Latest Gamefilter Posts

May 13, 2012

Day Zero: Greatest Zombie Game Ever?

Is the greatest zombie-themed game ever a mod? Rockpapershotgun, PCGamer and Kotaku think it just might be. Day Zero is a an open-world co-op permadeath zombie survival game set in the 235 square kilometer world of Arma 2. A comprehensive primer is available on the Something Awful forums (membership may be required for that link), and you can grab a copy of the work in progress here.

May 3, 2012

I Got Yer Smart Games Right Here

Taylor Clark’s recent Atlantic essay quotes the somewhat annoying Jonathan Blow (of Braid fame) saying

There's no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb.

Brainy Gamer would like to differ. Here's their catalog of 365 smart games.

May 2, 2012

Peak Ore: Minecraft and the urge to acquire

It turns out to be really hard for me to walk by a seam of coal or iron and not mine it, though I have more of each than I’m going to need for some time to come ... This impulse to thrift comes from both early in-game shortage and real-life training. And playing in a world of abundance (which Minecraft is) makes the problem worse in many ways: there are so many opportunities to acquire. There is so much to hoard.

April 19, 2012

Not Just Solid Food, But Real Food

John Walker’s at Rockpapershotgun writes about the immature content of so many games, and Joseph Hilgard responds that we’re looking in the wrong places for maturity.

If we want our games to provide us with real nourishment, I would argue that the last thing we need is last year’s shooter wrapped in some awkward story about love and loss, or yet another indie platformer about the inevitability of mortality. We don’t need superficially serious themes. We need new and interesting games which provide novel and challenging forms of play.

Valve: How I Got Here, What It’s Like, and What I’m Doing

Valve: How I Got Here, What It’s Like, and What I’m Doing "I’ve worked at Microsoft, I’ve worked at Id, and I’ve worked at RAD Game Tools. They’ve all been interesting, they’ve all been great learning experiences, and some of them have been truly remarkable places. In short, I’ve seen a lot of what tech has to offer.

Valve is different."

April 11, 2012

36 Pongs

Pongs (browser game, Flash) is Pippin Barr's exploration of a tiny corner of the game design universe: 36 Pong variants, many of them novel.


The idea to beat FreeCell sprang from a message posted by sci.math regular Russell Turpin on July 24, 1994, with the definitive title "FreeCell is NOT always winnable." In his message, Turpin provided an example of an unwinnable FreeCell deal and asked fellow group members to help prove or disprove his gripe...Turpin’s proof-of-concept hand was indeed unwinnable, but it also wasn’t one of the 32,000 included in FreeCell—possibly for that reason...Ring had made up his mind. They would try to solve FreeCell. All 32,000 hands of it.

April 8, 2012

Increpare x 2 (again)

Prolific indie author Increpare has released two new Flash games today: Crab Planet is a bit like minesweeper, but the player is embodied within the game board and the mines might be moving. Coca T is a bit like pick-up sticks, but focused more on the vertices than the lines. Both leave their game-logic up to the player to suss out.

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