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adam saltsman

What has been written about the first endless runners?

…Streaming : Internet Archive Archive.org dates SFCave back to a 1995 version for Windows 3.1.

Other things to search for

Finally, you might also want to check out our archives for material on the following:

  • Flappy Bird
  • Adam Saltsman
  • Super Hexagon

This post is part of a new series that we’re calling ‘Agony Auncle’ – it’s like an advice column, where you get to ask for help with critical games writing. Got a question for Critical Distance? Want advice with a games criticism problem, or help finding resources? Get in touch.

August 11th

…his recently controversial game, The Castle Doctrine.

On Edge, Craig Owens provides us with look inside Experiment 12, a game created by 12 independent developers.

BUY MY ART

Liz Ryerson has a few notes on Corrypt developer Michael Brough’s oeuvre and how market saturation is crowding out unique titles.

Canabalt creator Adam Saltsman offers up a semi-response to Ryerson, on putting together a personal game design spectrum between ‘craft’ and ‘art.’

Raph Koster, meanwhile, puts the discussion thusly:

You can choose an art style that is broadly accessible, or not. You can have

April 6th

(End content warning section.)

I Think We’re A Clone Now

On Gamasutra, Leigh Alexander has a good, solid reading of the Threes/2048 cloning debacle with quotes from Ian Bogost and Adam Saltsman.

The Play’s The Thing

PC Gamer did the internet a favor this week by introducing us to Angelina Bellebuono, a goat rancher and non-player who was asked to review Goat Simulator. (Spoiler: it’s funny.)

On First Person Scholar, Michael Lutz tackles that old chestnut of Ben Abraham, “replayabilty” and asks — if “replay value” defies objective analysis, what are the subjective…

April 27th

…Problem Attic developer Liz Ryerson shares a poetic rumination on the darker side of the boyish ‘great outdoors’ narratives of Zelda games. And on a public Pastebin, Canabalt developer Adam Saltsman has dropped a great essay comparing Shinji Mikami’s critically dismissed Vanquish with the Wachowski siblings’ Speed Racer, as two works of little-understood, self-contained masterpiece. (He’s absolutely right, at least about Speed Racer.)

Also, on her own site, Katherine Cross has a great piece on religion, the Greek concept of tuche, and how Alpha Centauri avoids defaulting to cliches as it explores an ideological spectrum.

Easy Mode

May 25th

…rooms entirely differently is The Room: Adam Saltsman thinks it’s the perfect iOS game (although not necessarily his favourite).

Another game that makes the most of touchscreen devices is DEVICE 6. Art of the Title interviews Simogo’s Simon Flesser about its visual inspirations.

And finally, I haven’t played Android: Netrunner (and it’s not even a videogame, but hey!) but Dan Cox does a great job of discussing some its interesting asymmetrical concepts and how it relates to his experiences in the classroom.

Foreign Correspondence… with Joe Köller

As a follow-up to last week,…

April 14th

…discussion, responding to Koster’s letter with one of his own in which he lays out the reasons for some of the original post’s negative reception. “[With personal games], game design is not physics, engineering, or science — rather, it’s political science, it’s history. Maybe we could approach our criticism of these games more like those fields?”

The comment thread on Yang’s post, starting with some thoughtful remarks by Jesper Juul, are also very much worth reading.

Reacting to all the dust-up caused by these posts, Canabalt developer Adam Saltsman appeared on Polygon, opining that mutual respect and openness…