Good discussion in this one, but as usual we must apologise for the dodgy audio quality, especially in the first third of the show, which for stupid reasons was particularly afflicted. And then a lawnmower starts going in the background, because Patrick is in Brisbane at the moment, and that’s what people do for fun in Brisbane – they mow the lawn. And they get snarky if you don’t mow yours. This is what Australians get on a high horse about – grass. All the cricket on TV is a bad influence if you ask me.
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0:00 – Intro and sporting banter 2:45 – Wii Fit chat-chit 5:40 – This is about where the lawnmower comes in 9:17 – Cool Cool Toon and rhythm games 19:55 – Cool Cool Toon soundtrack – Yussa Yussa 23:00 – Cool Cool Toon, Ouendan, rhythm games, and parody vs. tribute 37:25 – Rhythm games: Making music better and also our brains 44:52 – Castlevania IV soundtrack – Submerged City 47:12 – Castlevania IV discussion 51:30 – Attorney-General Michael Atkinson vs. Kotaku AU 1:11:43 – Wrap-up 1:14:02 – Ninomojo – Edge soundtrack – Kakkoi!
Dan, bleary and bug-eyed, finished editing this episode in the early hours, and the result is a leaner, tighter episode than the first couple, with ripped abs and hot buns. Let us know what you think on the forums. (Or by email or by blogging about it or whatever.)
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0:00 – Intro and cephalopods 2:27 – Spelunky by Derek Yu, and other games too 16:15 – De De Mouse – hill girl steps 25:53 – Donkey Kong: Jungle Beat, and ‘emergent rhythms’ in games 35:50 – Metroid Prime 2 – Hydrodynamo Station 40:34 – Criticising criticising games journalism / N’Gai Croal is a cool guy 53:00 – Shout-outs; a swipe at Kotaku just out of habit 56:49 – Animal Crossing – 1:00pm 1:00:58 – Nicholas Nickleby by Charles Dickens
Remember back in March, I posted part one of a long and interesting interview with well-known genius Kenichi Nishi, creator of Chibi-Robo, Archime-DS, Captain Rainbow, Newtonica and happiness? And I probably said something like, "Shucks, I'll post part two real soon, hurpa durp!" in a dumb voice like that.
Well, here it is. A bit late I suppose, but it's not dated at all because I didn't ask any stupid questions like, "HUR, WHAT IS YOUR NEXT GAME KENICHI, THE WORLD MUST KNOW IMMEDIATELY!??"
As a result, this second half of the interview is as completely wonderful as the first. Click the link below to begin your enjoyment.
Thanks to Vinnk of 4CR and Rising Stuff, and Justin Smith of being-friends-with-Patrick. Actually, Justin did most of the camera-holdin' at TGS, so close your eyes really hard like "Nyooooooh!" and send him a mental thumbs-up.
Are you a ‘bedroom’ game designer? Better yet, are you a would-be bedroom game designer – passionate about videogames and eager to make one, but you don’t know where to start, or you’re finding it a bit overwhelming? Toronto’s Artsy Games Incubator may be of great interest to you! Oh yes. Great interest.
Yes! Here is an interview with Dessgeega, the creator of Mighty Jill Off, Calamity Annie, and other excellent things. I can tell you, honestly and enthusiastically, that this is a bloody good interview: long and meaty! She even tells us a little bit about her next game. But more importantly, she tells us about her ideas, her life, and her philosophy of game design. I bet you like a hundred dollars that this interview is way more interesting than the next interview you read with, say, Shigeru Miyamoto.
“What what? More interesting than Shigeru Miyamoto? But he is a very important genius!” True, dearest reader. But consider that the only people who get to interview Shigeru Miyamoto are cock-gobbling suck-ups, who ask stupid questions like, “Will there be another Zelda game? Is Nintendo planning another DS redesign?” Like that shit matters, you idiot! Just wait and find out! You get to interview Shigeru Miyamoto, and that’s what you want to know? Jesus christ, you must be the most boring fucker alive.
In this third and final video, Kenichi Nishi tells us about Newtonica’s ‘space chick’ – the little bird that flies past every so often, bearing bonus points. We learn how it came to be, what it might signify, and what Kenji Eno had to do with it.
This is probably my favourite part of the interview! I asked a silly question about the space chick, but didn’t expect there to be a real answer. I hope you enjoy these AMAZING INSIGHTS from a REAL GAME DEVELOPER.
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FAKE EDIT: Oh and hey, look what just appeared; how's that for timing: It's the official (and very silly) promotional video for Newtonica:
It’s a few days later than I’d planned, but here is part two of Kenichi Nishi talking about Newtonica, in a karaoke room in Ebisu. This time, Kenichi explains the deeper meaning of this simple iPhone app, and how, ultimately, it connects to the Buddhist concept of ‘shogyou mujou’. No, really!
The video is a little long, since almost everything is said twice – once in Japanese, and once in English. But the advantage of that is, you can send this video to your hundreds of Japanese friends!
A little later today, I’ll post the third and final video, which is all about the ‘space chick’ in Newtonica.
On Friday night, in Ebisu, I met with Kenichi Nishi and his partner Hikaru, for a demonstration of his iPhone game, Newtonica. But first we had dinner – and Kenji Eno turned up too! (Eno is responsible for Newtonica’s music.) The dinner is mostly irrelevant, except for a couple of pieces of trivia I can remember that came up in conversation, that may interest you:
Despite having left Skip, Kenichi was involved with Captain Rainbow (as its scenario designer), since the game began development before he left. (Speaking of Captain Rainbow, it’s soundingfantastic.)
Ko Takeuchi, one of the key designers of Rhythm Tengoku (among other things), used to work for Kenji Eno at Warp.
Following dinner, we – minus Eno, who was very busy – went to a karaoke room, where we recorded this demonstration of Newtonica. This one right here:
Then Ken performed some Oasis songs, complete with air guitar. (I didn’t film it; sorry.)
As you can see, Newtonica is a very, very simple, though fun, game; definitely worth getting if you have an iPhone, but definitely not worth getting an iPhone for.
That was the demonstration – come back later this week for the explanation: Kenichi explains the deeper meaning of Newtonica, and tells us a bit about the game’s development.
DISCLOSURE-TYPE ADDENDUM: Yes, this post originally featured more, and more detailed, bits of trivia. Turns out they weren’t ‘extra information’ so much as ‘personal information’, and weren’t meant to be passed on – so, on request, I’ve removed them. This would make me a terrible, soft, journalist, if I were a journalist, which I’m not.
Last year, before Eegra launched, I requested an interview of my hero, Tim Schafer, to which he kindly and generously agreed. "I'd be happy to answer some questions," he said. "If you email me some, and not too too many, I'll try to answer them asap."
Greedy fool that I was, it was not enough! I flung Tim's magnanimous offer back into his noble face. "NO!" I screeched. "It can't be an email interview; they're dumb! Dumb like you!" I demanded that he fly me to San Francisco and give me a three-hour face-to-face interview, then adopt me and raise me as his own. Anything less, I insisted, would be unacceptable; any other action, the action of a stingy, spiteful, fat-faced fiend.
He never replied to that email, and, long story short, we've ultimately had to do the interview without him.
I believe I have written the ‘Platonic videogame article’; the videogame article in its essential and ultimate form. So-called ‘games journalism’ has now reached its conclusion. You can all pack up and go home.
Please bear with us as, during the next few weeks, we transition from videogame-related content to exciting unicorn fiction for teens and young adults. (We welcome reader submissions.)
I had planned to review Patapon today, but I'm still quite sick, so I asked my good friend Mr Blobbypants to fill in for me. He was happy to help, because he comes from Smiley Cloud Land and was raised by sunshine, and is a bit of a pushover, frankly. I hope you enjoy his wondrous thingo!
Hello! I wrote about some tunes today. Would you like to read what I wrote? Of course you would. You are nice. Your name is Mr Nice, and you live in Niceton with three nice cats and a nice budgie, and a mentally retarded son whom you keep gagged and chained in the basement with the rotting corpse of your murdered wife.
We have a real treat for you today! As a personal favour, Kotaku editor Brian Crecente set aside some time in his very busy schedule to create this video review of Super Smash Bros. Brawl, exclusively for Eegra.
We poke fun at Kotaku from time to time, but in all seriousness, Brian is a class act and I'd like to thank him for his generosity and professionalism.
At long last, I am very, very happy to present the first half of my interview with Kenichi Nishi, the designer of LOL: Lack Of Love, Giftpia, Chibi-Robo, and most recently Archime-DS, soon to be released in Europe and Australia as LOL.
I also interviewed Fumihiro Kanaya, the programmer of Archime-DS, and Miki Tashiro of Skip, the game's publisher. This is because I am an interviewing machine that cannot be stopped.
Click the linky bit to read words -- words about Archime-DS, Skip and Nintendo's bit Generations games; words about Nishi's approach to game design; about his philosophies and dog. Meet a living treasure of the world of videogames.
How much free time do you have today? Not much time at all? Good, because that's exactly how long it takes to play Mighty Jill Off, the best freeware game released last week. You can read all about it in my review! How convenient for you!
Our young friend Tim had been asking to review a game for Eegra, and after deliberating briefly I decided to give him a go. But I didn't want to overwhelm his unique and sensitive brain, so I gave him LocoRoco. I was a little concerned about all the bright colours, but he seems to have managed all right and quite enjoyed himself, so if you'd like to see what he has to say about the well-known title, click the link below!
Hello dears! One week ago, I went to Fami-mode, an all-night 8bit music party in Tokyo, featuring YMCK, Sexy Synthesizer, and other bands of a like nature. Did you go too? No? Well read my wonderful article and be transported there, with the magic of words! Whee-hee-hee!
Inspired by Daniel's masterwork-in-progress, I decided to write a fanfic. And what more deserving game to pay tribute to, than that exceptional and groundbreaking work of art, Bioshock.
I haven't actually played Bioshock, or read any reviews of Bioshock, or any promotional material, or even Bioshock's Wikipedia page. But I've seen it mentioned on videogame blogs, and I know how the story goes, pretty much.
In honour of Mentioning Chibi-Robo Occasionally Month here at Eegra, the Eye has chosen just that li'l robot helper to receive its perfect and incontrovertible judgement. Let's give a warm hand to the four-inch love machine!
Second update of the year and I'm already late. It's not my fault! There were monsters.
This is a long, long review of Archime-DS, the latest game from Kenichi Nishi, the creator of Chibi-Robo, Giftpia, and other, similarly unique and neato games. This review is so long that most of it isn't even a review. What is it, instead? Who knows. Not me! I already forgot! It is so amazing and cool and good that my brain just couldn't hold on to it.
Hi there. Would you like to enjoy music, but you don't know how? Don't worry -- Patrick can help. He is an expert in things and is willing to share his secrets with you. Did you know that he has a rudimentary nostril on his lower back? And that's just one example. Don't miss this amazing opportunity! Click the link below, before you die full of regret.
Inspired by Tokyo Game Show, here is an ‘op ed’ about booth babes, which neither righteously condemns nor enthusiastically endorses their presence at trade shows. There's nothing in it for anyone to get angry about, I'm afraid, but if you're really keen, you're welcome to skip over the article and just get on with calling me a faggot in the forums.
Everyone knows that press releases are created by pushing a microphone into a company executive's arsehole and taking dictation. We've gotten used to it and it's no big deal. OR IS IT??
Patrick -- who feels anger at things, and can be embarrassing to be around -- thinks it is. Humour this harmless madman by agreeing to read his meticulous deconstruction of a Sony press release, then feel shock and fear as you realise you cannot deny the truth of his words! Despair that you were not prepared for his world-shattering revelations, and wish, vainly, that you could somehow un-read them!
Introducing The Magnificent All-Seeing Eye Upon deviantART, wherein we take videogame fanart seriously enough to review it. "In God's name, why?" you ask – and we are compelled to reply, do not question the Eye, nor invoke your puny god in Its presence.
The subject of this debut edition: Princess Peach!
FAIR WARNING: Some bits of this might be not safe for work, depending on where you work.