4XMMOG Celetania reveals in-game screenshots
Things are looking pretty good so far, with a nice clean interface, classically sci-fi-looking ships on display, and the ubiquitous resources at hand. Whether or not any of this will translate to the open-ended nature of an online, persistent world remains to be seen. One interesting aspect of gameplay, however, is that even when the player is offline, events will continue to happen -- by which we take it to mean that if you begin a project, or start mining a resource, you can log off and the process will continue in your absence. This could be something great; we'll keep you updated on Celetania's progress.
Ryzom: The Saga continues
Ryzom was always more of a fringe title, with its completely unique look and feel, but the larger MMO sphere needs games like this to really flesh out the potential of persistent online gaming -- tired of the standard fantasy hack and slash? Think science fiction is played out? This game might just be your cup of tea. As an added bonus, the Ryzom team has made the game free for past subscribers, and kept everyone's game accounts as they were when things went down. It's a win-win for everyone. Welcome back, Ryzom. Let's hope this puts an end to your previous troubles once and for all.
Deus Ex lead designer to speak at Austin Game Developers Conference
Harvey Smith, Lead Designer for the classic Deus Ex, will be the keynote speaker for the Game Career Seminar at this year's Austin Game Developers Conference on September 17th. The keynote will focus on careers in game design, and is titled "Luckiest People Alive" [sic]. Smith, currently with Arkane Studios, will be speaking on what he foresees as "an imminent explosion of change, creativity, and possibility within the world of interactive entertainment." Being a publication that loves explosions of all types, we're all for it. Other speakers will include representatives from Aspyr Media, Game Developer Magazine, and Vicarious Visions.
[Thanks, Gryphon!]
Big Ideas: Gender roles in video games
To begin with, it used to be a commonly-held -- and trumpeted -- belief that "girls don't play video games". Certainly, the Boys Clubs that most video arcades became in the 1980's managed to make video games unattractive by sheer atmosphere. Dimly-lit, smoky, and raucously loud, is it any wonder that gaming might not have been a draw to females until it entered the home? Peering over the shoulder of a big brother as he played Combat on his Atari 2600 might have sparked some interest in a dormant gamer if she weren't brusquely told to go away.
Similarly, the rise of media coverage of the pastime perpetuated the stereotype of video games as a male-only pursuit, bolstered in the main by the focus of its advertising. Typically featuring sexy female models clad in ridiculously fetishized fantasy costumes, these ads titillated pubescent males into buying games based solely on the perceived value of the model. Sadly, content in the games themselves followed suit.
MacMonday: The Great Tree

In The Great Tree, you play as a fairy, charged with collecting free-floating pollen to nourish the titular tree that grants life to all fairies. Don't let the faltering voiceover get in the way of your enjoyment of the game; the story itself can be safely ignored. It's really all about the increasingly frenetic gameplay. More on this after the jump.
Download The Great Tree Demo [Windows]
Download The Great Tree Demo [Mac]
Big Ideas: Identity and Freedom
In games, however, there is often a more limited set of choices available to the player. Massively multiplayer online games offer a wide range of options, and non-MMOs usually have far fewer. When you're playing a first-person shooter, for example, regardless of the ostensible story, you are the gun, not an actual character with a personality. The question is, then, does it matter if you don't get to play as yourself? How important is the concept of identity in a game?
E3 08: Spider-Man: Web of Shadows trailer swings into action
We've seen the revamped combat system, and it's gotten us pretty interested in this title -- more so, we dare to say, than this piece, intriguing as it is. Who's behind this web infestation? Are those symbiotes running around? What's happened to the city? All these questions and more, in the HD version of the trailer, available now on Big Download.
Download the Spider-Man: Web of Shadows E3 2008 trailer now!
E3 08: Singularity trailer ... I got a bad feeling about this
So what exactly is Singularity? And what's going on, anyway? See for yourselves in the HD version of this E3 2008 trailer, downloadable right here on Big Download. And if you find out, maybe it's better that you keep it to yourselves, so that later, you won't have to say "I told you so."
Download the Fallout 3 E3 2008 trailer now!
MacMonday: Soldak Entertainment's Depths of Peril
Such a game is Depths of Peril, a top-down isometric RPG in the style of Diablo, Ultima VIII, etc. There are many qualities unique to this title that makes it stand out from the pack, including some of the most complex and vast histories in any game I've ever played, and gameplay which does a great job of simulating the MMO experience, even though Depths of Peril is a single-player game. We take a look after the jump.
Continue reading MacMonday: Soldak Entertainment's Depths of Peril
Project Origin's E3 trailer revealed
The sequel to Monolith Productions' F.E.A.R. has gotten the trailer treatment, just in time for E3, giving fans a nasty shiver with the return of Alma, a young girl with immense psychic abilities. Fans of the franchise can expect just as much of a horrorfest as the original, if this trailer is anything to judge by. Clearly inspired by "The Ring" and possibly Silent Hill, there are lots of shots of body horror images -- pale, decaying humanoids, raw and pulsing organic orifices -- and static-filled jump cuts combine to create a lasting sense of dread and foreboding. Good thing you have guns, huh?
[Thanks, Jason!]
Project Powder soon to enter closed beta 2
As some of what we've seen will likely change by launch, we'll refrain from going into too many details here. Rest assured, however, there is a good chance will be bringing you some first impressions soon enough! Until then, enjoy these screenshots of actual gameplay!
Big Ideas: Are video games art?

However, merely positing the possibility that video games might be art isn't enough to ensure that they are art. Part of the problem lies in our definition of what art is, and what it isn't. Once we've defined that to our satisfaction, we have to endure the much more difficult task of judging whether it applies to video games. Finally, and perhaps most importantly, we need to ask ourselves the question "Does it matter?"
MacMonday: How will the iPhone affect Mac gaming?

Later, a slew of Mac-dedicated studios appeared on the scene (see last week's MacMonday, which focused on Freeverse) and have proven that not only is it possible to create great games for the Mac, but to be successful at the task. This has helped energize the Mac gaming community and is undoubtedly a good thing, but a recent arrival to the Mac lineup of products has added a new element that ought to be considered. In this post we'll talk about how the iPhone could affect developing games for the Mac.
Continue reading MacMonday: How will the iPhone affect Mac gaming?
Big Ideas: The role of story in video games

Yet often, the player merely sits through the story portion of a game, frequently told through cutscenes. Even those games which tout branching storylines with multiple endings do little more than offer closed choices, offering only the illusion of audience control. Are there any real choices to be had to affect a game's plot? Do narratives merely interrupt gameplay? What exactly is the role of story in video games?
Continue reading Big Ideas: The role of story in video games











