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Illustrated inspiration: Crafting Zac Gorman’s ‘Magical Game Time’

Art from inspiration The world of Zac Gorman's 'Magical Game Time'

It’s not clear who or what is positioned dead center on a suburban street in the initial overhead shot, but as the panels zoom in to reveal bright-eyed children – two holding hands, stares locked – we consider the written message: “And we never got tired. And we never got old. We just ran through the streets forever. And everything was perfect.”

The average viewer might see the comic as a charming ode to the carefree naivety of youth; of first loves and curfew-skirting dalliances with neighborhood pals. But for those who recognize the leads of the seminal Super Nintendo RPG Earthbound in the faces and apparel of these rapscallions, the message may suddenly feel highly personal. It’s not a specific narrative moment from the game, nor does it utilize familiar dialogue, but its tone is that of how players may have romanticized the adventures of these beloved characters in their minds, or how they imagined they might feel in that setting. Perhaps it’s how they felt once upon a time. Whatever the case, the voice feels authentic, and as such delivers an emotional wallop in just four sentences and seven panels.

For little more than a year and a half, cartoonist Zac Gorman has strived to locate that little pocket of feeling between the events of a classic game and the emotions triggered in your mind while playing it – and then translate that into one-off comics under his Magical Game Time banner. With subjects as varied as The Legend of Zelda and Costume Quest, Gorman has amassed a fan following by pairing common and universal themes with memorable characters and scenarios.

Continue reading Illustrated inspiration: Crafting Zac Gorman’s ‘Magical Game Time’

JoystiqIllustrated inspiration: Crafting Zac Gorman’s ‘Magical Game Time’ originally appeared on Joystiq on Tue, 16 Apr 2013 12:30:00 EST. Please see our terms for use of feeds.

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Outlast draws inspiration from Amnesia, blends stealth and horror


Red Barrels is an entirely new studio hard at work on its first game, Outlast. So far we’ve only seen a brief teaser, suggesting a spooky setting in a derelict asylum full of deranged individuals. Today we get an extended glimpse at Outlast courtesy of the video above.

So what exactly is Outlast? It’s a first-person horror game built in Unreal, with some survival-horror mixed in with exploratory elements, chase sequences and some action segments. But when I asked Red Barrels co-founders Philippe Morin and David Chateauneuf for a bit more specificity, they told me that Outlast will actually focus a lot on stealth – and that it is influenced in some part by Amnesia.

Continue reading Outlast draws inspiration from Amnesia, blends stealth and horror

JoystiqOutlast draws inspiration from Amnesia, blends stealth and horror originally appeared on Joystiq on Wed, 31 Oct 2012 12:30:00 EST. Please see our terms for use of feeds.

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Twisted Pixel’s LocoCycle takes inspiration from some crazy places

Lococycle goes a little nuts

You may think, after watching the initial trailer, that Twisted Pixel pulled LocoCycle (in which you control a renegade robotic motorcycle that shoots and karate-chops its way across the country) out of some loony creative cauldron of its own making. But that’s not quite true, says studio director Michael Wilford, showing the game for the first time at PAX Prime 2012. There is a very clear inspiration, he says, and it’s Ice Cube’s 2004 motorcycle racing movie, Torque.

“It’s a really shitty movie,” Wilford tells us. “It tries to be Fast and the Furious on motorcycles.” Twisted Pixel’s art director gave a copy of Torque to the company’s chief creative officer, Josh Bear, one day as a joke, and Bear was directly influenced by a viewing, especially a scene where two women battle with motorcycles. “Josh had a nightmare that night,” says Wilford with complete sincerity, “and woke up the next day and said, ‘We have to make a game about a fighting motorcycle.’”

Continue reading Twisted Pixel’s LocoCycle takes inspiration from some crazy places

JoystiqTwisted Pixel’s LocoCycle takes inspiration from some crazy places originally appeared on Joystiq on Fri, 31 Aug 2012 22:30:00 EST. Please see our terms for use of feeds.

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How Papo & Yo takes more than inspiration from South American graffiti

How Papo & Yo takes more than inspiration from South American graffiti

Papo & Yo‘s gorgeous South American-esque world is punctuated by graffiti – from the cartoonish to the abstract. During a preview at E3, I found myself stopping to gawk at giant birds and other creatures for many moments, often resulting in the game’s handler asking if I needed any help. What I should’ve said was, “Yes. Can you tell me who made these incredible images throughout your imaginary favela?”

Thankfully, developer Minority realized that the art is incredibly appealing, and wrote up a post on the US PlayStation Blog detailing the history of the graffiti. As it turns out, rather than using source images and recreating a facsimile of South America’s street art, Minority worked with three renowned South American artists to develop images for Papo & Yo‘s world.

Sebastian Navarro (AKA Charquipunk), Simon Paulo Arancibia Gutierrez (AKA La Robot de Madera) and Inti Castro (AKA INTI) are all collaborating on the game. One such example of their contribution is just above, though I saw several different, very impressive pieces in just the 20 minute demo at E3. Of course, we’ll all get to take a closer look when the game launches on August 14 on the PlayStation Network.

JoystiqHow Papo & Yo takes more than inspiration from South American graffiti originally appeared on Joystiq on Thu, 02 Aug 2012 14:30:00 EST. Please see our terms for use of feeds.

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Facebook’s new App Center takes inspiration from Apple’s App Store

Facebook is getting ready to roll out a new major feature that should bring more exposure to its game apps, particularly those compatible with mobile devices. Taking inspiration from digital marketplaces such as Apple’s App Store, Facebook’s App Center is a dedicated section for applications that will appear on both the web and mobile versions of the network in coming weeks. Particular emphasis is being placed on the mobile version of the App Center: when …


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Miyamoto enjoys Angry Birds, sees inspiration to create ‘unexpected new things’

Shigeru Miyamoto loves Angry Birds, telling Edge that the 2009 mobile slingshot game is his favorite of the past year – which may come as a shock to those who consider smartphone games a dangerous threat to systems like Nintendo’s 3DS.

“What I like about Angry Birds is that it has a traditional videogame [feel] to it, but also a very creative side,” Miyamoto said. “And you can really feel that they’re having fun developing the game. That’s what I like about it.” Miyamoto admitted that he doesn’t typically talk in interviews about non-Nintendo games he’s enjoying.

Rather than express deep fear about the fact that phone games can be enjoyable, Miyamoto said he pays little attention to the medium. “I check up on them sometimes, but I don’t have a lot of time,” he said, before comparing the medium to his company’s work. “I think we also have a history of having certain fun ideas and making a game out of it, and there’s lots of other people also doing this [now]. This kind of environment inspires us to try even harder, and create even more unexpected new things.”

JoystiqMiyamoto enjoys Angry Birds, sees inspiration to create ‘unexpected new things’ originally appeared on Joystiq on Thu, 12 Apr 2012 09:35:00 EST. Please see our terms for use of feeds.

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