Last time I mentioned that I'll be changing things up a little to try and up the quantity of doodles in each post. So this week I'm pleased to say that I have twelve new doodles, as well as a little bit of discussion on how they came about.
Like a lot of people in the world, I'm not American, which might seem a relatively banal thing to say, but games are pretty good at reminding me. Especially when the big shock of a first person shooter is that it takes place on American soil, which doesn't mean a whole lot in reality. Maybe it's shocking and interesting to have your home featured as a battleground, but if that's what you're whole game is riding on, you might need to rethink it for foreign audiences.
Across all forms of media, a reboot can be a risky undertaking. The good ones revitalise an idea and bring it up to date with modern techniques and technologies. While the bad ones leave fans of the original betrayed and wronged for having their beloved art bastardised into something else. Unfortunately it seems like a lot of reboots fall into the bad category, but I actually enjoy rebooted video games for a number of key reasons.
Sometimes you need to take a moment to reassess a project and use the experiences you’ve had along the way to improve on the initial brief. It helps avoid any unnecessary complications, as well as breathing new life into something. The latter is especially important for long-form projects, like these weekly doodles and posts.
We've come a long way from educational games featuring a dancing tomato that acts out verbs entered through a terminal interface. I wish I could remember what it was called, but when I was a kid in the 1980s all I wanted to do was make that tomato run and jump all day long.
At some point when arcade games were losing their audience to home consoles and computers, we lost a whole lot of fun genres. Of course, we can't all have a light-gun setup at home, or a full sized motorbike to sit on and race, because it's just not practical. Even with the return of peripherals like plastic guitars and skate boards, we still couldn't replicate the arcade experience all that well.
I'm in a bit of a fix this week, as I'm occupied by a different project. It's a big project, so part of me wanted to turn these weekly doodles into progress reports, but that kind of defeats the purpose. In some ways it's exciting to share what we're working on, but I've also learned to try and keep my mouth shut until ambitious endeavours have come to fruition.
How do you take a familiar game concept and turn it around to be something original and unique? Then again, how do you make this new iteration something interesting and compelling, or is it enough to be different? These questions and more will be raised when anyone dives into Vertiginous Golf.
Part of me wants to write an entire post about the practice of pitching, or speculative work. It's something that artists of all mediums have to deal with at some point in their life, so I think it's an important thing to think about. However, I figured it might be a bit too much "shop-talk" for its own post, so I'll put it here instead.
I'll be honest from the start: I've never been a big fan of brawlers, and I've only played a little bit of the original Double Dragon before. I consider it a big compliment then to say that this remade classic is a damn good time. If you've ever needed an excuse to see what an old school brawler is all about, this might be it.
Up until now, my involvement with the Star Wars universe has been limited to the major movie releases. I've always been aware of the extended universe and how intricate and detailed it can be, but I never delved into the depths. However, I've bought a Star Wars game collection or two, and have all these old games waiting for me to dip my toe in and have a look.
It's no secret that I’m a big fan of the big budget open world games we've come to expect from some of the most popular series in gaming. What I love most is the amount of detail and deliberate effort that has gone into creating a world. It's something unique to 'triple A' games in particular, as they have the team and budget to make it happen in a way that wouldn't otherwise be possible.