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	<title>PixelDisk</title>
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	<description>Bringing you the finest independent and free games</description>
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		<title>PixelDisk</title>
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		<title>A quick look at Miner Wars</title>
		<link>http://pixeldisk.wordpress.com/2009/08/23/a-quick-look-at-miner-wars/</link>
		<comments>http://pixeldisk.wordpress.com/2009/08/23/a-quick-look-at-miner-wars/#comments</comments>
		<pubDate>Sun, 23 Aug 2009 22:02:06 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=140</guid>
		<description><![CDATA[I don&#8217;t normally like to talk about games prematurely. I prefer to let a game be released and have the hype cool down before I take a look at it. I also cannot stand MMO&#8217;s. So it&#8217;s a little unusual that I come to you to discuss an unreleased MMO. The game is called Miner [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=140&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t normally like to talk about games prematurely. I prefer to let a game be released and have the hype cool down before I take a look at it. I also cannot stand MMO&#8217;s. So it&#8217;s a little unusual that I come to you to discuss an unreleased MMO. <img class="alignright size-medium wp-image-142" title="MinerWars0022_zoom" src="http://pixeldisk.files.wordpress.com/2009/08/minerwars0022_zoom1.jpg?w=300&#038;h=168" alt="MinerWars0022_zoom" width="300" height="168" /></p>
<p>The game is called <a href="http://www.minerwars.com/Index.aspx">Miner Wars</a>, and it looks fairly interesting. The overall framework appears to be similar to classic space trading games like Elite or Freelancer, but the emphasis is on mining. Mining in space games is has been criminally under-represented: Mining is usually nothing more than shooting little rocks and then beaming up the debris.</p>
<p>Not so in Miner Wars. Asteroids are massive, and fully destructable. The player can use their ship to <em><strong>actually dig networks of tunnels into these planetoid-sized rocks</strong></em> to look for resources and probably fight other miners. This feature alone sounds really cool. I hope the development team, <a href="http://www.keenswh.com/">Keen Software</a>, can follow through with a great execution.</p>
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		<title>FATE</title>
		<link>http://pixeldisk.wordpress.com/2009/05/07/fate/</link>
		<comments>http://pixeldisk.wordpress.com/2009/05/07/fate/#comments</comments>
		<pubDate>Thu, 07 May 2009 18:09:39 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[RPG]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=134</guid>
		<description><![CDATA[Made by: WildTangent Cost: $20 Where to get it: WildTangent Website The gaming industry is one that loves to take the innovative ideas of others and bludgeon them to death with their own shoddy implementations. After Halo introduced the automatic-refilling health meter, for example, every game had to jump on the bandwagon. Earlier, when Sonic the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=134&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li><em><span style="color:#ff0000;"><strong>Made by: </strong><span style="font-style:normal;"><strong>WildTangent</strong></span></span></em><span style="color:#ff0000;"><strong><br />
</strong></span></li>
<li><em><span style="color:#ff0000;"><strong>Cost: </strong><span style="font-style:normal;"><strong>$20</strong></span></span></em><span style="color:#ff0000;"><strong><br />
</strong></span></li>
<li><em><span style="color:#ff0000;"><strong>Where to get it: </strong></span></em><a id="f7b5" title="WildTangent Website" href="http://wildtangent.com/home.html"><span style="color:#ff0000;"><strong>WildTangent Website</strong></span></a></li>
</ul>
<p>The gaming industry is one that loves to take the innovative ideas of others and bludgeon them to death with their own shoddy implementations. After Halo introduced the automatic-refilling health meter, for example, every game had to jump on the bandwagon. Earlier, when Sonic the Hedgehog showed the world that ugly cartoon animals could have &#8216;attitude&#8217; and kids would love it, every single game developer had to make their own, culminating in the amazing brilliance of a <a id="i2e9" title="duck with an extension cord sticking out of it's ass" href="http://en.wikipedia.org/wiki/Socket:_Time_Dominator">duck with an extension cord sticking out of it&#8217;s arse</a>.<img class="alignright size-medium wp-image-135" title="1120708033-fate_3" src="http://pixeldisk.files.wordpress.com/2009/05/1120708033-fate_3.jpg?w=300&#038;h=225" alt="1120708033-fate_3" width="300" height="225" /></p>
<p>FATE proudly continues this tradition by not just ripping off one or two key points, but the <em>entire design docs</em> of Diablo and Diablo II. More precisely, it takes ideas from both of those games, mixes them together and adds a few innovations. This kind of thing would be unacceptable were it not for <strong>1)</strong> the fact that the Diablo series was brilliant and <strong>2)</strong> FATE executes all of these concepts perfectly and sometimes even a little better than its predecessors.</p>
<p>You create an adorably diminutive character, choosing a name, gender and look and start in a village that happens to be right next door to a curiously massive dungeon. You&#8217;re given the task of going deep into the dungeon and taking out some baddie that lives there, presumably minding it&#8217;s own business. You delve into the dungeon, kill monsters, gain levels, collect loot and work your way towards being an unstoppable monster-slaying midget. </p>
<p>If this sounds a lot like Diablo, that&#8217;s because it is. The inventory system is the same, the controls are the same, even some of the sound effects are very similar. </p>
<p>Okay, so you know that it&#8217;s similar to Diablo. What sets it apart? Why should you pay 20 dollars for it?</p>
<p><img class="alignleft size-medium wp-image-136" title="fate2ss-776384" src="http://pixeldisk.files.wordpress.com/2009/05/fate2ss-776384.jpg?w=300&#038;h=225" alt="fate2ss-776384" width="300" height="225" />FATE has a couple of neat innovations that I wish were in Diablo as well. The most significant addition is your pet. In a nod to NetHack, you can choose either a cat or a dog to accompany you in your dungeon delving. In the beginning, your pet is more powerful than you are and will help in battles tremendously. It also has an inventory, and you can load it up with loot and actually send it up to town to sell it all and return to you with the earnings. This helps cut out some of the back-and-forth drudgery that dungeon-hacking games tend to have. You can also feed fish to your pet that you catch to change it into different beasts, making it more powerful and giving it special abilities. </p>
<p>Another innovation is the lack of character classes. As a feature that is surprisingly deep for a &#8216;casual&#8217; title, skill points are used instead of classes to define your characteristics. You&#8217;ll spend them on magic abilities, melee skills or other aspects of your character. You&#8217;re free to spend your points in any way you see fit. I made a dual-sword-wielding summoner and it was fantastic: I ran around the dungeon with two massive Orc cleavers and six Olwbear minions following me and attacking everything in sight. The flexibility available with this system is impressive. </p>
<p>There are many other cool little things about the game, like character retirement and the unusual way the game handles death, but I&#8217;ll leave them for you to discover. One of the best dungeon-crawler games ever is an indie game. If that is your kind of thing, this will be like heaven.</p>
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		<title>Bit.Trip Beat</title>
		<link>http://pixeldisk.wordpress.com/2009/03/18/bittrip-beat/</link>
		<comments>http://pixeldisk.wordpress.com/2009/03/18/bittrip-beat/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 20:40:42 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Music]]></category>
		<category><![CDATA[Wii]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=121</guid>
		<description><![CDATA[Made By: Gaijin Games Cost: $6 Where to get it: Wii Shop Channel Bit.Trip Beat is a perfect example of why indie games are so great. A large publisher would never release a product like this game, rightly deeming it too risky and not profitable enough to bother with. To a small developer like Gaijin, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=121&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li><span style="color:#ff0000;"><strong><em>Made By: </em><a id="fe:1" title="Gaijin Games" href="http://www.gaijingames.com/">Gaijin Games</a></strong></span></li>
<li><span style="color:#ff0000;"><strong><em>Cost: </em>$6</strong></span></li>
<li><span style="color:#ff0000;"><strong><em>Where to get it: </em>Wii Shop Channel</strong></span></li>
</ul>
<div>Bit.Trip Beat is a perfect example of why indie games are so great. A large publisher would never release a product like this game, rightly deeming it too risky and not profitable enough to bother with. To a small developer like Gaijin, however, this kind of small, focused project is what they thrive on. A larger publisher would, by their nature, spend too much money on art assets and overall game length, and then would have to charge around 15 to 20 dollars or more just to get a return on their investment. Gaijin keeps the game small and tight and is able to charge a mere 6 dollars while (presumably) still maintaining a profit. Without indie developers, fun games like this simply wouldn&#8217;t exist.</div>
<div><img class="alignright size-medium wp-image-122" title="screen" src="http://pixeldisk.files.wordpress.com/2009/03/large.jpg?w=300&#038;h=164" alt="screen" width="300" height="164" /></div>
<div>Bit.Trip Beat is a rhythm-action game that combines concepts from Pong, Activision&#8217;s classic Atari game Kaboom!, side-scrolling shooters like Gradius and R-Type and Sega&#8217;s whacked-out musical shooter Rez. Now that you&#8217;re thoroughly confused I&#8217;ll explain it in better detail: you hold the Wii remote NES-style and then tilt it back and forth (like the old Atari paddle controllers) to move a very Pong-like paddle on the left side of the screen up and down. It&#8217;s very intuitive and responsive. In classic scrolling-shooter style, pixels will fly from the right side of the screen to the rhythm of the music and it&#8217;s your job to knock them back.</p>
<p>It starts off really simple, with pixels just following the 4/4 beat, but it only takes about a minute before the designers start throwing completely counter-intuitive patterns at you (in a good way). Pixels will come at you in various formations and you must use a combination of reflexes and pattern memorization to make sure nothing gets past your paddle.</p></div>
<div>Your goal in this is to achieve a high score. Get enough consecutive hits and the game goes into &#8216;mega,&#8217; a state in which the music becomes more dramatic and consecutive hits add to a point multiplier. Miss too many and you enter &#8216;nether,&#8217; a monochromatic state that you must crawl your way out of in order to start scoring points again. Too many more misses in the &#8216;nether&#8217; state will end your game. Trying to maintain a high multiplier is a heart-attack inducing experience and, along with the pumping tunes, is the main draw of the game.</div>
<div><img class="alignleft size-medium wp-image-124" title="screen_2" src="http://pixeldisk.files.wordpress.com/2009/03/btb126090051.png?w=300&#038;h=164" alt="screen_2" width="300" height="164" /></div>
<div>All this musical action is accomplished with some truly wicked 8-bit chiptunes. A curious genre that didn&#8217;t exist 10 years ago, chip-style music works best in a situation like this, a self-referential ode to a bygone era. Modern style and synthesis has been mixed in with the old, making for a very stylish and cutting-edge sound.</div>
<div>There are only three levels, but like the old Atari games that it&#8217;s based on, the challenge lies not in the length, but in developing absolute perfection with what is given to you. According to Alex Neuse of Gaijin Games, this is the first in a series of retro-themed music games, so be on the lookout for the next ones.  If you have a Wii, buy this game and support the indie scene. It&#8217;s games like this that make that scene so cool.</div>
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		<title>Procedurally-Generated Content Vs. Handcrafted Content: an Editorial on Game Design</title>
		<link>http://pixeldisk.wordpress.com/2009/03/02/procedurally-generated-content-vs-handcrafter-content-an-editorial-on-game-design/</link>
		<comments>http://pixeldisk.wordpress.com/2009/03/02/procedurally-generated-content-vs-handcrafter-content-an-editorial-on-game-design/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 20:23:28 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[When The Legend of Zelda: Twilight Princess came out, I bought it immediately, as it was a game that I was looking forward to for a couple of years. I&#8217;ve been a die-hard Zelda fan since the NES days and I&#8217;ve loved every single game in the series since. Some of my fondest gaming memories [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=112&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>When The Legend of Zelda: Twilight Princess came out, I bought it immediately, as it was a game that I was looking forward to for a couple of years. I&#8217;ve been a die-hard Zelda fan since the NES days and I&#8217;ve loved every single game in the series since. Some of my fondest gaming memories come from Ocarina of Time, Link&#8217;s Awakening and the more recent Wind Waker.</div>
<div>A strange thing happened while I was playing Twilight Princess, however, that never happened to me with a Zelda game before. I got bored. I got to this prison level and everything suddenly just felt like a chore. I was going through the motions of solving the usual series of well-crafted puzzles but not enjoying any of it. I couldn&#8217;t really name anything in particular that was bad about the game; the dungeons were engineered to perfection (a point which will be important later on), the music and atmosphere that I love about Zelda were present. Yet the experience was awful. I couldn&#8217;t play anymore.</div>
<div><img class="alignright size-medium wp-image-113" title="twilight_princess" src="http://pixeldisk.files.wordpress.com/2009/03/zelda_twilight_princess_09.jpg?w=300&#038;h=220" alt="twilight_princess" width="300" height="220" /></div>
<div>What happened? Had I suddenly grown out of Zelda? Was the game itself just badly designed? This was the same team that made Majora&#8217;s Mask and Wind Waker, so that couldn&#8217;t be the answer. For a long time I thought that maybe it was just that the Zelda formula had gone stale, and everything I was doing was just a retread of previous games. That would explain why I was bored with it. This has been a source of near-constant debate between me and and a fellow Zelda fan who can&#8217;t seem to understand why I would suddenly not enjoy something that is clearly fun.</div>
<div>Although I think that maybe the series needs a bit of a re-imagining, I don&#8217;t think that was why I couldn&#8217;t stand it. I think I&#8217;ve discovered what the reason is, and it has to do with how the content of a game is built, and it sheds some light on game design in general.</div>
<div>Recently I discovered Spelunky, an indie game I reviewed here. It mixes the procedural, randomly-generated level design of, say, Diablo or the legendary NetHack with vaguely Metroid-ish platforming. The key to this game is the <strong>fact</strong> that it&#8217;s randomly generated every time. Each level is completely different. Sure there are recurring elements that pop up: Golden Idols that trigger a huge rolling boulder when picked up, damsels in distress that need to be carried to the exit, gold and gems to collect, and upgrade items to discover, etc.</div>
<div>What makes it all so fantastic is how unpredictable it can be. I&#8217;ll pick up a damsel and be on my way to the exit of a level and come across a Golden Idol; the dilemma being that you can only carry one thing at a time. How do I go about getting both to the exit? Or maybe the Idol-triggered boulder plows through and destroys the platform necessary to get safely to the exit? Then I have to think creatively about how to get there with what&#8217;s left. I hated the poison dart traps until I discovered that I could lure bats into them, or throw a rock past it to set it off. I found a teleporter device that could zap me around to different areas in the level, but of course, only while I was carrying it. How can I use it to get a damsel to the exit when I can&#8217;t carry both of them at the same time? How do I get through a level if I run out of rope or bombs? Because you never know how all the different elements interact with each other, each game session forces you to think your way around corners.</div>
<div><em>But Ben</em>, you say, <em>Zelda games force you to do the same thing. That&#8217;s what solving puzzles is all about!</em> Ah, but there&#8217;s a key difference between the &#8216;puzzles&#8217; of a game like Zelda or a point-and-click adventure game or Prince of Persia or even Half-Life and the <em>situations</em> that you get into in a game like NetHack or Spelunkey or (occasionally) the Grand Theft Auto games.</div>
<div><img class="alignleft size-full wp-image-66" title="A very scared damsel in distress" src="http://pixeldisk.files.wordpress.com/2009/01/screenshot13.jpg?w=300&#038;h=225" alt="A very scared damsel in distress" width="300" height="225" /></div>
<div><strong>When I blow a hole in the floor with a bomb to get into a lower chamber in Spelunky, I did it simply because I was using my problem-solving skills. When I do the same thing in a Zelda game, it was because I figured out that the designers were in some way telling me to do so.</strong> When I was a kid, solving a puzzle was immensely satisfying because I really had to wrap my brain around new concepts. Now that I&#8217;ve been playing games for over 20 years, I&#8217;ve seen so many puzzles and their solutions that I can just about see through them all, and see the skeleton of the designer&#8217;s logic wrapped inside. I can see behind the curtain, so to speak, and view the wizard for the man that he really is. I get immediately bored when this happens. I can&#8217;t help it.</div>
<div>I don&#8217;t mind it so much in, say, Half-Life, one of the most blatantly scripted games in existence because 1) shooting things is inherently fun even when done badly, 2) The combat in Half-Life is actually quite unpredictable and 3) the absolutely incredible atmosphere and story win me over. Half-Life is a game of shooting and cinematic experience. It is not a game of exploration.</div>
<p>When things are randomly built and arranged, I&#8217;m forced to think my way through it. <strong>I am truly on my own</strong>. If a boulder destroys the platform to the exit in a Zelda game, the player is assured that the designers put in something else to get you to that exit, and they think, <em>okay, where is the alternate route they put in? </em>Not so in a game with procedurally generated content. The player has to <strong><em>make</em></strong> an alternate route, and no FAQ or simple game-designer logic can help them.</p>
<div>To me, a game with truly great procedurally generated content brings back the wonder and excitement of exploring new places that I had when I was a kid. This is why I love games.</div>
<div>You could argue against procedurally generated content. You could say that it is difficult to make content that is consistently challenging and interesting, or that nothing randomly generated can come close to the value of a handcrafted scenario, built by a designer. But what some forget when making this argument is that the levels aren&#8217;t <em>completely</em> randomly generated. If that were true it would be a mess. The computer is given certain conditions, laws and materials and content springs out of that. The Earth is merely a set of randomly gathered minerals following the laws of gravity and Newtonian and Einstenian physics and now we have beautiful things like mountains, lakes, a weather system, trees, animals, supermodels, Doritos, Brent Spiner and videogames. Look at the Earth around you and never again underestimate the potential of procedurally generated content.<br />
<img class="alignright size-full wp-image-114" title="nethack" src="http://pixeldisk.files.wordpress.com/2009/03/nethack.jpg?w=342&#038;h=170" alt="nethack" width="342" height="170" /></div>
<div>Spelunky was created by one guy. Imagine what a whole team could do when building an unpredictable system.</div>
<div>There is certainly nothing wrong with handcrafted content. One of my favorite genres, old-style adventure games, is nothing <em>but </em>a series of handcrafted puzzles<em>. </em>And I most certainly <em>don&#8217;t</em> believe that procedurally generated content has any place in a Zelda game (maybe a Zelda spin-off&#8230;?) If you&#8217;re going for something cinematic, like Half-Life or God of War, obviously the content needs to be engineered meticulously so the experience is just right. But I can&#8217;t wait for the day when a developer makes a huge-budget exploration and problem-solving game where the world and it&#8217;s challenges are procedurally generated.</div>
<div>So what is my conclusion in all of this? I still think Zelda is well-designed and there&#8217;s nothing inherently wrong with it. I&#8217;m writing this because I&#8217;m pretty sure I&#8217;m not the only one who&#8217;s been bored with most games these days, and I&#8217;m convinced that it has <strong>nothing</strong> to do with older games being better. There were just as many crap games in the old days as there are now, you just don&#8217;t remember them as well.</div>
<div>If you find that you have gaming ennui, then this might be the reason. Just keep checking out the new and innovative games and maybe something will grab you and stay with you, like Spelunky did for me.</div>
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			<media:title type="html">A very scared damsel in distress</media:title>
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		<title>Knytt</title>
		<link>http://pixeldisk.wordpress.com/2009/02/11/knytt/</link>
		<comments>http://pixeldisk.wordpress.com/2009/02/11/knytt/#comments</comments>
		<pubDate>Wed, 11 Feb 2009 18:39:05 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Action Adventure]]></category>
		<category><![CDATA[Free Games]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=105</guid>
		<description><![CDATA[Made by: Nifflas&#8217; Games Cost: Free! Where to get it: Knytt page What elements are important for a good game? When a developer makes a game about exploration, what do they need to include? In the last 20 years or so we&#8217;ve seen games like The Legend of Zelda, Eye of the Beholder, Super Mario Bros., [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=105&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<ul>
<li><strong><em><span style="color:#ff0000;">Made by</span></em><span style="color:#ff0000;">: Nifflas&#8217; Games<br />
</span></strong></li>
<li><strong><em><span style="color:#ff0000;">Cost:</span></em><span style="color:#ff0000;"> Free!<br />
</span></strong></li>
<li><strong><em><span style="color:#ff0000;">Where to get it:</span></em><span style="color:#ff0000;"> </span></strong><a id="t1c9" title="Knytt page" href="http://nifflas.ni2.se/index.php?main=03Knytt&amp;sub=01About"><strong><span style="color:#ff0000;">Knytt page</span></strong></a></li>
</ul>
<div>What elements are important for a good game? When a developer makes a game about exploration, what do they need to include? In the last 20 years or so we&#8217;ve seen games like The Legend of Zelda, Eye of the Beholder, Super Mario Bros., Metroid and Star Control, all of which have a heavy emphasis on exploration. It&#8217;s generally accepted that games like this include: enemies to kill, obstacles to overcome, varied environments, secret areas, maybe a plot to uncover and a character who slowly gains more power and agility as they progress. These games are all legitimate classics, but if you were to take out the fighting and character growth mechanics, you&#8217;d be left with bland, somewhat tedious games. Because of this, you might think that exploration games <em>require</em> those elements; that fighting and blocked-off areas are simply an intrinsic part of the exploration sub-genre.</div>
<div><img class="alignright size-full wp-image-106" title="screenshot" src="http://pixeldisk.files.wordpress.com/2009/02/screenshot_11.jpg?w=350&#038;h=139" alt="screenshot" width="350" height="139" /></div>
<div>Nifflas&#8217; Games&#8217; Knytt boldly abandons combat and character growth to give the player a purely exploratory experience. It&#8217;s a game about enjoying the scenery, soaking in the atmosphere and seeing just how far you can go in any given direction. </div>
<div>You play as Knytt, a sprightly little&#8230; gnome-thing who&#8217;s barely more than a stick figure. In the fashionably brief intro, he&#8217;s abducted by the galaxy&#8217;s most embarrassingly incompetent alien who, after scooping up our hero and zipping into space, almost immediately smacks into an asteroid and crash-lands on a different planet. As Knytt, you explore this gigantic world looking for the scattered pieces of the alien&#8217;s ship so you can get back home. This is done in a style reminiscent of, say, Super Metroid. You can run, jump, climb up walls and&#8230; well, that&#8217;s it. Unlike Super Metroid, no part of the world is initially blocked off, and you don&#8217;t have any abilities to gain. You are free to explore the entire game world in any way you feel like. This tends to get you lost fairly quickly. </div>
<div>But what a world to get lost in! Each area is unique, with beautifully colored atmospheric artwork, provocative ambient sounds and weird little inhabitants living in the world. As you traverse the planet, you&#8217;ll come across platforming challenges and the occasional enemy to avoid, but that&#8217;s about the extent of the gameplay. </div>
<div><img class="alignleft size-full wp-image-107" title="screenshot_2" src="http://pixeldisk.files.wordpress.com/2009/02/screenshot_2.jpg?w=350&#038;h=139" alt="screenshot_2" width="350" height="139" /></div>
<div>It is a true testament to the designer&#8217;s vision that this game can have almost no combat and still be an absolute joy to play, albeit a more relaxing one. How many games do you play that don&#8217;t have combat? Really, aside from puzzle games what is there? Knytt shows us that there are other things our heroes can do besides massacring entire races of small animals. </div>
</div>
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		<title>Mini-Review: Mondo Agency</title>
		<link>http://pixeldisk.wordpress.com/2009/02/11/mini-review-mondo-agency/</link>
		<comments>http://pixeldisk.wordpress.com/2009/02/11/mini-review-mondo-agency/#comments</comments>
		<pubDate>Wed, 11 Feb 2009 08:00:54 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Free Games]]></category>
		<category><![CDATA[Mini-Reviews]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=97</guid>
		<description><![CDATA[Made By: Cactus Software Cost: Free! Where to get it: Indie Games.com Okay, so maybe Mondo Agency isn&#8217;t going to set the gaming world on fire. In a purely technical sense, the game does absolutely nothing that hasn&#8217;t been done before. But if you take it as a piece of art, like an independent film or [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=97&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<ul>
<li><strong><em><span style="color:#ff0000;">Made By</span></em><span style="color:#ff0000;">: Cactus Software</span></strong></li>
<li><strong><em><span style="color:#ff0000;">Cost:</span></em><span style="color:#ff0000;"> Free!</span></strong></li>
<li><strong><em><span style="color:#ff0000;">Where to get it:</span></em><span style="color:#ff0000;"> </span><a href="http://www.indiegames.com/blog/articles/index.php?c=ca&amp;y=2007&amp;gid=6"><span style="color:#ff0000;">Indie Games.com</span></a></strong></li>
</ul>
</div>
<div>
<div>Okay, so maybe Mondo Agency isn&#8217;t going to set the gaming world on fire. In a purely technical sense, the game does absolutely nothing that hasn&#8217;t been done before. But if you take it as a piece of <em>art</em>, like an independent film or surrealist painting, then you&#8217;ll have a freaky, unique experience. </div>
<div><img class="alignright size-full wp-image-99" title="screenshot_1" src="http://pixeldisk.files.wordpress.com/2009/02/screenshot_1.jpg?w=300&#038;h=225" alt="screenshot_1" width="300" height="225" /></div>
<div>It plays like a standard FPS, complete with WASD keyboard and mouse controls, with standard level navigation, shooting and puzzle solving. It sounds run-of-the-mill, but as soon as you start playing, you&#8217;ll know immediately that this is something far different than your usual FPS. This is, by far, one of the creepiest, flesh-crawliest, just-plain-wrong-feelingest games I&#8217;ve ever played. Technically, nothing really scary happens to you; no monsters jump out, no blood appears, no dark corridors to stumble through. Yet <em>every second</em> of the game is dripping with a sense of dread and wrongness. It feels like playing through one of your own nightmares. </div>
<div>Why is just about the whole game presented in grayscale? Why is the screen covered with film grain? What is that horrible rhythmic breathing sound? What is with the psuedo-philosophical broken-English and backwards dialog in between levels? <em>What does it all mean??</em> </div>
<div>Every bit of this game creeps me out in a way I can&#8217;t really describe. It probably won&#8217;t win any awards or go down in history for innovative or even great gameplay, but playing it was an experience I won&#8217;t forget any time soon. Major congratulations to Cactus Software for making such a bizarre and thought-provoking experience through the gaming medium. </div>
</div>
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		<title>Mini-Review: Quake Live Beta</title>
		<link>http://pixeldisk.wordpress.com/2009/02/05/mini-review-quake-live-beta/</link>
		<comments>http://pixeldisk.wordpress.com/2009/02/05/mini-review-quake-live-beta/#comments</comments>
		<pubDate>Thu, 05 Feb 2009 05:22:37 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Free Games]]></category>
		<category><![CDATA[Game-in-a-Browser]]></category>
		<category><![CDATA[Multiplayer]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=88</guid>
		<description><![CDATA[Made By: id Software Cost: Free! Where to get it: Sign up for the Beta at quakelive.com I know, I know. Ben, you say, Quake Live? What kind of magical fairy dust are you snorting? This is a site for indie games. Look at the facts, Chuckles: It&#8217;s free, it plays in a browser, and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=88&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li><span style="color:#ff0000;"><strong><em>Made By:</em> id Software</strong></span></li>
<li><span style="color:#ff0000;"><strong><em>Cost:</em> Free!</strong></span></li>
<li><span style="color:#ff0000;"><strong><em>Where to get it:</em> <a href="http://quakelive.com/">Sign up for the Beta at quakelive.com</a></strong></span></li>
</ul>
<div>
<p>I know, I know. <em><span style="color:#ff0000;">Ben</span></em>, you say,<em> Quake Live? What kind of magical fairy dust are you snorting? This is a site for <strong>indie</strong> games</em>. Look at the facts, Chuckles: It&#8217;s free, it plays in a browser, and it&#8217;s made by the guys who arguably started &#8216;indie&#8217; development and have remained this way all these years. Stick that magical fairy dust in your pipe and smoke it.<img class="alignright size-full wp-image-89" title="Quake Live" src="http://pixeldisk.files.wordpress.com/2009/02/quakelive_13-copy.jpg?w=300&#038;h=188" alt="Quake Live" width="300" height="188" /></p>
<p>Anyway, I got in on the Quake Live Beta a couple weeks ago. <strong>This is essentially Quake 3, for free, in a browse</strong><strong>r</strong>, paid for by ads on in-game billboards. If you don&#8217;t know Quake 3, it was one of the last remnants of an old age of first-person shooters, an age when weapons hovered above the ground like angels waiting to be claimed, &#8216;camping&#8217; was a veritable <em>faux pas</em>, CTF was the epitome of multiplayer gaming, in-game life lasted but a few seconds and death was merely a temporary annoyance. Ninja-like reflexes, surgically precise aiming, level memorization and resource control were what put you on the top.</div>
<div>
<p>The whole package is all very simple. You install a browser plug-in, endure a quick tutorial and play a one-on-one with Crash, a bot who after the match determines your skill level. After that you customize your settings, look at a list of servers (which also show how your aforementioned skill level matches up with the rest of the group already playing) and click on the one you want to join. It&#8217;s very elegant and works perfectly. The game tracks all your stats too and allows you to add friends and such, just like you&#8217;d expect from a true Web 2.0 product.</p></div>
<div>
<p>Quake Live has no grounding in reality, nor does it bother with any semblance of context. If you&#8217;ve been raised on Halo or Rainbow Six, this might put you off, but if you have fond memories of playing any of the Quake games, then this will be like Christmas. Imagine getting a bunch of friends together and <em>not having</em> to spend an hour getting everyone&#8217;s installations up to date just to get a match going. Rejoice when this goes public.</div>
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			<media:title type="html">Quake Live</media:title>
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		<title>Spelunky</title>
		<link>http://pixeldisk.wordpress.com/2009/01/30/spelunky/</link>
		<comments>http://pixeldisk.wordpress.com/2009/01/30/spelunky/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 18:42:12 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Action Adventure]]></category>
		<category><![CDATA[Free Games]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=65</guid>
		<description><![CDATA[Made By: Derek Yu Cost: Free! Where to get it: This TIG Forum post When you mix chocolate, rock music and Mr. T what do you get? The most awesomest explosion of awesome all over your face, that&#8217;s what. Spelunky is a game that mixes tight platforming, loot-collecting, and NetHack-style random level generation. For me, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=65&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li><em><span style="color:#ff0000;"><strong>Made By:</strong> Derek Yu</span></em></li>
<li><em><span style="color:#ff0000;"><strong>Cost:</strong> Free!</span></em></li>
<li><em><span style="color:#ff0000;"><strong>Where to get it:</strong> <a id="n0to" title="This TIG Forum post" href="http://forums.tigsource.com/index.php?topic=4017.0">This TIG Forum post</a></span></em></li>
</ul>
<div></div>
<div>When you mix chocolate, rock music and Mr. T what do you get? The most awesomest explosion of awesome all over your face, that&#8217;s what. Spelunky is a game that mixes tight platforming, loot-collecting, and NetHack-style random level generation. For me, this is the gaming equivalent of getting punched in the face by a giant Mr. T made out of chocolate while he&#8217;s playing a Slayer riff on a guitar made of bone and lost souls. Which is to say I love it.<img class="alignright size-full wp-image-66" title="A very scared damsel in distress" src="http://pixeldisk.files.wordpress.com/2009/01/screenshot13.jpg?w=300&#038;h=225" alt="A very scared damsel in distress" width="300" height="225" /></div>
<p>Spelunky is made by Derek Yu, an artist and game designer who became famous around the indie scene after co-developing Aquaria, a game that won the IGF&#8217;s 2007 Seumas McNally Grand Prize. He developed Spelunky, however, mostly on his own using Game Maker.</p>
<p>In Spelunky you play as a cute midget-Indiana Jones type character, delving into what appears to be an old mine/cave network in search of loot and all manner of apparently very lost damsels in distress. Your starting equipment is made up of a limited number of bombs, for blowing holes in stuff, and ropes for climbing into and out of deep mine shafts. Not surprisingly, you use your whip to defend yourself against typical enemies like bats, snakes, spiders and, er, cavemen. I guess it makes sense. You navigate each level of the caves looking for gold and gems, various upgrade items and damsels in distress, eventually heading to the exit at the bottom of the level. Occasionally you&#8217;ll come across a Golden Idol, and picking it up predictably sets off a huge rolling boulder that crushes everything in it&#8217;s path.</p>
<p>It all sounds like a yawnfest when I describe it like that, doesn&#8217;t it? Well, the genius of this game is much more subtle than it&#8217;s surface features. Every level is randomly generated. That&#8217;s right; like they say, it&#8217;s never the same game twice. You never quite know what you&#8217;re going to encounter. There are lots and lots of upgrade items, and I won&#8217;t tell you all of them here, but they include parachutes, glasses, teleporters and shotguns. Every one of these items affects your game in some huge way, but you never know what you are going to stumble on in your travels.</p>
<p>All of the characters, items and obstacles interact with each other in unpredictable and exciting ways, which is what keeps the game so engaging all the time. When you pick up the Golden Idol off of its platform, for example,  the boulder comes tumbling down and bores a long tunnel in it&#8217;s wake as it barrels through the cave. I discovered, however that if I managed to get underneath the Idol chamber, I could blow up the platform itself from below and the Idol would simply fall into my greedy, waiting hands without <img class="alignleft size-full wp-image-67" title="Sweet weapon shop" src="http://pixeldisk.files.wordpress.com/2009/01/screenshot23.jpg?w=300&#038;h=226" alt="Sweet weapon shop" width="300" height="226" />setting off the boulder. On the other hand, in a different session there was a giant, nearly indestructible spider blocking my way to the exit and it wouldn&#8217;t budge. So I trekked back a little ways, picked up an Idol, quickly climbed a ladder to get out of the way, and, just as I was hoping, the boulder plowed right over the spider&#8217;s stupid face and I could casually stroll through afterward unharmed. This is the same kind of crazy, chaotic happenings that made NetHack so fun, except this time it&#8217;s presented using fun platforming instead of keyboard command memorization and all-text graphics. There are so many weird things to encounter and problem-solve your way through, and the discovery is half the fun.</p>
<p>Keep in mind, though, that this game is brutally hard. Health is extremely difficult to come by. In fact, it might take you a while to figure out how to even get more health, because the game certainly won&#8217;t tell you. You&#8217;ll probably find that you&#8217;ll die and start over a few times before you even get to the second level. Don&#8217;t let this perturb you though. This is how the game is supposed to play; you&#8217;re not playing it wrong by dying a lot. One time I threw a rock at a wall and it bounced back with startling momentum, hitting me in the face and killing me. Embarrassing, but hilarious.</p>
<p>You owe it to yourself to play this game. How many other games let you choose between saving a lady or dropping her in a pit so you can pick up a sweet jetpack?</p>
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			<media:title type="html">A very scared damsel in distress</media:title>
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			<media:title type="html">Sweet weapon shop</media:title>
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		<title>mini-review: Noctis</title>
		<link>http://pixeldisk.wordpress.com/2009/01/30/mini-review-noctis/</link>
		<comments>http://pixeldisk.wordpress.com/2009/01/30/mini-review-noctis/#comments</comments>
		<pubDate>Fri, 30 Jan 2009 18:37:03 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Free Games]]></category>
		<category><![CDATA[Mini-Reviews]]></category>
		<category><![CDATA[Simulation]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=62</guid>
		<description><![CDATA[Made By: Allesandro Ghignola Cost: Free! Where to get it: Noctis Site This old favorite of mine is such a strange one that I thought it can only fit as a mini-review. It&#8217;s almost a stretch to even classify it as a game, as there are no problems to solve, no monsters to shoot, and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=62&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<ul>
<li><em><span style="color:#ff0000;"><strong>Made By:</strong> Allesandro Ghignola</span></em></li>
<li><em><span style="color:#ff0000;"><strong>Cost: </strong>Free!</span></em></li>
<li><em><span style="color:#ff0000;"><strong>Where to get it:</strong> <a id="m4ij" title="Noctis Site" href="http://anywherebb.com/">Noctis Site</a> </span></em></li>
</ul>
</div>
<div>
<p>This old favorite of mine is such a strange one that I thought it can only fit as a mini-review. It&#8217;s almost a stretch to even classify it as a game, as there are no problems to solve, no monsters to shoot, and nothing to collect. It is, however, the biggest, strangest, and possibly loneliest experience you&#8217;re likely to have in gaming.  <img class="alignright size-full wp-image-63" title="landscape" src="http://pixeldisk.files.wordpress.com/2009/01/snap0006.gif?w=320&#038;h=200" alt="landscape" width="320" height="200" /></div>
<div>
<p>It is many folks&#8217; lifelong ambition to travel through the galaxy in their own ship, but since we&#8217;re laughably far in technology from actual starships, faster-than-light travel, moonbases, killer robot soldiers, lightsabers, and everything else any 10-year-old boy dreams of having every waking moment, we have to make do with computer games.</p></div>
<div>
<p>In Noctis, you zoom around space in your own little starship, popping into solar systems, gathering fuel from stars, analyzing the orbiting planets (surface and atmospheric conditions), and then landing on them with your landing capsule. From there you can embark on an epic, lonely journey across vast plains, mind-bogglingly gigantic mountains, canyons, lakes and oceans. You can observe sunrises and sunsets, (different depending on what the atmosphere is made of, or if it even has an atmosphere at all) jump off cliffs at dizzying heights, run through a rainstorm, or search for life. There are, and I&#8217;m not kidding, 78 <em>billion</em> stars in this game&#8217;s universe. Let that sink in for a moment.</div>
<div>
<p>There&#8217;s no real goal to reach. You just explore, by yourself. The graphics are ancient looking and the controls take some getting used to, but it all feels pretty authentic and perfectly self-contained. It&#8217;s definitely an acquired taste, but for those of you who are into this sort of thing, (you know who you are) this game will haunt you for a long time.</p></div>
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			<media:title type="html">landscape</media:title>
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		<title>Mini-review: Gravity Hook</title>
		<link>http://pixeldisk.wordpress.com/2009/01/24/mini-review-gravity-hook/</link>
		<comments>http://pixeldisk.wordpress.com/2009/01/24/mini-review-gravity-hook/#comments</comments>
		<pubDate>Sat, 24 Jan 2009 08:37:46 +0000</pubDate>
		<dc:creator>Ben</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Free Games]]></category>
		<category><![CDATA[Game-in-a-Browser]]></category>

		<guid isPermaLink="false">http://pixeldisk.wordpress.com/?p=38</guid>
		<description><![CDATA[Made by: Adam Atomic Cost: Free! (Though I think this may just be the beta) Where to get it: here! Gravity Hook is a game I found through The Escapist&#8217;s Indie Developer&#8217;s Showcase, and so far it is my favorite of the bunch. This game reminds me of a lot of the great old Atari [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=pixeldisk.wordpress.com&amp;blog=6231321&amp;post=38&amp;subd=pixeldisk&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<ul>
<li><span style="color:#ff0000;"><em><strong>Made by:</strong> Adam Atomic</em></span></li>
<li><span style="color:#ff0000;"><em><strong>Cost: </strong> Free! (Though I think this may just be the beta)</em></span></li>
<li><span style="color:#ff0000;"><em><strong>Where to get it:</strong> <a href="http://www.adamatomic.com/gravity/">here!</a></em></span></li>
</ul>
<p>Gravity Hook is a game I found through The Escapist&#8217;s <a href="http://www.escapistmagazine.com/articles/view/editorials/interviews/ids/5664-Indie-Developers-Showcase">Indie Developer&#8217;s Showcase</a>, and so far it is my favorite of the bunch. <img class="alignright size-full wp-image-40" title="swingin'" src="http://pixeldisk.files.wordpress.com/2009/01/screenshot12.jpg?w=169&#038;h=329" alt="swingin'" width="169" height="329" /></p>
<p>This game reminds me of a lot of the great old Atari games like Kaboom, in that it has one mechanic and it excels at it. You use the mouse to click on randomly arranged floating nodes. A cable appears that attaches a little guy at the bottom of the well to your chosen node as long as you hold the mouse down. The cable contracts and pulls the character up. Using this, you can slingshot poor fellow up and up, trying to get as high as possible.</p>
<p>The catch, however, is that each node is actually a mine, and once the cable contracts too far and the character gets too close, the mine explodes and it&#8217;s game over.</p>
<p>That&#8217;s it, that&#8217;s the whole game. But man is it ever addicting. When you start out, you tend to be very cautious, moving slowly up on long cables. As you get a little more experienced, you&#8217;ll find yourself slinging the man around with alarming speed, continually seeing brief flashes of the warning signal as he spins around. I&#8217;ve yet to really get into casual games, but now with this I can understand the appeal of having this simple game available anytime in your browser. In fact as soon as I&#8217;m done here I&#8217;ll be going back to play some more. <em>Can&#8217;t&#8230; stop.</em></p>
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