monument valley

Auto Added by WPeMatico

I hope Apple Arcade makes room for weird, cool shit

Apple Arcade seems purpose-built to make room in the market for beautiful, sad, weird, moving, slow, clever and heartfelt. All things that the action, shooter and MOBA-driven major market of games has done nothing to foster over the last decade.

I had a chance to play a bunch of the titles coming to Apple Arcade, which launched today in a surprise move for some early testers of iOS 13. Nearly every game I played was fun, all were gorgeous and some were really, really great.

A few I really enjoyed, in no particular order:

20190524 WCF GameplayScreenshot wcf screenShot mcFishShakeJump 1080

Where Cards Fall — A Snowman game from Sam Rosenthal. A beautiful game with a clever card-based mechanic that allows room for story moments and a ramping difficulty level that should be fantastic for short play sessions. Shades of Monument Valley, of course, in its puzzle + story interleave and in its willingness to get super emotional about things right away. More of this in gaming! Super satisfying gameplay and crisp animations abound.

20190729 Overland GameplayScreenshot 09 Basin

Overland — Finji — Overland is one of my most anticipated games from the bunch, I’ve been following the development of this game from the Night in the Woods and Canabalt creators for a long time. It does not disappoint, with a stylized but somehow hyper-realized post apocalyptic turn-based system that transmits urgency through economy of movement. Every act you take counts. Given that it’s a roguelike, the story is told through the world rather than through an individual character’s narrative and the world does a great job of it.

20190517 Oceanhorn2 Oceanhorn2 Screenshot 7

Oceanhorn 2 — Cornfox & Brothers — The closest to a native Zelda you’ll get on iOS — this plays great on a controller. Do yourself a favor and try it that way.

20190712 Spek GameplayScreenshot Spek Screen C 3

Spek — RAC7 — One of those puzzle games people will plow through, it makes the mechanics simple to understand, then begins to really push and prod at your mastery of them over time. The AR component of the app seems like it will be a better party game than solo experience, but the effects used here are great and it really plays with distance and perspective in a way that an AR game should. A good totem for the genre going forward.

I was able to play several of the games across all three platforms, including Apple TV with an Xbox controller, iPhone and iPad. While some favored controller (Skate City) and others touch controls (Super Impossible Road), all felt like I could play them either way without much difficulty.

There are also some surprises in the initial batch of games, like Lego Brawls — a Smash Brothers clone that will be a big hit for car rides and get-togethers, I think.

My hope is that the Apple Arcade advantage, an aggressive $4.99 price and prime placement in the App Store, may help create an umbrella of sorts for games that don’t fit the “big opening weekend” revenue mold, and I hope Apple leans into that. I know that there may be action-oriented and big-name titles in the package now and in the future, and that’s fine. But there are many kinds of games out there that are fantastic, but “minor” in the grand scheme of things, and having a place that could create sustainability in the market for these gems is a great thing.

The financial terms were not disclosed by Apple, but many of the developers appear to have gotten upfront money to make games for the platform and, doubtless, there is a rev share on some sort of basis, probably usage or installs. Whatever it is, I hope the focus is on sustainability, but the people responsible for Arcade inside Apple are making all the right noises about that, so I have hope.

I am especially glad that Apple is being aggressive with the pricing and with the restrictions it has set for the store, including no in-app purchases or ads. This creates an environment where a parent (ratings permitting) can be confident that a kid playing games from the Arcade tab will not be besieged with casino ads in the middle of their puzzle game.

There is, however, a general irony in the fact that Apple had to create Apple Arcade because of the proliferation of loot box/currency/in-app purchase revenue models. An economy driven by the App Store’s overall depressive effect on the price of games and the decade long acclimation people have had to spending less and less, down to free, for games and apps on the store.

By bundling them into a subscription, Apple sidesteps the individual purchase barrier that it has had a big hand in creating in the first place. While I don’t think it is fully to blame — plenty of other platforms aggressively promote loot box mechanics — a big chunk of the responsibility to fix this distortion does rest on Apple. Apple Arcade is a great stab at that and I hope that the early titles are an indicator of the overall variety and quality that we can expect.

Powered by WPeMatico

Monument Valley is becoming a movie

Monument Valley, the award-winning and beautifully designed mobile puzzler from ustwo Games, is being turned into a movie, according to a report from Deadline. While the game involves a manipulating Escher-like architecture in order to guide a princess through her quest, the movie version will feature live-action characters being thrown into the game’s “mind-bending world,” the report says.

Paramount Pictures and Akiva Goldsman’s Weed Road Pictures have selected Patrick Osborne to direct the movie, which the studios hope to turn into a franchise. There’s already more material for them to use, if that’s the case – Monument Valley’s sequel continued the story, this time guiding a mother and a child through the magical architecture.

Osborne won an Oscar for Best Animated Short Film for “Feast,” and is now directing “Nimona” for Fox and Blue Sky, based on the popular graphic novel. That experience could serve him well for this unusual choice.

“Monument Valley is a one of a kind experience, at once small in its meditative, simple gameplay, as well as enormous in its sense of history,” Osborne told Deadline, in a statement. “I’m privileged to be handed the reins to Ida’s mysterious kingdom, to play in her world of impossible architecture where seeing things differently is everything. I am thrilled to bring this unique world to theaters with the talented storytellers of Paramount and Weed Road.”

Dan Gray, Head of Ustwo Games also noted the company has been waiting for the right opportunity to bring the game to the big screen.

While it’s common for movie studios to option game material for their films, in this case, the choice appears to be largely based the name recognition Monument Valley offers, and the success of films with virtual worlds, as in “Ready Player One.” The game itself has been downloaded over 160 million times worldwide, giving the film version a built-in audience, and has won a number of awards from Apple and others.

Still, it’s hard to contemplate how Monument Valley will make for a compelling movie – the game’s storyline is minimal, lacking in dialog, and really only uses the character as a means of moving players from one puzzle to the next. The beauty of the game is its gorgeous animations and overall design, which are combined with a mesmerizing soundtrack to make gameplay more of a meditative experience. Whatever story will be told by the movie will be largely original, then, it seems.

Deadline says the studio is now looking for a screenwriter to craft that tale alongside Osborne. A release date was not announced.

Powered by WPeMatico

Mobile gaming is having a moment, and Apple has the reins

It’s moved beyond tradition and into the realm of meme that Apple manages to dominate the news cycle around major industry events, all while not actually participating in said events. CES rolls around and every story is about HomeKit or its competitors; another tech giant has a conference and the news is that Apple updated some random subsystem of its ever-larger ecosystem of devices and software .

This is, undoubtedly, planned by Apple in many instances. And why not? Why shouldn’t it own the cycle when it can — it’s only strategically sound.

This week, the 2018 Game Developers Conference is going on and there’s a bunch of news coverage about various aspects of the show. There are all of the pre-written embargo bits about big titles and high-profile indies, there are the trend pieces and, of course, there’s the traditional ennui-laden “who is this event even for” post that accompanies any industry event that achieves critical mass.

But the absolute biggest story of the event wasn’t even at the event. It was the launch of Fortnite and, shortly thereafter, PlayerUnknown’s Battlegrounds on mobile devices. Specifically, both were launched on iOS, and PUBG hit Android simultaneously.

The launch of Fortnite, especially, resonates across the larger gaming spectrum in several unique ways. It’s the full and complete game as present on consoles, it’s iOS-first and it supports cross-platform play with console and PC players.

This has, essentially, never happened before. There have been stabs at one or more of those conditions on experimental levels, but it really marks a watershed in the games industry that could serve to change the psychology around the platform discussion in major ways. 

For one, though the shape of GDC has changed over the years as it relates to mobile gaming, it’s only recently that the conference has become dominated by indie titles that are mobile centric. The big players and triple-A console titles still take up a lot of air, but the long tail is very long and mobile is not synonymous with “casual gamers” as it once was.

I remember the GDC before we launched Monument Valley,” says Dan Gray of Monument Valley 2 studio ustwo. “We were fortunate enough that Unity offered us a place on their stand. Nobody had heard of us or our game and we were begging journalists to come say hello, it’s crazy how things have changed in four years. We’ve now got three speakers at the conference this year, people stop you in the street (within a two-block radius) and we’re asked to be part of interviews like this about the future of mobile.”

Zach Gage, the creator of SpellTower, and my wife’s favorite game of all time, Flipflop Solitaire, says that things feel like they have calmed down a bit. “It seems like that might be boring, but actually I think it’s quite exciting, because a consequence of it is that playing games has become just a normal thing that everyone does… which frankly, is wild. Games have never had the cultural reach that they do now, and it’s largely because of the App Store and these magical devices that are in everyone’s pockets.”

Alto’s Odyssey is the followup to Snowman’s 2015 endless boarder Alto’s Adventure. If you look at these two titles, three years apart, you can see the encapsulation of the growth and maturity of gaming on iOS. The original game was fun, but the newer title is beyond fun and into a realm where you can see the form being elevated into art. And it’s happening blazingly fast.

“There’s a real and continually growing sense that mobile is a platform to launch compelling, artful experiences,” says Snowman’s Ryan Cash. “This has always been the sentiment among the really amazing community of developers we’ve been lucky enough to meet. What’s most exciting to me, now, though, is hearing this acknowledged by representatives of major console platforms. Having conversations with people about their favorite games from the past year, and seeing that many of them are titles tailor-made for mobile platforms, is really gratifying. I definitely don’t want to paint the picture that mobile gaming has ever been some sort of pariah, but there’s a definite sense that more people are realizing how unique an experience it is to play games on these deeply personal devices.”

Mobile gaming as a whole has fought since the beginning against the depiction that it was for wasting time only, not making “true art,” which was reserved for consoles or dedicated gaming platforms. Aside from the “casual” versus “hardcore” debate, which is more about mechanics, there was a general stigma that mobile gaming was a sidecar bet to the main functions of these devices, and that their depth would always reflect that. But the narratives and themes being tackled on the platform beyond just clever mechanics are really incredible.

Playing Monument Valley 2 together with my daughter really just blew my doors off, and I think it changed a lot of people’s minds in this regard. The interplay between the characters and environment and a surprisingly emotional undercurrent for a puzzle game made it a breakout that was also a breakthrough of sorts.

“There’s so many things about games that are so awesome that the average person on the street doesn’t even know about,” says Gray. “As small developers right now we have the chance to make somebody feel a range of emotions about a video game for the first time, it’s not often you’re in the right place at the right time for this and to do it with the most personal device that sits in your pocket is the perfect opportunity.”

The fact that so many of the highest-profile titles are launching on iOS first is a constant source of consternation for Android users, but it’s largely a function of addressable audience.

I spoke to Apple VP Greg Joswiak about Apple’s place in the industry. “Gaming has always been one of the most popular categories on the App Store,” he says. A recent relaunch of the App Store put gaming into its own section and introduced a Today tab that tells stories about the games and about their developers.

That redesign, he says, has been effective. “Traffic to the App Store is up significantly, and with higher traffic, of course, comes higher sales.”

“One thing I think smaller developers appreciate from this is the ability to show the people behind the games,” says ustwo’s Gray about the new gaming and Today sections in the App Store. “Previously customers would just see an icon and assume a corporation of 200 made the game, but now it’s great we can show this really is a labor of love for a small group of people who’re trying to make something special. Hopefully this leads to players seeing the value in paying up front for games in the future once they can see the craft that goes into something.”

Snowman’s Cash agrees. “It’s often hard to communicate the why behind the games you’re making — not just what your game is and does, but how much went into making it, and what it could mean to your players. The stories that now sit on the Today tab are a really exciting way to do this; as an example, when Alto’s Odyssey released for pre-order, we saw a really positive player response to the discussion of the game’s development. I think the variety that the new App Store encourages as well, through rotational stories and regularly refreshed sections, infuses a sense of variety that’s great for both players and developers. There’s a real sense I’m hearing that this setup is equipped to help apps and games surface, and stayed surfaced, in a longer term and more sustainable way.”

In addition, there are some technical advantages that keep Apple ahead of Android in this arena. Plenty of Android devices are very performant and capable in individual ways, but Apple has a deep holistic grasp of its hardware that allows it to push platform advantages in introducing new frameworks like ARKit. Google’s efforts in the area with ARCore are just getting started with the first batch of 1.0 apps coming online now, but Google will always be hamstrung by the platform fragmentation that forces developers to target a huge array of possible software and hardware limitations that their apps and games will run up against.

This makes shipping technically ambitious projects like Fortnite on Android as well as iOS a daunting task. “There’s a very wide range of Android devices that we want to support,” Epic Games’ Nick Chester told Forbes. “We want to make sure Android players have a great experience, so we’re taking more time to get it right.“

That wide range of devices includes an insane differential in GPU capability, processing power, Android version and update status.

“We bring a very homogenous customer base to developers where 90 percent of [devices] are on the current versions of iOS,” says Joswiak. Apple’s customers embrace those changes and updates quickly, he says, and this allows developers to target new features and the full capabilities of the devices more quickly.

Ryan Cash sees these launches on iOS of “full games” as they exist elsewhere as a touchstone of sorts that could legitimize the idea of mobile as a parity platform.

“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in and of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”

“I think what is happening is people are starting to recognize that iOS devices are everywhere, and they are the primary computers of many people,” says Zach Gage. “When people watch a game on Twitch, they take their iPhone out of their pocket and download it. Not because they want to know if there’s a mobile version, but because they just want the game. It’s natural to assume that these games available for a computer or a PlayStation, and it’s now natural to assume that it would be available for your phone.”

Ustwo’s Gray says that it’s great that the big games are transitioning, but also cautions that there needs to be a sustainable environment for mid-priced games on iOS that specifically use the new capabilities of these devices.

“It’s great that such huge games are transitioning this way, but for me I’d really like to see more $30+ titles designed and developed specifically for iPhone and iPad as new IP, really taking advantage of how these devices are used,” he says. “It’s definitely going to benefit the App Store as a whole, but It does need to be acknowledged, however, that the way players interact with console/PC platforms and mobile are inherently different and should be designed accordingly. Session lengths and the interaction vocabulary of players are two of the main things to consider, but if a game manages to somehow satisfy the benefits of all those platforms then great, but I think it’s hard.”

Apple may not be an official sponsor of GDC, but it is hosting two sessions at the show, including an introduction to Metal 2, its rendering pipeline, and ARKit, its hope for the future of gaming on mobile. This presence is exciting for a number of reasons, as it shows a greater willingness by Apple to engage the community that has grown around its platforms, but also that the industry is becoming truly integrated, with mobile taking its rightful place alongside console and portable gaming as a viable target for the industry’s most capable and interesting talent.

“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG, and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.

“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”

Powered by WPeMatico

Florence invites you into an interactive graphic novel about finding love (and losing it)

 The latest game from Monument Valley designer Ken Wong doesn’t have much in common with the brilliant pastel puzzler, but that doesn’t mean it isn’t worth experiencing. Florence, available now in the App Store, isn’t really a game so much as a graphic novel strewn with a few interactive moments, kind of like quicktime events but pleasant instead of annoying. Read More

Powered by WPeMatico

Monument Valley Is Bringing Ida’s Dream To All Platforms Free On June 25

screen_X1_2015-05-19_14-52-39 (1) Monument Valley remains one of the best mobile games of last year, and likely ranks among the better titles of all time, in terms of unique design and imaginative gameplay mechanics. The ustwo games debut is getting even better today, thanks to the release of a special, visually updated version of the Ida’s Dream level pack released as part of a Project (RED) charitable promotion last… Read More

Powered by WPeMatico

Monument Valley Team Reveals The Cost And Reward Of Making A Hit iOS Game

Screen Shot 2015-01-15 at 3.47.24 PM Games and the formula that leads to their success can be a bit of a mystery, perhaps more so on mobile. One of 2014’s big hits, both in terms of critical and audience success, was Monument Valley by ustwogames. The isometric 3D puzzler was breathtaking in terms of its visual design and had nice mechanics, and it managed to earn nearly $6 million in revenue from over 2.4 million… Read More

Powered by WPeMatico

The Lesson Of Monument Valley

monument-valley-forgotten I’m fascinated by the reviews left by Monument Valley players after learning that new content was going to cost an extra $2. Why does something so apparently ordinary generate such resentment? Read More

Powered by WPeMatico

Monument Valley: Forgotten Shores Review

monument-valley For a mobile game to be deeply moving, but also minimal enough to satisfy the needs of a casual player, is a very, very impressive feat. Ustwo accomplished that with Monument Valley, and they’ve managed it all over again with Forgotten Shores. Despite inferences that Forgotten Shores takes place as an appendix to the main storyline, it has its own internal narrative that is still just… Read More

Powered by WPeMatico

Monument Valley’s Forgotten Shores Expansion Now Available For $1.99

MV_FS_Thief Monument Valley is arguably the best mobile game of 2014, and now there’s more of it to love: Developer Ustwo has let loose Forgotten Shores, the $1.99 in-app purchase that unlocks eight all-new levels. If you’ve played the game, then you’ll welcome the opportunity to jump back into the strange land of isometric perspective, a wandering princess, lovely soft color palettes… Read More

Powered by WPeMatico

Monument Valley Expansion ‘Forgotten Shores’ Arrives On iOS November 13

monument-valley-forgotten-shores Monument Valley is a mobile game that’s unlike any other mobile game out there – a puzzler that has a minimal but surprisingly deep storyline, simple but engaging and rich gameplay, and characters that are easy to feel for despite the fact that you know almost nothing about them. The game’s biggest failing, if it had one, was that it was painfully brief. The brevity… Read More

Powered by WPeMatico