Shooting gallery is a show about games without guns. This week: Undertale!

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Shooting gallery is a show about games without guns. This week: Undertale!
Cut wrist cloud.
Digital Preservatives
Bottling up and preserving aged and lost video games.
By Joe Buchholz with images by Jude Buffum.
The outside of Summit Amusement is just as weathered as the damaged arcade cabinets that it houses inside. A line of powered down game machines peer out at the sidewalk through a pane of glass held together by clear tape. A neon sign rimmed with dust reads OPEN, though no electricity runs through it. Each time I pass by the store, I wonder if it’s abandoned. So the first time I saw the door open a jolt of surprise pivoted me to walk inside. The store was dark and dank like an unfinished basement. It smelled a little bit like the hot blacktop of a basketball court mixed with a bookstore run by an unkempt guy who lets his cat rub up against the shelves: yellowed pages, matted fur, and maybe raisins? The low sounds of arcade machines hummed their chiptune serenades like distant blips of EKG machines. The presence of a man behind the counter broke my trance.
He looked down at me through glasses that slightly magnified his eyes. His hair was slicked into a comb over that had the same professional stylings as his stained T-shirt tucked into navy blue jeans. He set down his screwdriver and whatever piece of an arcade board he happened to be modifying. “We’re not actually open,” he said.
I was never able to get back into Summit Amusement. It remained locked every time I tried. But the interaction seemed to be a good enough metaphor for the state of video game preservation. A lot of games are not “actually open,” and what I mean by that is you don’t actually own them, in a sense. Buried deep in End User License Agreements is literature that describe some games as more of a service than a product that you legally own forever. Once their servers go down permanently, you can’t access them legally. This bars you from playing large swaths of content if an online service ever disappears.
The Digital Millennium Copyright Act (DMCA) is a preservationist’s nightmare. This major revision of the US copyright act redefined a lot of the rules relating to video games. Whether you’re restoring games back to working order physically or digitally, the DMCA creates a legal barrier that poses a threat to the restoration of old games. The Entertainment Software Association (ESA) and the Entertainment Frontier Foundation (EFF) are currently playing out a dispute that has faced the industry for decades: where is the line drawn between preservation and piracy?
Despite this looming threat, small groups are still dedicating their free time and energy to preserving a medium that is starting to show its age. Summit Amusement’s doors are always closed because the owners are traveling between various locations to repair hardly functioning machines. The preservation of historical information, experiences, and the games themselves are being defended by passionate enclaves of collectors, writers and programmers. An uncoordinated mass of people find themselves drawn to preservation, even though the financial benefits are practically nonexistent. This unsorted crowd of preservationists doesn’t have a clear cut reason why they sacrifice time and money, but they are always at work. With major gaming companies aligning with the ESA, they could potentially undermine the future work of these groups. It’s a tug-of-war for who gets to preserve these properties that are fading away: the corporations or the people?
The preservation of gaming’s past is much more diverse and nuanced than the preservationist at Summit. Unseen64, a collective dedicated to cataloging documentation about lost and canceled games, started in 2001 with a small group of friends in Italy. Their passion for games eventually blossomed into a robust archive of gaming’s lost treasures.
“We would like to remember lost games out of curiosity, for historic and artistic preservation,” said Luca Taborelli, the editor-in-chief of Unseen64, known on the site as Monokoma. The group has accumulated thousands of images and videos from cancelled games as well as games in early beta states. What breathes life into these lost pieces of gaming history is the extensive research that Unseen64 does to explain how these artifacts relate to the development process. It’s an enormous undertaking. The group has outsourced their archiving to outside contributors but it still hasn’t found enough hands to cover the enormous work load. The project has been scaled back to exclude any games released after last generation’s console hardware.
“There are too many cancelled projects to be preserved and we don't have enough time to add them all in the Unseen64 archive. Most of us have full time jobs, families and other real-life commitments, so it's not easy to find free time to archive unseen games. Unfortunately it seems that only a few smaller websites care about archiving lost video games for now,” Taborelli said.
The brunt of video game preservation is carried out by small groups, and sometimes one person can have an enormous impact on the community. Frank Cifaldi got his start in video game preservation with his piracy group FEFEA. The rom group’s name stood for “F--k ‘Em, F--k ‘Em All.” He was quick to remind me that he was young.
“The reason for the angry acronym was that when I started getting into this in ‘99ish, I sort of recognized that private collectors were, in some ways, the enemy of preservation. That was my perspective as a 17 year old person by the way, I no longer really think that,” Cifaldi said.
Danger comes when only a limited amount of copies have been made, and they’re just sitting in someone’s attic, especially with an unreleased game. Games are susceptible to the passage of time just like anything physical is. Disc rot is a phenomena that degrades DVDs and CDs through oxidation or light damage, and a cartridge or disc left in an attic could have all of its data erased just by sitting there.
It’s hard to envision a video game completely blipping out of existence, but Cifaldi recalls a time when a game did just that. The rights holder acquired playable code for an unreleased sequel to a popular point and click adventure game (which could not be named). Because the game was on a floppy disc he figured nobody had a computer old enough to run it, so he threw the disc in the garbage. As far as Cifaldi knows, this was the only copy of the game. “I think that speaks to the need for video game preservation to be something that is discussed a lot more openly, and vocally, and loudly,” Cifaldi said.
As Cifaldi grew up, so did his band of pirates. They eventually formed The Lost Levels, a website dedicated to purchasing unreleased games and dumping them online in the name of preservation. The Lost Levels provided context to these games by including supplemental stories along with a download of the game. This was a maturation of the FEFEA’s “F--ck ‘em” mission statement. “It was refined piracy,” Cifaldi said while laughing. Although the website currently lies dormant after over a decade of activity, it gave Cifaldi an avenue to connect with the Library of Congress and the Smithsonian’s “The Art of Video Games” exhibition, one of the first exhibitions to display games as pieces of art. Cifaldi was a part of the advisory group that saw the creation of the landmark exhibit.
All of Cifaldi’s contributions to video game preservation have led his career path to come full circle. He, like many involved in video game writing, eventually started working directly for a video game developer. Currently a designer at Other Ocean, a game developer and Quality Assurance company, Cifaldi is convincing a publisher to invest money into properly preserving their legacy content. He wouldn’t disclose any details about how the game is being handled, but Cifaldi’s work in preservation is now more tangible than ever. Having an advisor with a storied reputation in game development may be the best way for a company to re-release its content, but the corporations that made these games might not see the same value in their own products.
Chris Kohler, founder of Wired magazine’s Game|Life section and contributor to preservation, uses Nintendo as a representative example for how corporations handle preservation. “As far as we know, Nintendo isn’t preserving anything. Because all it does is has its games sitting around in its archives. We really have no idea what are Nintendo’s archives deep in Kyoto, Japan,” Kohler said.
Proof of Nintendo’s archives pops up every once in awhile, whether it’s Nintendo’s President Satoru Iwata showing footage from a prototype build of a game, or the re-release of an obscure title like Donkey Kong: Original Edition.
In a way, companies are preserving their own history by re-releasing and remaking old titles. Nintendo distributes remakes and re-releases of their titles multiple times a year and the PlayStation 4’s software release schedule is thoroughly padded out with games from last generation. Aspects of these titles are changed, sometimes improving on antiquated game design and other times altering major cosmetic features. When Nintendo re-released “Mike Tyson’s Punch-Out!” for Wii’s virtual console in 2007 they renamed it “Punch-Out! Featuring Mr. Dream” because their license to use Tyson’s likeness had lapsed. It’s for this very reason that Kohler believes that preservation is best left to outside sources.
“They are the last people, these big publishers are the last entities I would trust to preserve the game as it was when they re-release it. The re-release of these games is preserving it in some ways and not others.”
Christian Nutt blog director of Gamasutra, a site about “the art and business of making games,” adds to Kohler’s points. “If your goal is to preserve the culture and the ‘at the time’ nature of a game, then playing it on other hardware and in other contexts doesn't do that. My advice then is for those who are preserving works as historians and academics to try to bring context to that preservation however they best can with the tools at their disposal. I'd also urge companies to consider it as well -- like M2, who ports Sega arcade games to the 3DS and adds in the sound effects from the arcade cabinets' hydraulics systems. But in the end, the important thing is that old games get saved, played, and understood in some way.”
I kept finding myself drawn to Summit Amusement’s storefront. My thoughts were clouded with the gray areas of preservation. It seems completely paradoxical: the purest form of preservation is carried out by small groups of people who have to sacrifice their own time and money in the name of their hobby. It’s illegal, but they aren’t profiting from it. Publishers sit on huge archives of intellectual property with no plans to release it, and who knows the vulnerability of that content. The EFF and ESA are locked in a legal battle over whether or not people should be able to preserve their own games.
My tires screeched as I stopped in front of Summit Amusement. The OPEN sign was on again. The owner was wheeling an arcade cabinet inside with a sign that said “SALE” on it. I pulled over. By the time I got up to the door, the sign was turned off. I pushed my way in anyways. “Are you still open?” I said.
“For you we can be,” a man with slicked back hair said. I assumed he was the owner’s son. “What can I do for you?”
I told him I was looking for a Street Fighter II cabinet, I had seen one posted by them on Craig’s List. He grinned. “We don’t got one of those, but we got one of these.”
He walked me past a cabinet of “Time Crisis 2” with the words “insert coin” singed into the monitor. I stood in front of an arcade cabinet with unlabeled and peeling custom art. He handed me a stapled printer paper with a list of games. “This has 1000 games on it. Why buy a Street Fighter II cabinet when you could buy 1000 games for a grand?”
The machine is filled with emulated games. I immediately wondered about the legality of it all. Did he own the licenses to all 1000 games he was trying to pedal to me? I didn’t ask. Instead I told him it was out my price range. I walked out with my thoughts even more muddied with the complexities of preservation and who should be allowed to carry it forward.
Greet The Rifts III, an episode about war in video games. And when you're done watching that, maybe I donno, check out Games Are Dumb And For Kids.
I haven't posted on Greet The Rifts in awhile, and that's because this project is being integrated into Games Are Dumb And For Kids, a comedic gaming news talk show! The postings here will be few and far between, but I haven't abandoned the project. I've just found a new outlet for my creativity and a new outlet to discuss gaming news. Check out the 4th of July special episode of GADAFK here!
NIS America has released the third trailer for their PS Vita dungeon crawling RPG Demon Gaze. If you watch closely, you can actually see a bit of gameplay spliced between the gratuitous flashing images of hypersexualized lady demons and screen filling explosions. Don't let the sounds of cheesy guitar riffs and distorted detonations deter you though, Demon Gaze looks to be a solid first person RPG. At least that's what I've gathered from some of the impressions following the game's January release in Japan. It's surprising to see that this game is coming to the west at all, but I suppose a slew of Vita owners bought the system to play an RPG with its own fair share of hypersexualized lady demons (... and not... lady demons [nsfw link]). Demon Gaze is slated to release on April 22 in North America and April 25 in Europe.
The 3rd Super Robot Taisen Z, the final installment of the mecha crossover RPG series, will come with a glut of recognizable anime robots. Pictured above are slightly chibi'd versions of Gurren Lagann, The Big O, Plan 1056 Codarl-i from Full Metal Panic! The Second Raid, and Eva Unit-02. There are 32 series to handpick your mecha from, and you can view a swath of them in screen caps from Famitsu's latest update. Here are some of the shows included in the game, thanks to Siliconera:
Code Geass, Gurren Lagann, Gurren Lagann: The Movie, Evangelion: 1.0 You Are (Not) Alone, Rebuild of Evangelion, Aquarion EVOL, Trider G7, Testsujin 28-go, Six God Combination Godmars, Armored Trooper Votoms, Armored Trooper Votoms: Battle Of The Heterogeneous Species, Armored Trooper Votoms: Shining Heresy, Super Dimension Century Orguss Getter Robo Armageddon, Gunbuster, Z Gundam, Char’s Counterattack, Gundam W Endless Waltz, Gundam SEED Destiny, Gundam 00 A Wakening of the Trailblazer, Gundam Unicorn, Macross 7, Macross Frontier (the movies), Macross Dynamite 7, Shin Mazinger Shougeki! Z Hen, Daiguard, Fullmetal Panic, Full Metal Panic Fumoffu, Full Metal Panic: Second RaiD, The Big O and Dancouga Nova.
The 3rd Super Robot Taisen Z will be released in two halves, and the first half will drop on April 10th for PS3 and Vita. As a bonus, first-print copies of the game will be packaged with an HD remake of the original Super Robot Taisen. This HD remake will also be sold separately on April 24th. Here's a trailer showcasing the various mechs in both The 3rd Super Robot Taisen Z and Super Robot Taisen.
Facebook's recent acquisition of the Oculus Rift has a lot of people up in arms. It seems like every video game forum is bloating under the pressure of posters reacting to the $2 billion business deal. Behind the thick veneer of reaction gifs is a generally confused community. People are upset, but not all of them necessarily understand why. The vocal out lash to the acquisition can be seen as a bad feeling in the community's collective gut. This is the kind of fallout that drifts over the public when a corporate monolith has snatched up one of gaming's freshest slabs of real estate, the potentially game-changing prospect of virtual reality. In the above video, Matt Lee does a great job of articulating exactly why he's upset, why you should be upset, and the perils that may come with Facebook having a firm grasp on a facet of the virtual reality market.
The man who put the "vania" in "metroidvania" has left Konami, according to a report published by IGN this morning. Koji Igarashi, long time producer and scenario writer of the Castlevania franchise, left the developer on March 15. He played an integral role in the creation of Castlevania: Symphony of the Night, and the profundity of his work still echoes in the design frameworks of many games made today.
"I've decided to break out on my own to have the freedom to make the kind of games I really want to make -- the same kind I think fans of my past games want as well," Igarashi told IGN.
"Leaving Konami was a big decision, and not one I took lightly – I’ve spent my entire career there, made many friends, and had a lot of great opportunities – but I hope all the gamers and fans who have supported me in the past will join me in being excited about what comes next. Wish me luck!”
Igarashi leaving Konami and becoming an independent developer has noticeable parallels to Keiji Inafune's departure from Capcom. This is only speculation, but Igarashi may have left a position of complacency to explore independent endeavors free from the constraints of working for a large developer. Inafune expressed a deep discontent with the Japanese video game industry when he left his company, and it's possible Igarashi "broke out" on his own to gain a little more creative freedom. Whether Igarashi heads a new project, or creates a spiritual successor to metroidvania titles in the same vein as Inafune's Mega Man revivals, I'll be interested to see what this industry legend will come up with.
Just a few updates about Theatrhythm Final Fantasy: Curtain Call. According to Jump magazine, Knights of the Round and Chocobos will both be usable summons in the game. Hopefully Knights of the Round doesn't take as long to play out its animation as it did in Final Fantasy VII. There were a lot of good bathroom break opportunities with VII's drawn out summons, especially with Sephiroth's Super Nova. That fool destroyed the solar system like, three times when I fought him. Also, Square Enix have put up streaming tracks from Final Fantasy I through VII to listen to from your browser. These tracks will be included in Theatrhythm Final Fantasy: Curtain Call when it releases on April 24th in Japan for 3DS.
The team at Heart Machine have released an updated gameplay trailer for Hyper Light Drifter to promote the game for PS4 and Vita. The original trailer, which dropped back in September, is what really sold me on the game. The new trailer shows the same shots as the original, but some of the graphical effects in battle have been improved due to incubation in development. Hyper Light Drifter is probably my most anticipated game of 2014. I find the deftly animated battle sequences and ruinous landscapes littered with ancient technologies completely gripping. If you'd like to see a nice chunk of pre-alpha gameplay, you can check that out here. Hyper Light Drifter is expected to have a closed beta in June and Heart Machine has "sights set on the end of the year holiday season" for the full game. The full game will be released for PC, Mac, Linux, PS4, Vita, Wii U, and OUYA.
I didn't like Crysis as a first person shooter. Its pacing was bumbling and ineffectual, its story generic and insufferable, but there were some redeeming factors. I may not have liked Crysis as a first person shooter, but I loved Crysis as a first person shark attack simulator. A panic attack inducing shark acts as an invisible wall so players don't swim too far away from Crysis' main island. Wading your way out to the far horizon triggers a dorsal fin to cut above the surface of the ocean, and a great white shark quickly gnashes you to chum. It's an unexpected and horrifying event the first time it happens. It's also hilarious. My friend and I would take turns swimming out as far as we possibly could, almost peeing our pants in laughter at the ridiculousness of it all.
In Crysis you couldn't fight back against the shark, but in SHARK PUNCH you can finally get some therapeutic revenge. SHARK PUNCH allows you to strap on an Oculus Rift headset and literally punch the heads off of circling sharks, exploding them into meat chunks reminiscent of JAWS' infamous final scene. There's no projected release date for the general public, but if you happen to be at SXSW in Austin, then you can try a demonstration of the game there. Here's a trailer for SHARK PUNCH which humorously frames the game as a tool for therapy.
Just by glancing at the geometric aesthetic of Volume, you can see clear echoes of Nathan Bithel's previous game, Thomas Was Alone. The flattened angular abstraction of Thomas Was Alone is ditched for a more deep and concrete set of luminescent polygons, but Bithel's eye is still centered on solid and dynamic visual design. Volume looks like Metal Gear Solid's VR missions wrung through an iridescent cascade of neon hues. A game that's just as much about color as it is about sounds, Volume is a cyberpunk stealth game with an ear toward the community. Bithel writes on Volume's official website:
The game will be released with hundreds of challenging and exciting environments, but that is only the beginning. Every area of the game can be remixed, added to and expanded upon. The community are free to take the game in any direction they want, even releasing their own takes on the core levels. This is a game which will evolve, warp and grow as players make their mark on Locksley's legend.
Seeing screenshots isn't the same as seeing levels materialize; spinning out of black cyber space into glowing paneled configurations. You can watch a gameplay demonstration from this month right here, and see the developer try his hand at the game's level creator here. There is no projected release date.
17-BIT announced yesterday that they will be bringing Galak-Z: The Dimensional not only to PS4, but to PS Vita as well. An offshoot of the Time Pilot shmup variety, Galak-Z combines Asteroid starship maneuvering with the rogue-like random generation of Spelunky and Don't Starve. Raj Joshi, Senior Producer of Galak-Z, doesn't shy away from marking his team's influences. Joshi gives insight on 17-BIT's decision to move the game to handhelds:
Spelunky works so well as a handheld game, and we can’t put it down. Spelunky’s superpower is the extremely rich interactions between every last object in the game. When you’re collecting rocks to dislodge spiders to set off arrow traps, you’re pulling on a deep well of knowledge gained purely by watching the rules of the game grind against each other, and expressing it in a natural way. Every miserable, hilarious, catastrophic death doubles as a big chalkboard lesson in How The Game Works.
I'm excited that Spelunky has resonated so well with developers. If more of the subtle genius in Spelunky's design philosophies were expressed throughout other games, the gaming landscape would be better as a whole. Galak-Z: The Dimensional is expected to release later this year for both PS4 and PS Vita.
One of the more surprising announcements to come out of Kyoto's BitSummit indie games festival, the side scrolling mech-shooter Assault Suit Leynos is being remade for PS4. Assault Suit Leynos originally came to North America as Target Earth, which released in 1990 for the Sega Genesis and Mega Drive. You may be familiar with Assault Suit Leynos' prequel for the SNES, Cybernator, which can easily be found behind a scratched and smudged pane of glass at your local pawn shop. According to Gematsu, "the game is utilizing 'open development,' taking public opinion into account at all times." This open development strategy will likely be nursed by the community contributing to Assault Suit Leynos' upcoming Kickstarter campaign.
At the Bitsummit indie games festival in Kyoto, Keiji Inafune and Inti Creates announced the 3DS eShop title Azure Striker Gunvolt. If Mighty No. 9 is the spiritual successor to classic Mega Man games, then Gunvolt is the reincarnation of Mega Man Zero and ZX. There’s actually a heavy overlap of devs working on this game and devs who have worked on previous Mega Man titles (including Mighty No. 9), according to Destructoid. It’s highly likely that we’ll eventually see a North American release, considering Azure Striker Gunvolt already has an ESRB rating pending.
The indie scene can seem like a viscous pool of mediocre pixel art at times, and having a pixelated art style that carries some originality is advantageous in the Darwinist arena known as Steam Greenlight. The community voted the visually sharp roguelike Crawl into the Steam library after only one day. Crawl definitely has the aesthetic traits necessary to get the green light, and its asymmetrically focused multiplayer dungeon crawling surely bolstered its votes as well. In the game, one player controls the hero while the others possess the environment around the hero, kinetically controlling traps in their spirit form. If the hero is killed by these encroaching couch mates, then the hero-killer becomes the hero-- right where the other player left off. The developers are currently "exploring online multiplayer." Crawl is set to release sometime in the first half of 2014, and will be available for PC, Mac, and Linux.