Guitar Hero and Rock Band may have ended up in living rooms across the globe, but they started out in a lab at MIT. Ronald Meeus interviews Professor Tod Machover about how his technology, the Hyperinstrument, and his tutelage of Harmonix's founders helped lead to a new way to appreciate music.
This year has been a good one for Felicia Day and the cast and crew of The Guild. The show recently partnered with Microsoft to offer episodes via Xbox Live, and the Season One and Two DVDs are now available wherever DVDs are sold. That's why this week, as part of our issue on comedy, we decided to reprint this interview with Day and the cast of The Guild, first published last year in Issue 147 of The Escapist.
Dark, edgy humor may be too risky for consoles and retail shelves, but thanks to one TV network and a ragtag collection of indie developers, it's found a home in browser games. Veng Xiong surveys the twisted catalogue of Adult Swim Games.
There's funny-funny, there's funny-weird and then there's Katamari Damacy, a psychedelic swirl of the two. Brendan Main dives deep into the absurdist humor of Namco's gleeful ball-rolling title and finds the game's biggest joke may be on the players themselves.
It's taken a while for videogames to become a vehicle for developers to express their sense of humor. But games have been unintentionally funny for as long as they've existed. Brett Staebell examines the humor inherent in poor translations, awful voice acting and good old-fashioned bugs.
Are Japanese consumers biased against Western products, or are they simply more technologically adept than their American counterparts? According to Phillip Miner, Apple's success in Japan suggests the answer is "neither of the above."
If there's a secret recipe to bite-sized gameplay, mobile developer Digital Chocolate may have found it. Jordan Deam speaks with Digital Chocolate (and EA) founder Trip Hawkins about how the iPhone has changed the game for mobile content providers.
Beyond keeping a vintage machine in museum quality, what's the best way to offer older games to new players? For many developers, the answer is literally in the palm of their hands: the iPhone. Les Chappell looks at how developers are using the sleek portable device to keep retro games alive.
The iPhone might just be the perfect platform for adult videogames - if Apple didn't feel the need to throw cold water on the endeavor. Robert Stoneback examines the handheld's unrealized potential for sex games.
Videogames can provide some comfort after you've lost your job. But at what point do they become a full-time occupation in themselves? Roger Taylor recounts his time spent with Baseball Mogul while unemployed.
Parents typically have a duty to exemplify the qualities of patience, thrift and responsibility to their children - even if that means smuggling in new game releases by the cover of night. Sean Sands explains how the recessions has - or hasn't - affected his game-buying habits.
Recession! Depression! Every dime store politician and radio wise guy is aiming to spook you into such a jitterbug you can't tell your soggy stocks from your stained skivvies. But Brett Staebell has a cure for what ails ya: some practical (and not-so-practical) tips for gaming through the worst economic conditions since the Hoover administration.
Discount games can be a great way to trim your entertainment expenses without having to sacrifice much. But the temptation of a good sale can also cause you to abandon restraint. Rob Zacny explains how trying to economize on games actually doubled his budget.
Stardate 63215.9, The Escapist Staff logs data on Star Trek.
To date, 66 videogames based on the Star Trek license have been published, most of which suck. But in a galaxy of mediocre Trek titles, one game shines like a supernova. Russ Pitts interviews the team behind Star Trek Voyager: Elite Force to find out what made their game succeed where so many others failed.