome.</p>
<p style="text-align: justify;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/HOBFv0doiFw&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/HOBFv0doiFw&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">I mean, I haven&#8217;t enjoyed a game this much for some time. Its vibrant pallet, addictive gameplay and the (consciously) kindergarten-quality graphics make for an experience that, simply put, oozes a joy that is sorely missing in a lot of independant games. And the music — oh the music! — adds another gleeful dimension. Like in his other projects, Sennet has used a bunch of public-domain music. In this case it&#8217;s bluegrass. And in a strange way, it accentuates the childlike whimsy inherent in the work as a whole.</p>
<p style="text-align: justify;"><a href="http://www.touchebitches.com/wp-content/uploads/2009/10/taniuchi.jpg"><img class="alignleft size-thumbnail wp-image-389" title="taniuchi" src="http://www.touchebitches.com/wp-content/uploads/2009/10/taniuchi-150x150.jpg" alt="taniuchi" width="150" height="150" /></a><a href="http://www.touchebitches.com/wp-content/uploads/2009/10/149456-runman.jpg"><img class="alignleft size-thumbnail wp-image-388" title="149456-runman" src="http://www.touchebitches.com/wp-content/uploads/2009/10/149456-runman-150x150.jpg" alt="149456-runman" width="150" height="150" /></a></p>
<p style="text-align: justify;">The gameplay isn&#8217;t doing anything revolutionary, but it does hark back to a bygone era of PC platformers; nay, an era of childhood video game memories. And this really important. Not only is it in line with the simplicity of the work (overly complex mechanics would be jarring), but it allows you to enjoy the aesthetics which, I think, make it quite special. The gameplay delivers some basic joys, too — you can bounce of walls (which delivers an enjoyable &#8216;boing&#8217; sound) and run really fast through (yes, through) enemies.</p>
<p style="text-align: justify;">All I can tell you is that I loved RunMan&#8217;s simplicity and aesthetics, namely its simple, elegant and unorthodoxly-orthodox use of colors. Additionally, I applaud the employment of public domain music and also marvel at the brilliant choice of bluegrass. But, like with Taniuchi, I can&#8217;t really convey the  pleasure of experiencing RunMan: Race Around the World in words. My recommendation: go <a href="http://whatareyouwait.info/download.php">download i</a>t (PC ony). You&#8217;ll thank me later.</p>
<p style="text-align: justify;"><em><strong><span style="text-decoration: underline;">Above</span>: </strong></em><strong><em>Ikko Taniuchi&#8217;s untitled 2009, crayon on canvas compared with still from RunMan.</em></strong></p>
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		<title>The Deepening (Flash)</title>
		<link>http://www.touchebitches.com/2009/09/the-deepening-go-deep.html</link>
		<comments>http://www.touchebitches.com/2009/09/the-deepening-go-deep.html#comments</comments>
		<pubDate>Tue, 29 Sep 2009 02:48:08 +0000</pubDate>
		<dc:creator>Chris Fox</dc:creator>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[chris fox]]></category>
		<category><![CDATA[duncan brothers]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[interactive movie]]></category>
		<category><![CDATA[story game]]></category>
		<category><![CDATA[the deepening]]></category>

		<guid isPermaLink="false">http://www.touchebitches.com/?p=341</guid>
		<description><![CDATA[The Deepening is a mini &#8216;choose your own adventure&#8217; game from the Duncan Brothers. Its protagonists are the classic odd-couple: a tight-laced by-the-book-rookie matched up with a psycho and following a growing trend your choices largely revolve around choosing the different paths proposed by either character. OK — enough with the usual review intro BS; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.touchebitches.com/wp-content/uploads/2009/09/deep.jpg"><img class="alignleft size-medium wp-image-364" title="deep" src="http://www.touchebitches.com/wp-content/uploads/2009/09/deep-300x123.jpg" alt="deep" width="300" height="123" /></a>The Deepening is a mini &#8216;choose your own adventure&#8217; game from the <a href="http://www.theduncanbrothers.com/">Duncan Brothers</a>. Its protagonists are the classic odd-couple: a tight-laced by-the-book-rookie matched up with a psycho and following a growing trend your choices largely revolve around choosing the different paths proposed by either character. OK — enough with the usual review intro BS; let&#8217;s get to it&#8230;<br />
<span id="more-341"></span><br />
The Deepening begs some interesting questions: what if the interactive movie genre hadn&#8217;t died out in the 90s; what if flash games were often performed in live action on a shoe-string budget; what if games regularly alluded to 70s American crime dramas? Well, in answer to the first question, <a href="http://en.wikipedia.org/wiki/Starsky_and_Hutch_%28film%29">LA-noir</a> probably does better at the box-office. In answer to the rest, we would see more of games like this. And from The Deepening, this is not really a good thing.</p>
<p>It seems appropriate that a game satirizing a long-past style of cinema should also attempt to resurrect the now-dead interactive movie genre (arguably last prominent in the late &#8217;90s — if you could call it prominence). The game’s artwork, title pages and the actual moment of interaction are rendered in stylized pixel-art. I think they were trying to emphasize — in a rather confused way — the ‘old-school’ feel of the game in general.</p>
<p>Experiences like The Deepening live or die on the appeal of their stories. Being so short (it takes about 10 minutes to ‘play’), it essentially lacks said story and fills in the gaps with hammy, barely passable comedy (incredibly subjective at the best of times). The Duncan Brothers deliver an intentionally cheesy piece which may or may not be your cup of tea. That being said, it left this reviewer cold.</p>
<p>In short, it isn’t going to start an interactive movie renaissance, but there are worse ways to spend ten minutes. And maybe you will get a kick out of the frat boy appeal of The Deepening. After all, it’s free but not really SFW.</p>
<p>Play it <a href="http://www.atom.com/spotlights/deepening/">here.</a></p>
<p><a href="http://www.theduncanbrothers.com/">Duncan Brothers</a>.</p>
<p><em>Chris Fox is an English Computer Games Design student at Staffordshire Uni, dabbling in games commentary and talking too much on the internet. You can find more of his incoherent ramblings at keysakimbo.blogspot.com.</em></p>
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		<title>Dyson (PC)—RTS meditation</title>
		<link>http://www.touchebitches.com/2009/08/dyson-pcrts-meditation.html</link>
		<comments>http://www.touchebitches.com/2009/08/dyson-pcrts-meditation.html#comments</comments>
		<pubDate>Sun, 02 Aug 2009 16:00:00 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://touchebitches.com/?p=27</guid>
		<description><![CDATA[When you hear a game described as an RTS, a few staple images are conjured—elfs and orcs fighting in forests, tanks blasting insectoids out of their burrows, the desolate landscape of Arrakis. So when I heard about the indie RTS Dyson I was kind of intrigued—indie games at large largely call upon platformers, RPGs and [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-family: Helvetica, Arian, sans-serif;">When you hear a game described as an RTS, a few staple images are conjured—elfs and orcs fighting in forests, tanks blasting insectoids out of their burrows, the desolate landscape of </span><a style="font-family: Helvetica, Arian, sans-serif;" href="http://en.wikipedia.org/wiki/Arrakis">Arrakis</a><span style="font-family:Helvetica, Arian, sans-serif;">. So when I heard about the indie RTS <a href="http://www.dyson-game.com/">Dyson</a> I was kind of intrigued—indie games at large largely call upon platformers, RPGs and the ambiguously titled interactive story genre.</span><span style="font-family:Helvetica, Arian, sans-serif;"> How would this game explore, deconstruct or expand the genre as most indies are want to do?</span></p>
<div style="text-align: justify; font-family: Helvetica, Arian, sans-serif;">
<p>Predictably, Dyson is very different to what you&#8217;d typically classify as an RTS. Sure, it&#8217;s got several usual tenets—resource-gathering, army-building, diversification—but it lacks many of the complexities. For example, your army self replicates cutting out much of the macro associated with most RTS games. Likewise, unit attack automatically eliminating micro. But this is not a bad thing!</p></div>
<div style="text-align: justify; font-family: Helvetica, Arian, sans-serif;">
<p>Dyson was <a href="http://www.igf.com/02finalists.html">nominated</a> in several categories at the Independent Games Festival including the Seumas McNally. You see, Dyson is such an immersive game. Not immersive in the way BioShock is, but in a highly aesthetic sort of way. It&#8217;s visually very simple—solid lines, few colors—and it&#8217;s built around a neat engine which provides smooth animation and action. Your units are little seedlings. They glide around in circles and stream from planet to planet as you amass more and more. Mix this with an ambient soundtrack—which is unusual for video games—and you have a highly meditative experience. Imagine Atlas Sound spent two years in a monastery then made a video game—that&#8217;s what Dyson is like. It&#8217;s peaceful, almost abstract and aesthetically-focused game.</div>
<div style="text-align: justify; font-family: Helvetica, Arian, sans-serif;">
<p>But Dyson is very much for the indie-gamer. If it&#8217;s hardcore gameplay you&#8217;re after, you won&#8217;t get much out of the experience. In the current build there is no online play and I can&#8217;t see it being particularly conducive to Dyson. But I don&#8217;t think that&#8217;s the point of Dyson. While I wouldn&#8217;t say it necessarily deconstructs or explores RTS like The Path did RPG, it does expand it by generating a very different experience. It&#8217;ll be interesting to see how it&#8217;s received once it gets a <a href="http://store.steampowered.com/app/900804/">final retail release in October</a>. Will other indie games look to the RTS; how will its aesthetics be perceived?</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/tFF8f5kW7HM&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/tFF8f5kW7HM&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>There is currently <a href="http://www.dyson-game.com/read.php?page=8">a free build available</a>.</div>
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		<item>
		<title>8-bit Weezer</title>
		<link>http://www.touchebitches.com/2009/07/8-bit-weezer.html</link>
		<comments>http://www.touchebitches.com/2009/07/8-bit-weezer.html#comments</comments>
		<pubDate>Thu, 30 Jul 2009 03:30:00 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://touchebitches.com/?p=25</guid>
		<description><![CDATA[Do you like 8-bit pop? Well of course you do! Online bit-pop label Pterodactyl Squad recently came out with a compilation of various chiptune bands covering Weezer songs. When I first heard about this, I was excited. Not only does Weezer smack of my youth but so do the oh so crunchy sounds of Game [...]]]></description>
			<content:encoded><![CDATA[<p><a style="font-family: georgia;" href="http://3.bp.blogspot.com/_1l2pmiA41jU/SnEVvjJlc2I/AAAAAAAAAMw/8UD_UPmlhvg/s1600-h/weezerfrontinsert300.gif" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img id="BLOGGER_PHOTO_ID_5364092537808450402" style="margin: 0pt 5px 0px 0pt; float: left; cursor: pointer; width: 106px; height: 106px;" src="http://3.bp.blogspot.com/_1l2pmiA41jU/SnEVvjJlc2I/AAAAAAAAAMw/8UD_UPmlhvg/s200/weezerfrontinsert300.gif" border="0" alt="" /></a><span style="font-family:georgia;">Do you like 8-bit pop? Well of course you do! Online bit-pop label <a href="http://www.ptesquad.com/">Pterodactyl Squad</a> recently came out with a <a href="http://www.ptesquad.com/more/pte018.html">compilation of various chiptune bands covering Weezer songs</a>. When I first heard about this, I was excited. Not only does Weezer smack of my youth but so do the oh so crunchy sounds of Game Boy, NES and C64 sound cards. And getting to hear some new stuff from </span><a style="font-family: georgia;" href="http://anamanaguchi.com/">Anamanaguchi</a><span style="font-family:georgia;"> and </span><a style="font-family: georgia;" href="http://www.myspace.com/pdfmusic">PDF Format</a><span style="font-family:georgia;"> is also kinda cool.</span></p>
<p class="MsoNormal" style="font-family:georgia;">But as with any compilation<span>–</span>more pertinently, tribute compilations<span>–</span>it&#8217;s hit and miss. The obvious artists shine: Anamanaguchi, <a href="http://www.archive.org/download/PTE018/04TheWorldHasTurnedAndLeftMeHere.mp3"> </a><a href="http://bit.shifter.net/">Bit Shifter</a>, <a href="http://www.videogameorchestra.com/">videogame orchestra</a> and <img src='http://www.touchebitches.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> . I was particularly enamored by <a href="http://www.myspace.com/nordloef">nordloef</a><a href="http://www.myspace.com/nordloef">’s</a> rendition of &#8220;Buddy Holly&#8221;, but I think that’s largely nostalgia. The rest of the album is never bad, but it’s seldom great. I was a little disappointed with PDF Format’s &#8220;You Won’t Get With Me Tonight&#8221; and, despite their cool name, <a href="http://www.myspace.com/unicorndreamattack">Unicorn Dream Attack</a> didn’t amaze me.</p>
<p class="MsoNormal" style="font-family: georgia;">I think it works well because it’s a trip down both memory and <a href="http://www.hipsterrunoff.com/">hipster</a> lane at the same time. One more criticism: it’s called <span style="font-style: italic;">The 8-bit Album</span>; I think it should be called <span style="font-style: italic;">The Beige Album</span>. Bam! Now that&#8217;s genius.</p>
<p class="MsoNormal" style="font-family: georgia;">It&#8217;s free to <a href="http://www.ptesquad.com/more/pte018.html">download</a> under creative commons. Also check out the <a href="http://weezerthe8bitalbum.blogspot.com/">Weezer 8-bit blog</a>.</p>
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<enclosure url="http://www.archive.org/download/PTE018/04TheWorldHasTurnedAndLeftMeHere.mp3" length="9135555" type="audio/mpeg" />
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		<title>Everything That&#8217;s Right About Flash Games</title>
		<link>http://www.touchebitches.com/2009/06/everything-thats-right-about-flash.html</link>
		<comments>http://www.touchebitches.com/2009/06/everything-thats-right-about-flash.html#comments</comments>
		<pubDate>Fri, 26 Jun 2009 04:05:00 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://touchebitches.com/?p=15</guid>
		<description><![CDATA[Just so you know, the game I&#8217;m about to tell you about is so NSFW. It doesn&#8217;t have anything violent or sexual in it, so don&#8217;t fret. And I&#8217;m not saying this because you will forget to eat whilst playing. This mean mofo of a flash game is NSFW because you&#8217;ll want to hide it [...]]]></description>
			<content:encoded><![CDATA[<p><a style="font-family: georgia;" href="http://2.bp.blogspot.com/_1l2pmiA41jU/SkRQ2e8O_vI/AAAAAAAAAHQ/WIgP_R4BzPY/s1600-h/ratc_title.jpg" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"><img id="BLOGGER_PHOTO_ID_5351491154171854578" style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 266px; height: 138px;" src="http://2.bp.blogspot.com/_1l2pmiA41jU/SkRQ2e8O_vI/AAAAAAAAAHQ/WIgP_R4BzPY/s200/ratc_title.jpg" border="0" alt="" /></a><span style="font-family:Georgia;">Just so you know, the game I&#8217;m about to tell you about is so <a href="http://en.wikipedia.org/wiki/NSFW">NSFW</a>. It doesn&#8217;t have anything violent or sexual in it, so don&#8217;t fret. And I&#8217;m not saying this because you will forget to eat whilst playing. This mean mofo of a flash game is NSFW because you&#8217;ll want to hide it from your coworkers and friends so it&#8217;s all yours and no one else&#8217;s; so you can casually mention its awesomeness when someone else brings it up thus asserting your internet wizardry. Seriously, man, I&#8217;m just giving you a heads-up.</span></p>
<p><span style="font-family: Georgia;font-family:Georgia;">I&#8217;m talking about </span><a style="font-family: Georgia;" href="http://2dboy.com/RobotAndTheCities/">Robot and the Cities that Built Him</a><span style="font-family: Georgia;font-family:Georgia;"> made by </span><a style="font-family: Georgia;" href="http://www.kylegabler.com/">Kyle Gabler</a><span style="font-family: Georgia;font-family:Georgia;"> at </span><a style="font-family: Georgia;" href="http://2dboy.com/">2D Boy</a><span style="font-family: Georgia;font-family:Georgia;">. These guys also blew the casual-gaming lobes in our brains with </span><a style="font-family: Georgia;" href="http://2dboy.com/games.php">World of Goo</a><span style="font-family:Georgia;"><span style="font-family: Georgia;">. OK, fine. So I&#8217;ve come to this game quite late. But Robot is something different; something even more addictive than Goo. It&#8217;s a side-scrolling game where you command giant robots who zap passer-by. I mean, </span><span style="font-style: italic; font-family: Georgia;">come on!</span><span style="font-family: Georgia;"> The more people you kill, the more of their hearts you get. In turn, you can use their hearts to upgrade your robots and buy better ones. Read: it&#8217;s as addictive as f&amp;@^.</span></span></p>
<p><span style="font-family:Georgia;">While you get the feeling that you&#8217;ve played something like it before, it has a freshness and eloquence about it. The balance between straightforwardness, progressiveness of gameplay and replayability is fabulous and kept this reviewer who is generally indifferent to flash-fads coming back for more.</span></p>
<p><span style="font-family:Georgia;">It has been around since early 2008 and hasn&#8217;t left its alpha stage, so I&#8217;m excited to see its evolution. But please, don&#8217;t play it around other people. I don&#8217;t want your sister&#8217;s meat-axe of a boyfriend comparing it to Transformers. Uh oh, <span style="font-style: italic;">I&#8217;m one year too late&#8230;</span></span></p>
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		<title>Osmos: OMFG—like, totally the best indy game of the week, yeah?</title>
		<link>http://www.touchebitches.com/2009/06/osmos-omfglike-totally-best-indy-game.html</link>
		<comments>http://www.touchebitches.com/2009/06/osmos-omfglike-totally-best-indy-game.html#comments</comments>
		<pubDate>Sun, 21 Jun 2009 16:19:00 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://touchebitches.com/?p=14</guid>
		<description><![CDATA[I haven&#8217;t seen much written about Hemisphere Games&#8217; Osmos, which won the D2D Vision Award at the 2009 Annual Independent Games Festival. In Osmos, you control a cell-like circle that floats around and absorbs and resorbs other similar circles to make yourself bigger. The aim: to be the biggest. As you go, you meet other [...]]]></description>
			<content:encoded><![CDATA[<p><a style="font-family: georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_1l2pmiA41jU/Sj5ljw30hvI/AAAAAAAAAHI/B_yF2LkpAYs/s1600-h/screenshot.jpg"><img style="margin: 0pt 2px 2px 0pt; float: left; cursor: pointer; width: 139px; height: 104px;" src="http://4.bp.blogspot.com/_1l2pmiA41jU/Sj5ljw30hvI/AAAAAAAAAHI/B_yF2LkpAYs/s200/screenshot.jpg" alt="" id="BLOGGER_PHOTO_ID_5349825072451585778" border="0" /></a><span style=";font-family:Georgia;font-size:100%;"  >I haven&#8217;t seen much written about <a href="http://www.hemispheregames.com/osmos/">Hemisphere Games&#8217;</a> Osmos, which won the</span><span style="font-weight: bold;font-family:Georgia;font-size:100%;"  > </span><span style="font-weight: bold;font-family:Georgia;font-size:100%;"  ><strong face="Georgia" style="font-weight: normal;"><a href="http://www.igf.com/02finalists.html">D2D Vision Award</a> at the <a href="http://www.igf.com/">2009 Annual Independent Games Festival</a>. In Osmos, you control a cell-like circle that floats around and absorbs and resorbs other similar circles to make yourself bigger. The aim: to be the biggest.</strong><strong face="Georgia" style="font-weight: normal;"> As you go, you meet other circles (seemingly) as intelligent as you (read: good AI) and the levels get more challenging. </strong><br /><strong face="Georgia" style="font-weight: normal;"><br />Sound familiar—flOw, Spore, anyone?</p>
<p>But there is a catch—in order to propel yourself around</strong></span><span style="font-weight: bold;font-family:Georgia;font-size:100%;"  ><strong face="Georgia" style="font-weight: normal;">, you must sacrifice some of your size. This makes things tricky becaus you can only digest cells of equal or smaller size. That being said, though, this is really the only major discerning factor in terms of gameplay.</p>
<p>But I preferred this game to others like it. Basically for the sole reason that it has a wicked ambient electro soundtrack. Oh, and it&#8217;s freakin&#8217; pretty. </strong><strong face="Georgia" style="font-weight: normal;">And I was amazed at how well</strong><strong face="Georgia" style="font-weight: normal;"> these two things work together. I mean they work </strong><strong style="font-weight: normal;"> really, really, <span style="font-style: italic;">really</span> well together.</strong><br /><strong style="font-weight: normal;"><br />Because only a <a href="http://www.hemispheregames.com/osmos/">demo</a> is available—which you must check out—it&#8217;s hard to see where or what the &#8220;vision&#8221; is. But I&#8217;d say the award was based on the <a href="http://www.igf.com/02finalists.html#Osmos">sensory and mechanical</a> side of things as opposed to the gameplay.</p>
<p>But seriously. I&#8217;ve sunken a whole heap of time into this game. I think you should too.<br /></strong></span></p>
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		<title>Minimalism in Video Games: considering Blueberry Garden</title>
		<link>http://www.touchebitches.com/2009/06/minimalism-in-gaming-considering.html</link>
		<comments>http://www.touchebitches.com/2009/06/minimalism-in-gaming-considering.html#comments</comments>
		<pubDate>Fri, 19 Jun 2009 05:13:00 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://touchebitches.com/?p=13</guid>
		<description><![CDATA[I tried to write a paper back in 2005 about minimalism in video games. It was a complete failure. The main tenets of minimalism—functional and visual simplicity, bare-bones design, an exposure of the critical elements of its category—seemed to be largely absent from video games. Sure, I managed to describe the components of some games [...]]]></description>
			<content:encoded><![CDATA[<p><a style="font-family: Georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_1l2pmiA41jU/SjkIcALnW-I/AAAAAAAAAGo/BJvaydDhLe8/s1600-h/Fruits+and+trees.jpeg.jpg"><img style="margin: 1pt 4px 0px 0pt; float: left; cursor: pointer; width: 125px; height: 107px;" src="http://3.bp.blogspot.com/_1l2pmiA41jU/SjkIcALnW-I/AAAAAAAAAGo/BJvaydDhLe8/s200/Fruits+and+trees.jpeg.jpg" alt="" id="BLOGGER_PHOTO_ID_5348315309657250786" border="0" /></a><span style="font-family:Georgia;">I tried to write a paper back in 2005 about minimalism in video games. It was a complete failure. The main tenets of minimalism—functional and visual simplicity, bare-bones design, an exposure of the critical elements of its category—seemed to be largely absent from video games. Sure, I managed to describe the components of some games using minimalism, but as an abstract taxonomy, it failed. I had lost all hope for the minimalist approach to games. Until now&#8230;</span></p>
<p><span style="font-family:Georgia;">This week a copy of </span><a style="font-family: Georgia;" href="http://eriksvedang.wordpress.com/blueberrygarden/">Blueberry Garden</a><span style="font-family:Georgia;"> by </span><a style="font-family: Georgia;" href="http://eriksvedang.wordpress.com/">Erik Svedäng</a><span style="font-family:Georgia;"> landed on</span><span style="font-family:Georgia;"> my desktop. After playing it for a few hours, I realized that there was something about it that I just couldn’t quite explain; a </span><span style="font-style: italic;font-family:Georgia;" >je ne sais quoi</span><span style="font-family:Georgia;"> not present in other games. Overtly, it is a very minimal game—the gameplay is simple, the visuals sparse and beautiful, the music is used sparingly. Consequently, it occurred to me that perhaps a minimalist taxonomy could elucidate some of its defining features. You guessed it—it’s time to apply </span><a style="font-family: Georgia;" href="http://en.wikipedia.org/wiki/Minimalism"><span style="font-style: italic;">minimalism</span></a><span style="font-family:Georgia;">.</span></p>
<p><span style="font-family:Georgia;">Before considering the game in these terms, let’s take a brief look at what defines a minimalist text.  For the purposes of this article we can compress the definition to three key components. I don’t purport they are comprehensive, but they give you a working idea:</span>
<ul style="font-family: Georgia;">
<li>Minimalist texts embrace the core elements of their category; they are stripped to their essentials</li>
<li>Features of minimalist texts are highly economical. For example, in a lot of minimalist architecture, one component will serve multiple purposes.</li>
<li>Less is more: much can be expressed by only using simple features. E.g, minimalist writing is defined by an almost complete lack of adjectival phrases, using basic sentence structure and context to convey meaning.</li>
</ul>
<p><span style="font-family:Georgia;">Blueberry Garden arguably embraces these core minimalist values. In the first instance, it is obviously a highly stripped-down game. There is no evident story behind the gameplay and your actions and interactions with the environment are clear-cut (e.g. B will happen if you eat fruit A).</span><span style="font-family:Georgia;"> Compare it with Braid and And Yet it Moves which incorporate new properties—temporal and spacial transfiguration—into the platformer genre. Blueberry Garden doesn’t do this but instead examines a set of core properties.</span></p>
<p><span style="font-family:Georgia;">And it works beautifully. Like Philip Glass made music by isolating melody and rhythm, Erik Svedäng has made a game by isolating the “explore-find item” component of games. This feature, as you will know, is almost universal. So why is it different here? Well, Blueberry Garden doesn’t cloud the explore-find item condition with narrative and gives it no significance beyond it being a function of gameplay. Likewise, you don’t fight bosses to get items or even travel large distances. In this respect, compare it to most RPGs.</span></p>
<p><span style="font-family:Georgia;">In addition, items are economically used as part of the environment. When you discover an object in the game, you and it are transported to a home location. As you discover more items, they stack on top of each other. You then travel from the top of said stack. The higher the stack, the more you can explore. Items serve a purpose that&#8217;s two-fold: 1) as items you must find and 2) as structurally part of the environment.</span></p>
<p><span style="font-family:Georgia;">In music, minimalist compositions often contain repeated patterns and structures. Anyone who’s listened to Philip Glass or Arvo P</span><span style="font-family:Georgia;">ä</span><span style="font-family:Georgia;">rt will be familiar with this. Blueberry Garden forces the player into a set of fixed patterns. But they are good patterns. You explore (fly around, swim, wander), bring items to home, repeat. In fact, the patterns used at the beginning are present at the end. Again, compare to RPGs where you’ll develop new skills, find new items and enter new environments. While most players will recognize patterns in their RPG play that exist throughout but they are varied by said factors; the patterns become buried.</span></p>
<p><a style="font-family: Georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_1l2pmiA41jU/SjkIoowb3sI/AAAAAAAAAGw/OtrzM9Iu73Y/s1600-h/blueberry-garden.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 200px; height: 144px;" src="http://1.bp.blogspot.com/_1l2pmiA41jU/SjkIoowb3sI/AAAAAAAAAGw/OtrzM9Iu73Y/s200/blueberry-garden.jpg" alt="" id="BLOGGER_PHOTO_ID_5348315526707535554" border="0" /></a><span style="font-family:Georgia;"><br />Before concluding, I’d like to briefly address the minimalism in the games audio and visual design. Visually, the game is very minimal. This doesn’t need much explaining, but what is interesting is that there is almost nothing in the environment that isn’t purposeful. This was one of the critical comments made by minimalist art and design: that beauty doesn’t mean complexity; lines and simple colors are enough; </span><span style="font-style: italic;font-family:Georgia;" >less is more</span><span style="font-family:Georgia;">.</span></p>
<p><span style="font-family:Georgia;">Music, I find, also plays an interesting role. It is used sparingly and serves to highlight the sparseness and ranging beauty of the visual elements. Compare this with sculptors and architects who, instead of adding elements to the design itself, used lighting to accentuate aspects of it. That is, the music emphasizes not only the experience of playing but the experience of looking at Blueberry Garden.</span></p>
<p><a style="font-family: Georgia;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_1l2pmiA41jU/SjkI-rLlGGI/AAAAAAAAAG4/O8O5zbt6NDU/s1600-h/springtime.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 200px; height: 160px;" src="http://3.bp.blogspot.com/_1l2pmiA41jU/SjkI-rLlGGI/AAAAAAAAAG4/O8O5zbt6NDU/s200/springtime.jpg" alt="" id="BLOGGER_PHOTO_ID_5348315905315379298" border="0" /></a><br /><span style="font-family:Georgia;">While none of the analogies drawn in this superficial examination between Blueberry Garden and minimalism are perfect, I do feel that they are useful. Similarly, I understand that it&#8217;s meant to be a short, self-contained experimental game, but it works well as an interesting platform for the views put forward here. As such, applying the conclusions of the critique of minimalist work can illuminate some interesting things about this game. But, as always, we are left with some big Qs:</span>
<ul style="font-family: Georgia;">
<li>How might this analysis be compatible with other games?</li>
<li>Is the analysis useful? If so, what new ideas emerge? If not, where does it falter; should we reconsider “minimalism” when we discuss games?</li>
<li>In art and design, minimalism arose out of a reaction to abstract expressionism. Perhaps the components that make Blueberry Garden so interesting arose out of a similar reaction to its contemporaries; graphics-motivated games; and the generally high detail of most games?</li>
<li>How might the ideas of minimalism explain gameplay elements across video games? Could this be a useful tack in explaining things beyond the visual, auditory and text-based?</li>
<li>What more can be said about the visual elements of Blueberry Garden?</li>
</ul>
<p><span style="font-family:Georgia;">The purpose here is not to impose critique from other fields on video games but to work towards a new taxonomy using this critique as a starting point. I hope to to spur debate about these topics in pursuit of these taxonomies. So, you heard me. </span><span style="font-style: italic;font-family:Georgia;" >Debate!</span></p>
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		<title>The Path: one more comment</title>
		<link>http://www.touchebitches.com/2009/06/path-one-more-comment.html</link>
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		<pubDate>Sat, 13 Jun 2009 17:07:00 +0000</pubDate>
		<dc:creator>Touché bitch</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://touchebitches.com/?p=10</guid>
		<description><![CDATA[I don&#8217;t mean to harp-on about this topic, but it seems to have grown in to an interesting discussion. This is largely thanks to a mention on the Tale of Tales website (the creators of The Path). The developers fortunately seemed amiable to my discussion of their use of postmodern techniques. Which brings me to [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-family:Georgia;">I don&#8217;t mean to harp-on about this topic, but it seems to have grown in to an interesting discussion. This is largely thanks to a mention on the </span><a style="font-family: Georgia;" href="http://tale-of-tales.com/blog/2009/06/12/the-postmodernism-of-the-path/">Tale of Tales website</a><span style="font-family:Georgia;"> (the creators of The Path). The developers fortunately seemed amiable to my discussion of their use of postmodern techniques.</span></p>
<p><span style="font-family:Georgia;">Which brings me to this post&#8230;</span></p>
<p><span style="font-family:Georgia;">I mentioned in my </span><a style="font-family: Georgia;" href="http://www.touchebitches.com/2009/06/path-pomo-as-fck.html">original post</a><span style="font-family:Georgia;"> that the game seems to be made &#8220;without a clear narrative&#8221;. I feel the need to clarify this, mostly so I do justice to a well made game. The Path lacks a clear narrative only in so far as you&#8217;re not explicitly told what events &#8220;mean&#8221; and how they relate to each other. Unlike, say, Diablo, where event and quests link directly into a clear narrative that&#8217;s explicitly delivered through the gameplay, The Path just gives you the events and you&#8217;re expected to string them together yourself. You&#8217;re not told why one girl happens upon a TV and another girl a ghostly campsite. You just know they must mean </span><span style="font-style: italic;font-family:Georgia;" >something</span><span style="font-family:Georgia;">. And this something must be determined by you; the player.</span></p>
<p><span style="font-family:Georgia;">The inherent polysemy (multiple-meanings) of texts, as you will know from my previous post, is a tennet of postmodernism. The makers of The Path foregrounded this and succesfully used it to create a rich, satisfying and haunting experience. That being said, maybe I only found it haunting because of the way </span><span style="font-style: italic;font-family:Georgia;" >I</span><span style="font-family:Georgia;"> interpreted the events; maybe I read the events in terms of something in my life; maybe you&#8217;ll interpret them differently and find them funny or sad?</span></p>
<p><span style="font-family:Georgia;">It is a deeply psychological game that is ushering in a new type of game; the postmodern game. Soon, I&#8217;ll consider the HL 2 mod <a href="http://www.thechineseroom.co.uk/esther.htm">Dear Esther</a> in similar terms.</span><span style="font-style: italic;font-family:Georgia;" > Stay tuned!</span></p>
<p><span style="font-family:Georgia;">PS. I refer to it as a game only because this is a convenient term for this type of text. I maintain that whether or not it </span><span style="font-style: italic;font-family:Georgia;" >is</span><span style="font-family:Georgia;"> a game is up to the player and their definitional conclusions.</span></p>
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