The Order: 1886 is another class [of movie-like games], a type of game only made possibly by the recent advancements in console graphics with this new generation. We’re now at a point where the type of gorgeous cinematic cutscenes we’ve seen in games for years, can now slide smoothly into the game engine itself. In The Order’s case, that means an entire game that’s essentially one fluid cutscene, occasionally interspersed with moments of character control and combat.
Yet another attempt at blending movie and video games that seems to fall short. But they will get there eventually.
It is both the viewers / gamers AND the game devs / movie directors that will need to meet half way - and technology could help them do that once you get rid of the controller.
Snap three pictures. Add captions. Choose graphics. And let Nutshell turn it all into a shareable cinematic story.
Prezi has launched a new app that is designed to turn your photos into mini movies, the app is called Nutshell. Nutshell lets you take three photos and then combines them with some text and graphics and then turns them into a small movie that you can share on Facebook, Twitter and Instagram.
It's rare to find a comedy series that has enough realism to keep you engaged with the characters and enough farce to keep you laughing. Enter High Maintenance -- the first-ever Vimeo Original web series.
Via The Digital Rocking Chair
"Look how Transparent, House of Cards, and Orange is the New Black are being critically lauded and scooping up all kinds of major awards. And rightfully so. It's just a sign of what's happening and what's to come. Vimeo, Netflix, Amazon, Hulu -- those guys -- they're going to continue to function as studios for people making digital content and then there will be all the people making stuff independently. It's going to keep increasing exponentially I think, as people become more and more comfortable viewing content online and as more and more people discover they don't have to wait for a TV executive to give them permission to make a show."
Can you imagine playing a single video game for 10 years? One man did. And it helped him imagine something else: a bleak, war-ravaged future version of Earth.
' "Civilization" franchise creator Sid Meier said developers never even thought about someone taking a "Civ" game this far into the future.
"There's no way we could have tested for this, so it was a surprise to us," Meier said. "I can't say that we ever thought anyone would play a game of 'Civ' for that long. It's exciting that a fan of the series would dedicate 10 years to playing one continuous game."
"My goal for the next few years is to try and end the war and thus use the engineers to clear swamps and fallout so that farming may resume. I want to rebuild the world. But I'm not sure how. "
Reddit users have been filling up his post with suggestions on how to make his world livable again. And a new thread has developed, called The Eternal War, where players are chatting about their own experiences.'
Some game mechanics are divisive. There are those who would argue vehemently against regenerating health in shooters, while others would be entirely fine with it. It's a matter for debate. This is not a list about those mechanics. This is a list of design quirks that should be consigned to the scrapheap forever. We see them time and time again, even in multi-million dollar games built by hundreds
ah ah... some of them bring back painful memories of ruined gaming experiences - even in some games that still remain in my top of all time... non skippable cutscenes being the obvious one.
Martin has said the rapid pace of the show is "alarming" but offered no plan to offset the potential "crisis." Since the producers already know how A Song of Ice and Fire ends, the reality is that HBO will likely opt to finish strong, and fans of the book will be left in the cold long after winter has come and gone.
What an interesting case. While the show was an adaptation of the book, Martin drastically decrease the pace of his writing - to a point where the show caught up and is about to double pass the book. AT least Martin has an actual ending in mind, so the 2 mediums will not be ending THAT far from one another.
"1,000 people in the U.S. will get early access on January 21 to an alternative, free app version, but have only 24 hours to finish it before it disappears in [...] "a cinematic and spectacular way." If you're not one of the first 1,000 readers, you can still follow their progress in real-time and have the ability to "steal" time from those readers through a new site, SelfDestructingBook.com. Designed to bring the thrill of Patterson’s book to new heights, the site shows who and where in the world the book's early readers are, how far along through the book they've read and gives you the option to sabotage their efforts by cutting their 24 hours short."
Way of Life only makes it easier to forget the boring half of Crusader Kings II. Who cares how many vassals you have or how large your holdings are. No other game on the planet lets you Game the Thrones like this one does, and now that you can get up to your elbows in the affairs of your loved ones (and despised ones), it's better for it.
This strategy game now integrates personal level management of a king and his dynasty, turning the whole thing in a Game of Thronian RPG - nice
Ryan Carter has wired his real-life Christmas tree to sync up one-to-one with his elaborate Minecraft holiday setup. Using a series of switches and a ton of redstone, he's created an in-game tree whose colored lights can be controlled with simple button presses. Each time anyone does this, Carter's corresponding real-life Christmas tree reacts in kind.
It's a neat little way of bringing blockspace and meatspace together in their respective celebrations of the holiday season
If you don't hear from me in 6 minutes, please call mommy or grab an axe and help me!
G-Shock sponsored interactive short optimized for tablet. From time to time, you're asked to recreate shapes and point/click specific areas within the time limit. Entertaining. The production value is good, but the interaction do not contribute much to the story as they are a [break] in the narrative instead of an enhancer.
No Man's Sky's visuals set it truly apart, influenced more by sci-fi literature of the 1960s and 70s than any modern-era aesthetics, gorgeous aquamarines and deep tangerines substituting several shades of grey. The game's audio is just as striking, though – and perhaps even more revolutionary than the visuals.
"Much of the music that 65days produce for No Man's Sky will ultimately be released as a record "proper" to accompany, and in its own way promote, the release of the game (which is still very much TBC, date wise). These tracks are locked-in-place creations that will remain unchanged, and are set to feature in the game at semi-scripted moments. But while working through what elements to turn into finished cuts and which to set to one side, 65days were careful to collect every "scrap" for a very special purpose: so that they could become part of the game's persistently generative ambient soundtrack, overseen by audio director Paul Weir.
This is the music that develops as the game progresses – or, rather, how you progress the game. It, and many sound effects too, will be mapped to specific parameters and generated accordingly. Explains Weir: "Whenever you're in space, or on a planet, or underwater, or in a cave, that physical state will be attached to its own audio state."
When a franchise is around for four decades, it can get impossibly unwieldy to try and grasp its lore — and Star Wars canon is no exception. Here's a guide to the origins of Star Wars Canon, the rise and fall of one of the most prominent Expanded Universes in fiction, and where the saga stands with Disney today.
very interesting and documented article on the creation and shuffling of Star Wars canons through time and various media productions - and the Disney buyout.
"It’s awesome to watch the dialog between people who are following, and developers talking to other developers. I think that’s the future of game development.” [even though] much of #IDARB‘s success can be attributed to the dev team’s expertise transforming a hodgepodge of ideas into a game. Ideas are only as good as the execution.
The dev process with creative input coming from an engaged community is very inspiring.
The Twitch feature letting viewers alter the game being played is truly awesome. There is everythinh there to build a strong community - and even get a eSport future.
This fall, the Digital Storytelling Lab launched its first project. Sherlock Holmes & the Internet of Things is an ambitious year-long effort that partners the lab with the New York Film Festival and the Brown Institute for Media Innovation.
Columbia joins the MIT and Duke University in the search for 21st century storytelling. It is interdisciplinary, that's one thing.
There are probably a lot of other academic programs in other universities as well. It's exciting to see interdisciplinary programs such as Duke' GreaterThanGames initiative give birth to awesome projects.
Elegy got started one day when Lambe and Scott were sitting at a conference table in their Cambridge, Massachusetts workspace, drawing visual interpretations of poems on long sheets of construction paper. (As you do.)
"The real challenge was convincing players they could write. Someone might be a rocket scientist and member of Mensa, but freeze when asked to write creatively. Not to mention the fact that, upon completion of a level in Elegy, you have the option of publishing your work for thousands of other players to read—or build upon."
This limited edition of Qbert's Extraterrestria album features a set of working Bluetooth MIDI decks and controls that connect to iOs and OSx. Touching the paper connects to the Algoriddim DJAY app, allowing the user to scratch, mix and fade any songs they load into the software. Complete with two decks, a cross fader and an array of SFX buttons beautifully printed onto paper using printed electronics and artwork designed by Morning Breath for QBert [it] demonstrate the possibilities for interconnectivity between the physical and digital in a way that can enhance user experience.
Jumpstarting a new existence in an emerging city. This is an interactive documentary about everyday life in Domiz Camp, a Syrian refugee camp in northern Iraq. A combination of drawings, film, photography, sound and text takes you into the world behind the relief organization posters and gives you the opportunity to discover the camp and meet the residents.
The interface is packed with high quality media resources: audio, drawings, pictures and videos all mixed together.
The navigation is fun to play with, specially by swiping. You go side ways to roam around and vertical navigation to go in depth on one specific topic. Smart.
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