Skip to main content

The Sunday Papers


Sundays are for sunshine pouring in through the window. I am so looking forward to summer this year. To pass the time I've been reading the internet. Here's some of the stuff I found.

  • Here's an article about games that are not just for computers, but by computers: "Angelina uses computational evolution techniques to search design spaces for playable games. Using a fairly simple design language, Cook specifies certain parameters such as layout constraints and rule-set variations – effectively defining a genre. Angelina iterates through a vast number of semi-random permutations of these, where each permutation is a potential new game. The evolutionary aspect of the process comes in when the system selects the better candidates of each iteration – or generation – and combines them to form the seeds of the next. But in Angelina’s case, there are two phases to the process. First, selecting the component game-parts – layout, mechanics – and secondly; picking a playable integration of these. Cook refers to this as ‘cooperative co-evolution’."
  • Dear Esther has provoked discussion all over the place. Here's some.
  • The Art Of Homeworld.
  • The story behind Stalin vs The Martians: "You promised an updated version would be on the way, but several years have passed without a whisper of it, during which time no one has been able to purchase the game. What happened to this version?" "We lied."
  • Eurogamer's "The Rise and Fall of Sega Enterprises": "At the start of the decade, Sega stood astride the gaming world like a colossus; it had smashed Nintendo's vice-like stranglehold in the US and conquered Europe with its street-smart marketing. But by the close of the '90s, the company's reputation was in tatters, its user-base had all but collapsed and it was driven dangerously close to the yawning abyss of insolvency."
  • A critique of Portal 2: "A few hours later, the game punts you into a dank brown cavern that is Portal’s equivalent to a boring FPS sewer level. Something happens while you’re down there. Instead of coming together, the game slowly begins to fall apart. Physics-defying gels introduce even more levels of secondary thought required to play the game. Portal-friendly surfaces are suddenly very scarce, very tiny, and very far apart from each other. During the first vital playthrough, the test chambers became a chore somewhere around Chapter 7. As they got increasingly difficult, they repeatedly screeched the finely-tuned pacing and flow of the game to a halt, reducing their place in the gameplay formula as elaborate obstacles."
  • On The Love Letter: "...the game’s premise couldn’t be simpler: Read your love letter before next class begins. End of story. The whole set-up has extreme implications, though, due to the way the situation is framed. You MUST read the letter in its entirety to discover the writer’s identity; otherwise your opportunity to meet your potential love interest will vanish in a heartbeat. Given that you were absent during the day’s very first class, you know your schoolmates WILL now be eager to see what “SUP!”. Doubly so, should they catch you red-handed with a love letter!"
  • This week seems to have contained plenty of anger and lamentation about the idiots of the internet: "Every gamer with more than one brain cell was disgusted and outraged at the whole affair. Notice that I didn't say they were surprised, because who would be? This is the gaming community's elephant in the room: it's got an ejaculating penis and a swastika drawn on it."
  • And an article from Forbes on the subject.
  • While we're with the mainstream press, here's the BBC's Front Row on videogames.
  • A great interview with the Limbo team.
  • Digital Foundry's Alan Wake PC analysis: "On PC with max settings, there is a surgical precision to almost every single rendering element, and clearly, obviously, everything looks a lot whole lot better. But there is the argument that with much of the grime and haze lifted, the atmosphere just isn't quite the same - and with very few (if any) improvements to the base artwork, some of the lower resolution textures are that much more noticeable too."

Music this week is actually a video, filmed on location at Chernobyl and the Baikonur Cosmodrome. The expedition was organised by RPS chums Unknown Fields.

Read this next

Jim Rossignol avatar
Jim Rossignol: Jim was one of the four co-founders of Rock Paper Shotgun, before he left us to go make video games.
View comments (155)
Related topics

Rock Paper Shotgun is better when you sign in

Sign in and join us on our journey to discover strange and compelling PC games.

A line drawing of a cartoon planet with a smiley face, surrounded by a couple of stars and a ring.