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Hey! You're looking at the front page of recorder.sayforward.com which is a temporary storage place for articles I didn't read/evaluate yet. I also use this platform to prepare new content to post sayforward.com where audio/video/image material is hosted completely on my server. On the recorder instead, media is loaded from external sources, so don't get mad if some of them don't work anymore.

Please note that the content posted here is explicitly intended to help me remember certain things, i.e. it is not intended to entertain you in any way (although you certainly will find stuff that fulfills this criteria).

Now: Happy Browsing!

Monster Monpiece: What the hell? - by Christian Nutt:

Monster Monpiece is a Japanese trading card game for the Vita that had to be censored for U.S. release. I ponder what the moe phenomenon is doing to JRPGs, and speak to the publisher to find out about the game and its audience. via Gamasutra.com - All Blogs

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Algorithm Challenge: Burning Man Vehicle Exodus: Slashdot contributor Bennett Haselton writes: “A year ago, getting ready for Burning Man, I read that the cars in the exit line sometimes have to wait in the sun for hours to get out. I came up with an algorithm that I thought would alleviate the problem. Do you think it would work? If not, why not? Or can you think of a better one?” Read on for the rest of Bennett’s thoughts. Share on Google+

Read more of this story at Slashdot.




via Slashdot

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TCP/IP Might Have Been Secure From the Start If Not For the NSA: chicksdaddy writes: “The pervasiveness of the NSA’s spying operation has turned it into a kind of bugaboo — the monster lurking behind every locked networking closet and the invisible hand behind every flawed crypto implementation. Those inclined to don the tinfoil cap won’t be reassured by Vint Cerf’s offhand observation in a Google Hangout on Wednesday that, back in the mid 1970s, the world’s favorite intelligence agency may have also stood in the way of stronger network layer security being a part of the original specification for TCP/IP. (Video with time code.) Researchers at the time were working on just such a lightweight cryptosystem. On Stanford’s campus, Cerf noted that Whit Diffie and Martin Hellman had researched and published a paper that described the functioning of a public key cryptography system. But they didn’t yet have the algorithms to make it practical. (Ron Rivest, Adi Shamir and Leonard Adleman published the RSA algorithm in 1977). As it turns out, however, Cerf did have access to some really bleeding edge cryptographic technology back then that might have been used to implement strong, protocol-level security into the earliest specifications of TCP/IP. Why weren’t they used? The crypto tools were part of a classified NSA project he was working on at Stanford in the mid 1970s to build a secure, classified Internet. ‘At the time I couldn’t share that with my friends,’ Cerf said.” Share on Google+

Read more of this story at Slashdot.




via Slashdot

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Planet Express: Space Run Delivers Mobile Tower Defense:

When I saw the trailer for Space Run last week, I immediately opened up an IM window and sent it to a few friends. Then, satisfied with having shared the strategic space ship construction game, I felt the sense of closure I normally get from posting things here and wiped it from my memory. That’s […] via Rock, Paper, Shotgun

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Gundam Side Story II > SegaSaturn:
Gundam Side Story II

Title : Gundam Side Story II
Publisher : Bandai
Game Type : Simulation
Console : SegaSaturn

Price : £5.99

More of the prequel as nothing too much has been shifted in terms of gameplay mechanics, just continues on the expansive story. Whilst Gun Griffon purists will lament the more accessible control system, Bandai was catering for the mass market appeal Gundam has in Japan. The game comes in a collectable hardback presentation book.

via GenkiVideoGames.com - All New Arrivals

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Dissecting the Core Mechanics of Vanquish - by Ozzie Smith:

Vanquish is a 3rd person shooter that combines a handful of simple, unique mechanics that form extremely satisfying, dynamic combat. via Gamasutra.com - All Blogs

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Ex-Blizzard and Insomniac dev announces turn-based tactics game Duelyst:

Ex-Blizzard and Insomniac developer Keith Lee has teamed up with Rogue Legacy lead artist Glauber Kotaki and some other folks at the new indie outfit Counterplay Games to develop the turn-based tactics game Duelyst, currently on Kickstarter.

The developer certainly has an impressive pedigree with Lee being the former producer on Diablo 3 and lead programmer at Insomniac where he worked on several Ratchet & Clank games and Resistance: The Fall of Man. Meanwhile Kotaki’s work on Rogue Legacy is hard to criticise and the early footage of Duelyst looks to follow suit.

Taking a page from Skulls of the Shogun, Duelyst seeks to be an accessible entry in a typically difficult to penetrate genre. “Our goal is to vigilantly remove every extraneous feature from the game to focus on its heart and soul: squad-based tactical combat,” the developer explained on the Kickstarter page. “You’ll never need to spend hours on resource management or grind random encounters to get to the next fight.”

Read more…

via Eurogamer.net

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Start Before You Have an Idea - by Chris DeLeon:

Too many people get stuck on thinking that they need the right or perfect idea before starting. I’m here to tell you that this is just another excuse. You don’t even need any idea at all. I’ll explain here how you can (and should) get started without one. via Gamasutra.com - All Blogs

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Hacking the Game Industry, Part I: Three Reasons Why Your Company Should Run Internal Hackathons - by Andrew Pedersen:

Andrew Pedersen, Senior Vice President and Chief Studio Officer of GSN Games, believes in running internal hackathons. In the first of a three-part series, he outlines the reasons why hackathons are crucial to the evolution of all kinds of game companies. via Gamasutra.com - All Blogs

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Code Generation Fun with Unity - by Lior Tal:

Many Unity APIs rely on string identifiers as part of their operation. In this post i aim to show a different, safe and automated way to handle these cases using code generation. via Gamasutra.com - All Blogs

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Seicross (Cart Only) > FamicomCart:
Seicross (Cart Only)

Title : Seicross (Cart Only)
Publisher : Nichibutsu
Game Type : Action
Console : FamicomCart

Price : £3.99

Players ride on bikes like the speeders from Return of the Jedi and try to knock opponents into the on screen traps, such as laser beams. The speeder also has a gun to shoot itself as the screen forces the battle onwards.

via GenkiVideoGames.com - All New Arrivals

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Spartan X (Cart Only) > FamicomCart:
Spartan X (Cart Only)

Title : Spartan X (Cart Only)
Publisher : Irem
Game Type : Side Scrolling Beat Em Up
Console : FamicomCart

Price : £8.99

Sharp reflexes and a knowledge of when to fire in a fist of fury or a flat kung fu slipper sole are requisites to meet the bad boss Mr X. Ducking kicks and throwing stars in the classic arcade mould. Known as Kung Fu Master in the West.

via GenkiVideoGames.com - All New Arrivals

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Cutting Corners: Networking Design in Journey - by Nick Clark:

Creating an anonymous, seamless online experience was an ambitious goal for the small team at thatgamecompany. Lead designer Nick Clark shares technical decisions and design discoveries made during development of the multiplayer component of Journey. via Gamasutra.com - All Blogs

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5 Anti-Aging Tips for Mobile Games - by Ben Liu:

Lessons we’ve learned from successfully running Tap Paradise Cove for two years via Gamasutra.com - All Blogs

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Rad Men: A Wasteland 2 Diary, Part 1:

A few months ago Wasteland 2 and my PC got on about as well as Piers Morgan and Wayne LaPierre, but as of a recent update I’m glad to say that inXile’s old school cRPG is as smooth as butter on my machine (though I do have to turn SSAO off, but I’ll stop talking […] via Rock, Paper, Shotgun

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Game Dev Super Group Finally Announces Game:

Campo Santo is a new studio made up of top tier talent from – DEEP BREATH – Double Fine, Klei, Telltale, and 2K Marin. OK, that didn’t require much air to say out loud at all and I can type without breathing for probably, like, hours, but you get the idea. With the powers of […] via Rock, Paper, Shotgun

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Kame no Ongaeshi (Cart Only) > FamicomCart:
Kame no Ongaeshi (Cart Only)

Title : Kame no Ongaeshi (Cart Only)
Publisher : Hudson Soft
Game Type : Shooter
Console : FamicomCart

Price : £4.99

Platform shooting sections combined with shoot em up levels as players ride on the back of the turtle of the name (sometimes even a turbo boosted prawn.) Crazed organic bosses bring to mind R Type and make you wonder if Hu have been eating the red and white mushrooms from Mario too much. Known in the West as Xexyz.

via GenkiVideoGames.com - All New Arrivals

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Battle City (Cart Only) > FamicomCart:
Battle City (Cart Only)

Title : Battle City (Cart Only)
Publisher : Namcot
Game Type : Action
Console : FamicomCart

Price : £7.99

Plenty of tributes to its mighty back catalogue in game for the discerning gamer. Taking out tanks that appear in the maze means keeping a keen eye out for where they will appear, if in control of the skirmish. Otherwise it means grabbing those freeze power ups or blasting a whole in the maze to sit in, perhaps even behind camouflage.

via GenkiVideoGames.com - All New Arrivals

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Heavy Barrel (Cart Only) > FamicomCart:
Heavy Barrel (Cart Only)

Title : Heavy Barrel (Cart Only)
Publisher : Deco
Game Type : Shooter
Console : FamicomCart

Price : £11.99

Superb fun as players run and gun at a fast pace. The Eighties reassured many they could take down entire armies, tanks and planes with a mere tommy gun and our Heavy Barrel hero is no exception. Just keep the trigger finger happy, toss those grenades and keep the power ups coming in. The classic enemy in mine cart make s a welcomed appearance to boot.

via GenkiVideoGames.com - All New Arrivals

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Monetization Stack - by Xing Wang:

As F2P games becomes the dominate business model in the mobile gaming and online gaming world, every game needs to think about monetization and bake it into the design. A tool to use is called monetization stack. via Gamasutra.com - All Blogs

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The Art of Shadow of the Colossus (2/6): Gameplay and Story - by Frederic Fourcade:

Following on the analysis of this beautiful game, where we talk about its pace, boss-fights and scenario. via Gamasutra.com - All Blogs

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Player Roles: Observers and Participants - by Daniel Shumway:

I propose that we can simplify models of the way players interact with games by dividing the player into two separate personalities, an observer and a participant, that work together to shape media consumption. via Gamasutra.com - All Blogs

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10 Second Ninja review:

The assumption that PC players now all keep a scruffy 360 controller wrapped up next to their hulking towers is letting developers really push their Steam wares further into console territory. 10 Second Ninja, a meticulously well-designed flash of breakneck speed and pixel-perfect precision, is purpose-built for a controller and nearly impossible to enjoy without.

If most indie platformers have sought to expand and experiment with this most classic of video game genres, 10 Second Ninja does the opposite. This is pure distillation - single-screen, multi-tiered arenas guarded by static robots. And they ask just one question - can your little ninja kill them all in 10 seconds?

The answer, unanimously, is yes, but you soon realise that ‘10 second’ moniker indicates a bare minimum. Your ninja is a lithe and agile chap, capable of a snappy double jump, a broad katana slash, and dead-eye accuracy with a shuriken. For the most part, it’ll only take one hit from a sword or shuriken to kill a robot, and even the later levels can easily be conquered in under 10 seconds, awarding you one of three stars.

Read more…

via Eurogamer.net

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Ruminations about “Magical Numbers” in boardgame and card game design - by Lewis Pulsipher:

Is there some kind of “sweet spot” or “magical number” in the number of pieces, and board size, in a game that involves maneuver/placement and geospatial location? Are there similar “magical numbers” in card games? Discussion here, not a pat answer. via Gamasutra.com - All Blogs

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Heli Brawl Looks Like More Local Multiplayer Funtimes:

Before Messhof made Nidhogg and then spent a long time not making Nidhogg, he created a set of great singleplayer and local multiplayer games with tight controls, silly conceits and visuals like visual migraines. I miss those days, so the reminiscent style of Heli Brawl by 2BAM is a welcome addition to my life. It’s […] via Rock, Paper, Shotgun

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DevLog Watch: Kaiju Panic, Somewhere, CrossCode, More:

When I was first following along with videogames on the internet, there were these things called .plan files. They were essentially blogs, or Twitter before Twitter, but they were updated by game developers like John Carmack, Cliff Bleszinski, Randy Pitchford and more before everyone grew too busy, too old, or too ensconced in the PR […] via Rock, Paper, Shotgun

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B-school profs starting to take a hard look at games - by Isaac Knowles:

Summary of interview with Chris Ryan, professor of operations research at Chicago’s Booth School. Business school faculty are starting to take notice of the game industry, but is the industry ready for them? via Gamasutra.com - All Blogs

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Simulating the senses: Should we be concerned about gambling-like activities in video games? - by Mark Griffiths:

As gambling on the internet has expanded, a wide range of ‘gambling-like’ activities has emerged on social networking sites, and within video games. Are these ‘free play’ simulations of gambling activities something we should be concerned about? via Gamasutra.com - All Blogs

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Call Me Anytime: Echo Of The Wilds:

I was less than thirty seconds into the trailer for Echo Of The Wilds when a quivering sense of outrage overcame me. The scenes in the trailer alternate between mysterious, peaceful, beautiful and spooky, and it was the combination of these things gathered together that caused me to flip the desk over, bellow an obscenity […] via Rock, Paper, Shotgun

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The Age of Encumbrance: Project Morpheus, VR and Wearables - by Andreas Walther:

On March 18th, Sony has unveiled Project Morpheus, their VR response to the Oculus Rift. That’s caused me to voice my issues with VR and the coming “age of encumbrance”. via Gamasutra.com - All Blogs

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IGF Factor 2014: Michael Brough’s 868-HACK and Corrypt:

Next in our series of firesideless chats with the developers of PC games nominated for an award at this year’s Independent Games Festival, it’s Michael ‘Smestorp’ Brough talking about his signature, haunting ‘glitch’ style, why he will continue to resist convention, his mixed feelings about the nomination and which of his two nominated games, Corrypt […] via Rock, Paper, Shotgun

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How We Use Unity - by Alistair Doulin:

How we are using Unity for our 4th game. The 3rd party tools we use and how we lay out our projects. via Gamasutra.com - All Blogs

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Wherefore Art? The Strange Places Of Noctuelles:

This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills. Somewhere in the region of the demoscene and modern game jam is Noctuelles, home of mysterious New Zealander Orihaus and the ‘strange places’ he calls ‘games’. Ghostly ‘megastructures’ of stark, sometimes […] via Rock, Paper, Shotgun

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We Ask Indies: Matt Rix, creator of Trainyard and Disco Zoo - by Nico Saraintaris:

In this Q&A, Matt talks about picking a name for his new studio, mobile puzzle games, favourite devs and Snow Siege, his upcoming title! via Gamasutra.com - All Blogs

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