IGF 2009


An overview of all my posts about the IGF 2009.

IGF 2009 Winners
The IGF judges sure as hell didn’t read my blog before picking the winners. A disappointing, yet not terribly surprising, outcome for me, all my favourites didn’t make it to the last cut. Although Blueberry Garden, Between and Machinarium are still great games. Congratulations to all the winners!
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Other Highlights IGF 2009
To close my coverage of the IGF’s finalists I wanted to highlight some of the most interesting designers and games in the rest of the competition. There weren’t that many amazing games left, but Dyson and Blueberry Garden managed to spice things up and lift my spirits. I take a closer look at them in this post. Next to that I’ll discuss some of the more promising, yet not so inspiring finalists as well.
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IGF 2009: Finalists for Excellence in Visual Art
The finalists for this years visual art award are a surprisingly balanced mix of different visual styles and unique designs. After covering the finalists for innovation intensively, I thought this award would have its disappointments and although at first I was disappointed by the lack of different genres and innovation, I was truly amazed by their visual art.
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IGF 2009: finalists for the innovation award
My recent posts on the IGF finalists for the innovation award have been a really fun experience. I really appreciate the reactions of the designers and readers. Next to being inspired by the games, I also noticed that these designers have loads of other interesting games that I’m fascinated about. And I can’t wait to take a closer look at the other finalists. I do have some critical remarks to say about the innovation category in general.
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Mightier
This game pleasantly surprised me. I thought it was a really cool combination of player creativity and puzzle solving. The puzzle solving didn’t get too hard, yet the different challenges kept me interested. All in all, Mightier entertained me for quite some time.
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Coil
At my first attempt at this game, I couldn’t get past the second level. Now I’m a pro and I’ve become a big fan of coil. I like the fact that it takes you through an emotional rollercoaster and combines fun, playful mini-games with sometimes grim peaces of text. It’s definitely an interesting contester for the innovation award at the IGF 2009.
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Between
Once I got over the fact that I needed another player for this game and after I forced Daan to play it with me, I actually started to enjoy it! It’s a really cool mix of puzzle and collaboration. It gave me a Tetris-vibe at first, but then I realised it was much more complex.
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The Graveyard
The games by Tale of Tales have fascinated me ever since I met Auriea and Michaël at the Innovative Game Design Symposium in 2005. I participated in their Drama Princess workshop and I organised an event during the KunstTour 2006 for which they created a beautiful Abiogenesis performance. So I have to admit, I’m a bit biased when playing their games. Yet even though I’m such a big fan of their work, I didn’t enjoy playing The Graveyard!
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You Have To Burn The Rope
The above video is the official walkthrough for this game and it shows you all of its content. You, a small pink dot with a funny hat, get thrown into a dungeon level, where immediately melodramatic music begins to play after you take your first step. Then as you go along the corridor, there are four announcements: 1. There’s a boss at the end of this tunnel; 2. You can’t hurt him with your weapons; 3. To kill him you have to burn the rope above; Have fun!
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Coverage of the Independent Game Festival
On the 7th of January the IGF announced its finalists. The Graveyard of Tale of Tales is one of the finalists in the category innovation. After the fiasco of their submission of The Endless Forest to the IGF a couple of years ago, I really hope they get the recognition they deserve with this game. But their nomination has motivated me to examine the other finalists further. So the upcoming weeks I’ll be ‘covering’ all the finalists of the IGF, starting with the category innovation.
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