We Did It Games
posted by on April 27th, 2011   |   0 comments

Hi everybody! Everybody, hi. This blog felt lonely and I wanted to give another post a chance to earn some spam comments, so humor me a while, won’t you?

Gabe and I are pressing on with project codename “Sentient Appendage.” I just made up that codename cause I figured our project could use one. Core protagonist animations are in the can and I’m fleshing out the first of a handful of sets that will comprise the first level.

On the PathoGen front, we’re really just waiting on some boss music to finish itself and then we’ll be good to go.

Nothin’ much else to say ‘cept Portal 2 is all sorts of awesome and everyone should go tile their kitchens with copies of it.

Now check out this epic work-in-progress first look at project “Trashwall!” (I change the codename on a minute-by-minute basis)

Categories: Artwork, Development, Industry Rants

posted by on March 11th, 2011   |   2 comments

Any other year with a console Legend of Zelda title on the way, I’d tell you without a second thought that the next entry into one of Nintendo’s most beloved franchises is at the top of my most wanted list. This year, Valve is going to break that trend.

It started with the original Portal. The title got my attention with online videos that demonstrated via witty, corporate themed isometric videos what the gameplay of Portal was all about. One word came to mind: Amazinglyeffingawesometimesten. Then another word came to mind that actually was a word: Different. Here was a refreshing new take on platformer puzzle solving that proved to be as much mind bending as it was flat out enjoyable.

Though the writing and cast for Portal is also fantastic, make no mistake that gameplay is the star of this title. The concept is simple: You have a gun that fires two individual portals and you use them to get from one spot to another. The implementation gets wildly complex as you juggle timed switches and puzzles involving various other clever uses for the portals. Experimentation in this regard is encouraged, necessary and fun.

Portal also expertly presented an unfolding tale that came to light by exploration and discovery, showing and not telling. Coming from the creators of the Half-Life series this is no surprise. The story was there for those who sought to find it and bypassed for those interested in purely advancing in the game. I being the adventurous type made it a point to search every corner for panicked wall scribblings to read.

Finally, whenever someone mentions Portal they must always mention GlaDOS, the famed mechanized antagonist and source of both comedy and terror in the game. I need mention no more than she made the number one spot on IGN’s top 100 video game villains to show how strong of a character she is.

It is for all these reasons that even mention of a sequel sets me on edge. Knowing that Portal 2 is just a month away is going to make me sleepless. Portal 2 is going to take everything awesome about Portal and amplify it. More levels, more GlaDOS, more portals and characters (with the aid of the new co-op), more music (with the return of Jonathan Coulton who wrote the ending song “Still Alive” for the original Portal), more puzzle elements and more stellar writing.

Some fans of the Zelda franchise are reported to have shed a few tears of joy when a new entry is unveiled. This happened to me this year, but exclusively for Portal 2. There’s something magical about the Portal experience that I find unmatched by anything else, and the wait to finally experience all that awesomeness will soon come to a welcome close.

Categories: Industry Rants

posted by on March 8th, 2011   |   2 comments

How many of you guys grew up with Duke Nukem? Surprisingly for me I know of only a few. I’ve been ever curious until recently about the spectre known as Duke Nukem Forever for, well, just about forever. It was only until news broke that the once thought vaporware would really, really, for real be released that I felt a certain void in my soul shriek giddily with anticipation of filling.

Many of you likely don’t see what the big deal is. There was little Duke did to innovate the FPS genre. What it did do is something I admire and seek to replicate and uphold with everything I help create here at WeDIG. It dared to be humorous via any way it wanted to be without a filter and sans shame. Duke is unapologetic.

Duke Nukem has attitude, babes, guns, aliens, mayhem and balls. The impending DN Forever is shaping up to amplify all of these things. Already via the interactive (draw what you dare on a whiteboard) environments, brash (testicle boxing) finishers and (gasp!) simulated urination, on top of the given heaps of gunplay, this title is looking to be everything a modern Duke game should be. What we’ve seen thus far is only the beginning, and I’d be content with just that. The prospect of more just gets me tingly all over.

Duke Nukem Forever makes me feel the same I did when the first bits on Mirror’s Edge hit the airwaves. I’m excited about the prospect of something refreshingly different. Even if the gameplay is firmly rooted in the FPS mechanics of yore, I’m confident the buckets of personality, style and charm, as well as the don’t-let-your-mom-see-this surprises in store are going to propel this game into a must-own category, if only for those Duke cultists like myself.

Lastly I feel I should cite as have others the historic relevance that this title has. With quite possibly the longest development cycle in game history, the release of this game bears a significance and weight unlike any other. Release day is going to feel like waiting at the finish line for a pal who had just completed a marathon. I want to douse everyone involved in development with bottled beverages, hand them a towel and pat them on the back.

For these reasons, I have committed for the first time ever to pre-ordering the special edition set. I rarely do this sort of thing, but a game like this deserves the recognition and even without the sweet swag (bust of Duke for the win!) I’d pay more than the cost of admission simply as a gesture to such a wild legacy. The moment I fire up Duke’s latest adventure and all throughout, I’ll likely be thinking of all the hardships in development the title went through to finally rest in my collection and I’ll thank everyone who made it possible.

Plus there’s a beer button! C’MON!

Categories: Industry Rants