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    <title>Extra Life</title>
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    <updated>2015-11-03T08:15:00-07:00</updated>
    
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    <entry>
        <title>Why I Extra Life: For Olivia, Cancer Survivor!</title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/11/why-i-extra-life-for-olivia-cancer-survivor.html" />
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        <published>2015-11-03T08:15:00-07:00</published>
        <updated>2015-11-03T08:15:00-07:00</updated>
        <summary>Five years separates scare from survival for 6-year-old Olivia. At 8 months old she was diagnosed with stage 3 liver cancer; her parents were devastated to find out Olivia’s health was in jeopardy. Thanks to the outstanding care and services provided by her member Children’s Miracle Network Hospital Olivia fought...</summary>
        <author>
            <name>CMNHospitals</name>
        </author>
        
        
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<div xmlns="http://www.w3.org/1999/xhtml"><p>Five years separates scare from survival for 6-year-old Olivia. At 8 months old she was diagnosed with stage 3 liver cancer; her parents were devastated to find out Olivia’s health was in jeopardy. Thanks to the outstanding care and services provided by her member Children’s Miracle Network Hospital Olivia fought the disease and was declared a cancer survivor five years later.</p>
<p>Olivia’s dad, Patrick, participates in Extra Life to celebrate Olivia and because he wants the same happy ending for other sick children.</p>
<p style="text-align: center;"><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7e4de71970b-pi" style="display: inline;"><img alt="Survivor" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7e4de71970b img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7e4de71970b-320wi" title="Survivor" /></a></p>
<p>&#0160;</p>
<p><strong>EXTRA LIFE PLAYER STATS </strong><br />Years Participated: 3 <br />Playing For: Children’s National Medical Center<br />Fundraising Page: Click <a href="http://www.extra-life.org/index.cfm?fuseaction=donorDrive.participant&amp;participantID=152442" target="_blank">here</a><br />Team Name: Game Informer<br />Goal: $1,000 <br />Game(s) of choice: Halo 5, Destiny, Mario Maker, Smash Bros, and many more</p></div>
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    </entry>
    <entry>
        <title>Gamescom 2015: Microsoft&#39;s Press Conference </title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/08/gamescom-2015-microsofts-press-conference-.html" />
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        <published>2015-08-06T15:22:58-06:00</published>
        <updated>2015-08-06T15:22:58-06:00</updated>
        <summary>Microsoft&#39;s Gamescom press conference was a treasure trove of game demos and announcements for Xbox One and Windows 10. This is your one-stop shop for all things Xbox at Gamescom 2015.</summary>
        <author>
            <name>Daniel Jones</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Features" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Gaming News" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="crackdown" />
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        <category scheme="http://sixapart.com/ns/types#tag" term="halo" />
        <category scheme="http://sixapart.com/ns/types#tag" term="microsoft" />
        <category scheme="http://sixapart.com/ns/types#tag" term="quantum break" />
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        <category scheme="http://sixapart.com/ns/types#tag" term="tomb raider" />
        <category scheme="http://sixapart.com/ns/types#tag" term="windows 10" />
        <category scheme="http://sixapart.com/ns/types#tag" term="xbox" />
        <category scheme="http://sixapart.com/ns/types#tag" term="xbox one" />
        
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<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb085e338f970d-pi" style="display: inline;"><img alt="Xboxgamescom" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01bb085e338f970d image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb085e338f970d-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Xboxgamescom" /></a></p>
<p>Every year, Germany plays host to Gamescom, the world’s largest video game convention. With over a hundred thousand fans and industry professionals attending, its importance has grown with each successive year as the show has almost become an extension of E3. With Sony electing not to attend this year – in favor of Paris Games Week – Microsoft had an opportunity to own the show and display a number of the company’s high profile exclusives for the next year and a half.</p>

<p>During their hour-long press conference, they did just that, peppering in extended looks at Rise of the Tomb Raider and Halo 5: Guardians along with much anticipated titles that we missed at E3, like Quantum Break and Scalebound. Keep in mind that all of these announcements were heavy on the Windows 10 compatibility that Microsoft is now touting, making it possible to play Windows 10 games on Xbox One and vice versa. As a whole, the lineup is overwhelmingly exciting, with a lineup of games that looks to keep Xbox One owners happy – and busy – through to the end of 2016 and beyond.</p>
<p>The onslaught began with a star studded presentation for Quantum Break, Remedy’s time-bending, genre-melding, third-person action game. We learned that Shawn Ashmore (<em>X-Men</em>, <em>The Following</em>) will be taking the lead role of Jack Joyce, alongside Dominic Monaghan (<em>Lost</em>, <em>Lord of the Rings</em>) and Aiden Gillen (<em>Game of Thrones</em>). It’s an impressive cast, but the gameplay left the biggest impression. Ashmore’s character can freeze time at will, to take on groups of heavily armed soldiers and use that tactical advantage to gain the upper hand. It’s all represented in a sleek manner with rippling effects and particles suspended in mid-air and reacting naturally to character’s movement. Quantum Break will be a combination of a live-action show and video game and both will be launching on April 5, 2016.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/CrGK5pker2A?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Next up was Crackdown 3, from Re-Agent Games and the franchise’s original creator, game development legend, Dave Jones (no relation to this author). Crackdown’s brief demo showed off a fully destructible cityscape. “It’s not just what you can do with a gun, it’s the opportunities you can create with destruction,” said the narrator of the demo. And indeed, that’s what Crackdown 3 appears to be all about.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/d_nZ1xYyj6A?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Now for the definite standout of the press conference: Scalebound from Hideki Kamiya and Platinum Games. This was the first gameplay we’d seen of the dragon-riding adventure game, and it didn’t disappoint. It showed wise-cracking main character Drew – yes, Drew – joined in the world of Draconis by a dragon companion taking on various baddies including other large beasts of various shapes and sizes. The game will feature RPG gameplay reminiscent of Monster Hunter and will also allow for 4-player co-op. It’s all quite intriguing and the totally insane demo shouldn’t be missed.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/CrGK5pker2A?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Things slowed down for a bit and Microsoft slipped in some details about Xbox DVR, which will come this fall to all Xbox One consoles and will be compatible with any Windows 10 device. A new chat pad will be available this fall for the Xbox One controller. And definitely the most exciting of the house-keeping announcements: All future Xbox 360 games with gold will be backward compatible on Xbox One.</p>
<p>Killer Instinct Season 3 will be coming in March 2016 with new character, Rash from Battletoads.</p>
<p>Koji Igarashi and his whip came out to show a new duel sword-wielding character for Bloodstained.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/nHkH_iwFtzE?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Team 17 will be bringing Worms WMD and Yooka-Laylee to Xbox One with ID@Xbox.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/DhLlsg1AsSo?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Ron Gilbert came out to show off a bit of his latest project, the Kickstarted, retro, point-and-click adventure Thimbleweed Park.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/XCYAUaBkzJI?feature=oembed" width="697"></iframe>&#0160;</p>
<p style="text-align: left;">The next segment covered Xbox Games Preview which will feature Sheltered from Team 17 and Ark: Survival Evolved, the surprise hit dinosaur survival game from Studio Wildcard.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/eEou4F6HETg?feature=oembed" width="697"></iframe>&#0160;</p>
<p>We Happy Few from Compulsion Games was also part of the Xbox Games Preview, and will be coming first to consoles on Xbox One. The game looks like a creepy mix of Dishonored and A Clockwork Orange.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/iKidXQEgUMU?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Microsoft has worked closely with Nvidia to make sure Windows 10 is the best place to play PC games. With cross-play between PC and Xbox One as well as streaming from across both platforms, the potential is impressive, but time will tell if PC gamers embrace Microsoft’s newest push for their attention.</p>
<p>Microsoft’s acquisition of Minecraft developer Mojang will yield a console-exclusive this October called Cobalt. A departure from Minecraft, Cobalt is a side-scrolling action game with a cartoony visual style. It doesn’t appear to be the revolutionary product one might hope for from the developers of Minecraft, but it looks fun and quirky nonetheless. You might remember having heard of Cobalt before, it was one of Mojang&#39;s side projects and released in alpha for PC two years ago. It looks like the full version should hit Xbox One, Xbox 360, and PC this October.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/sBNq7nADZWc?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Xbox One gamers with Bloodborne envy can rest easy knowing that Dark Souls III will be coming to Xbox One (along with PC and PS4) next year. The environment, enemy design and speed of combat all seem to be taking more cues from Bloodborne than the game’s predecessors in the Souls series. Which, in my book, can only mean good things.</p>
<p><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/9cGCQ5YT_6k?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Dambuster Studios and Deep Silver were up next to show off a trailer and a bit of gameplay for Homefront: The Revolution. As a fan of the original – despite its flaws – my fingers are crossed that the new developer can squeeze some blood out of the IPs fruitful premise. Xbox One owners will get first access at a multiplayer beta for Homefront: The Revolution later this year.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/mdHGtJ_xUvY?feature=oembed" width="697"></iframe>&#0160;</p>
<p style="text-align: left;">Next up, we got an extended look at the Warzone and Arena multiplayer modes for Halo 5 via a very enthusiastic and awkwardly shoutcasted match. This came along with the announcement of Halo World Championship, a new Halo-focused, e-sports tournament.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/jnwFs2172nk?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Avalanche Studio’s Just Cause 3 set the stage on fire with a blazing new trailer.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/gYy1_VoVVkE?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Turn 10 studio came on next to serve up a delicious feast of beautiful new Forza 6 gameplay, with an emphasis on the new rain effects.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/2AQT2cVDHfY?feature=oembed" width="697"></iframe>&#0160;</p>
<p>A new trailer for Rainbow Six Siege showed off an all-too-brief glimpse of the game.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/QT_ykmkS5l0?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Crystal Dynamics demonstrated a lengthy look at some of Lara Croft’s new abilities and skills, in an intense demonstration of the game’s guerilla-style stealth combat. The rain and lighting effects prove the game’s worth as a next-gen title, while the level design will be familiar to anyone who played the original 2013 reboot.</p>
<p style="text-align: center;">&#0160;<iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/a2snpifZk2Q?feature=oembed" width="697"></iframe>&#0160;</p>
<p>Bonnie Ross of 343 Studios closed out the show with a brief announcement teaser for Halo Wars 2 from Creative Assembly, coming to Xbox One and Windows 10 in 2016.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/NMiiffLQcvE?feature=oembed" width="697"></iframe>&#0160;</p>
<p>All in all, Microsoft’s game lineup is overwhelmingly packed with exciting exclusives and smart, third-party partnerships. While Microsoft’s first party games lineup is almost too reliant on shooting and stabbing, variety came in the form of third party partnerships like Scalebound and indies like We Happy Few. What’s most impressive is that all of these announcements didn’t even include some of the highlights of the Xbox E3 press conference like ReCore, Gears of War 4, and Sea of Thieves. Microsoft continues to tout this as the greatest games lineup in Xbox history, and once again, they seem to have the games to back up that claim.</p>
<p>You can view the entire press conference for yourself below.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/2mXVX_1Idcg?feature=oembed" width="697"></iframe>&#0160;</p></div>
</content>


    </entry>
    <entry>
        <title>Extra Life Podcast Episode 006: The Lost Episode </title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/extra-life-podcast-episode-006-the-lost-episode-.html" />
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        <id>tag:typepad.com,2003:post-6a0133f5030223970b01b7c7b5791b970b</id>
        <published>2015-07-28T16:12:48-06:00</published>
        <updated>2015-07-28T16:14:02-06:00</updated>
        <summary>It&#39;s time to reach into the past and pull out our lost June Episode. Recorded, but never released until now this episode is chock full of things from June. Sit back and relax, there are some surprises in there along with much vaguebooking. So very much vaguebooking. In this month&#39;s...</summary>
        <author>
            <name>Rick Heaton</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Podcasts" />
        
        
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<div xmlns="http://www.w3.org/1999/xhtml"><p>It&#39;s time to reach into the past and pull out our lost June Episode. Recorded, but never released until now this episode is chock full of things from June. Sit back and relax, there are some surprises in there along with much vaguebooking. So very much vaguebooking.<br /><br /><strong>In this month&#39;s podcast</strong></p>
<ul>
<li>Mike learns Gum etiquette.</li>
<li>Rick breaks down all the community and Guild changes the team has been working on.</li>
<li>Mike Talks about all the things coming up for Extra Life this summer. With much Vaguebooking.</li>
<li>Rick, Mike and Jeromy can&#39;t figure out what to share and what not to share.</li>
<li>Liz has the final word. Mostly.</li>
</ul>
<p>Note: A portion of this episode involves a &quot;thing&quot; happening in February. This is&#0160; Extra Life United 2016. There will not be an ELU in 2015. As our organization has moved the annual Momentum conference and celebration of our champions to February, we felt holding a stand alone Extra Life United wouldn&#39;t have the same impact. A large part of the success and impact of ELU was getting to meet the kids we play for. Taking that element away would have seriously diminished the event.</p>
<p>We&#39;ll share full details when we have them. We just wanted to make sure everyone was aware of the change.<br /><br />Download the file here: <a href="http://traffic.libsyn.com/extralife4kids/Extra_Life_Podcast_Episode_0006.mp3" target="_self">http://traffic.libsyn.com/extralife4kids/Extra_Life_Podcast_Episode_0006.mp3</a><br /><br /><br /><strong>Subscribe in</strong> <a data-cke-saved-href="http://feeds.feedburner.com/extra-life-podcast" href="http://feeds.feedburner.com/extra-life-podcast" rel="external nofollow" target="_blank">iTunes </a>| <a data-cke-saved-href="http://feeds.feedburner.com/extra-life-podcast" href="http://feeds.feedburner.com/extra-life-podcast" rel="external nofollow" target="_blank">RSS</a> | <a data-cke-saved-href="http://feeds.feedburner.com/extra-life-podcast" href="http://feeds.feedburner.com/extra-life-podcast" rel="external nofollow" target="_blank">Other</a><br /><br />Please note the RSS feeds may not update immediately. Please be patient.</p></div>
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        <link rel="enclosure" type="audio/mpeg" href="http://traffic.libsyn.com/extralife4kids/Extra_Life_Podcast_Episode_0006.mp3" length="0" />

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    <entry>
        <title>Interview: Playing Willy Chyr’s Relativity with Willy Chyr</title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/interview-playing-willy-chyrs-relativity-with-willy-chyr.html" />
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        <id>tag:typepad.com,2003:post-6a0133f5030223970b01bb08581ec4970d</id>
        <published>2015-07-25T18:11:53-06:00</published>
        <updated>2015-07-25T18:12:52-06:00</updated>
        <summary>Willy Chyr’s Relativity feels like trying to orient yourself in an alien area of space where normal rules no longer apply. There’s no story, no characters, just awe-inspiring geometry and clever puzzles. </summary>
        <author>
            <name>Jack Gardner</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Features" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="Christopher Nolan" />
        <category scheme="http://sixapart.com/ns/types#tag" term="game" />
        <category scheme="http://sixapart.com/ns/types#tag" term="game development" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Inception" />
        <category scheme="http://sixapart.com/ns/types#tag" term="interview" />
        <category scheme="http://sixapart.com/ns/types#tag" term="M.C. Escher" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PC" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PS4" />
        <category scheme="http://sixapart.com/ns/types#tag" term="puzzles" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Relativity" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Willy Chyr" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b40e4c970b-pi" style="display: inline;"><img alt="Relativity_004-697" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b40e4c970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b40e4c970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_004-697" /></a></p>
<p>I had the chance to interview installation-artist-turned-game-developer Willy Chyr at this year’s E3. While talking with the ideas, inspirations, and various forms his vision has taken, I was able to play one of the most mind-bending games I’ve ever had the pleasure of coming across. Willy Chyr’s Relativity feels like trying to orient yourself in an alien area of space where normal rules no longer apply. There’s no story, no characters, just awe-inspiring geometry and clever puzzles.&#0160;</p>

<p>One of the biggest difficulties in talking about Relativity is how to discuss its universe. This is largely due to the core mechanic which allows the player to turn walls into floors, flipping their personal gravity completely. On top of that, the universe infinitely repeats. Fall off the edge of the world and it will continue to fly past forever until players land back on it. These qualities make describing spaces in more depth than the vaguest terms a challenge. Take a look at the trailers and preview images when we talk about worlds full of nothing but stairs or &quot;H&quot; patterns for a better idea of what that might mean.</p>
<p>The demo I played takes place in the first world of the game. There are multiple worlds, each with their own unique architecture and space. World One begins within a structure where players learn how to use the basic mechanics to navigate and solve puzzles. This is where I began my time with Chyr and what follows is our half hour conversation that covers everything from Inception to balloon art.&#0160;</p>
<p>---</p>
<p><strong>Jack Gardner</strong>: I’ve heard a bit about Relativity, but could you give me your summary of the game and why it has undergone a slight name change?</p>
<p><strong>Willy Chyr</strong>: I was doing everything on this game for about two and a half years. About three months ago, I was backed by <a href="http://indie-fund.com/about/" target="_self">Indie Fund</a> and was able to bring on a programmer to help with my optimization and console certification stuff. So now I am trying to focus most of my energy on just the design aspect of the game. We did change the name to Willy Chyr’s Relativity just because there was some legal stuff with using the word Relativity alone.</p>
<p><strong>JG</strong>: Oh really? Is there some-</p>
<p><strong>WC</strong>: Yeah, I know it’s come after me, but Relativity Media, the film company, they trademarked the word relativity in every category, like fashion, university- I think it’s because they’re financiers, they’re like, “Oh, we can just finance everything.” It’s a long list of things and computer games just happens to be one of them. Plus, relativity is a fairly common term. I just put my own name in front of it.</p>
<p><strong>JG</strong>: Would you say that it is a relatively common term?</p>
<p><strong>WC</strong>: [laughs] It <em>is</em> a relatively common term, good one. Also, it is a very abstract game. What’s great about the word relativity alone is that it’s a concept, right? It has a meaning, but doesn’t give you a- like if I called it Crystal Palace, it implies there’s a king, etc. etc.</p>
<p><strong>JG</strong>: It comes with a whole set of assumptions.</p>
<p><strong>WC</strong>: Right, and Relativity doesn’t have that. You ask people if they’ve seen <em>Inception</em> and that scene where they are walking in the dream world of Paris and they fold the city in half and start walking up the walls. That’s based on the M.C. Escher print, “<a href="http://www.allartnews.com/wp-content/uploads/2011/02/M.C.-Escher-Relativity-1953-Lithograph.jpg">Relativity</a>” and was the inspiration for the central mechanic. As soon as I saw that scene, I was like, “Oh man, what if they took an object from one gravity, from like that wall, and combined it with an object from the floor they were walking on. What happens then?” The film doesn’t really explore that, but this game is to fulfill that thought. It just kinda ran from there.</p>
<p>It has gone through a number of iterations. It used to be the world rotated, not you. The problem was if that happened and you had a bunch of tables, as soon as that happened they would all fall to the bottom corner and just stay there. They’re not going to organize themselves again. So, I switched it to where you change your position and then that makes the world looks different to you. You’re not changing the problem, the problem stays the same, but you’re changing how you look at the problem. That was the kind of original thinking that I wanted players to go with and what has driven the design choices that I have made.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b410c6970b-pi" style="display: inline;"><img alt="Relativity_Screenshot_065" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b410c6970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b410c6970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_Screenshot_065" /></a></p>
<p><strong>JG</strong>: So, <em>Inception</em> actually inspired this?</p>
<p><strong>WC</strong>: <em>Inception</em>, yeah, like, I saw that scene- I’ve always been a big fan of M.C. Escher’s work and so I loved <em>Inception</em> because it had all of that, but when I saw them walking up the walls, I was like, “There needs to be more of that.” I want to go inside there and just - I don’t want to steal secrets - I just want to play around with stuff. I studied physics, you know, as an undergrad, so this is a whole new set of rules to play with, let’s see what cool things come out of that.</p>
<p><strong>JG</strong>: Is this your first game?</p>
<p><strong>WC</strong>: This is my first game, period. Like, not my first commercial game, this started as a way to try to learn Unity and just expanded from there.</p>
<p><strong>JG</strong>: Did you have any doubts going into this? Were you unsure if you could complete it? Did you have a moment of, “I’m not exactly sure I can do this?”</p>
<p><strong>WC</strong>: Oh yeah, all the time. I mean, the way it happened, the version where the world rotated, I worked on that for four months and at the time I didn’t know anything about game development so I thought I was the bomb. It was going to be four months and it was going to come out and it was going to be the next Portal, right? Then I showed it to Young Horses, they made Octodad and are also in Chicago where I am based, and it was just a disaster. So many problems with the build, with the design, and I went back and rewrote everything from scratch. I was doing a residency in Shanghai at the time for six months. So I was like, “Okay, what I am going to do is rewrite everything from scratch and see if after six months it’s promising enough to keep going with it.” So, I never- I’m at E3. This is running on PlayStation 4 right now. I never expected this. You get to one stage and it is like, okay, I am only a few steps away from making it better. I do that and it just keeps going from there. I thought it would take three months, now it has been almost three years. [laughs] Getting backed by Indie Fund was really a huge confidence boost. Having never made a game before and working alone for a long time, if I felt something was good I wasn’t sure if it was actually good or if I was being delusional and trying to convince myself that this thing I have been working on for so long is good. So, those are all the people who have- John Blow has been a huge influence and inspiration-</p>
<p><strong>JG</strong>: Has he consulted on Relativity?</p>
<p><strong>WC</strong>: Yeah, I sent him the game- I met him at Practice in New York last November and I sent him a few builds of the game and he has always given me really, really great feedback.</p>
<p><strong>JG</strong>: What is he like to interact with? I’ve never interviewed him, but I always imagined that if I did, I would feel that he’s way smarter than I am.</p>
<p><strong>WC</strong>: I am sure he is very, very intelligent, but he’s not… like, I always thought he would be super intimidating to meet with, but he was actually just a really nice guy, really chill. I was having a conversation with him and it was fifteen minutes later, twenty minutes later, and I was like, “Man, I am still talking to this guy!” When he talks, he’s really interested in you. He’s not looking around and, “Oh, I gotta go….” You know? I’ve met him, I just mentioned I was working on this game and the next day he sent me an email and was like, &quot;Hey, where can I get a build?&quot; And I was like, oh man, he&#39;s interested!</p>
<p>Now you can see you’ve made it outside. This is where most of the game takes place. It is a lot about trying to figure out where to go from here and it is more and more about pattern recognition. That beginning section indoors was teaching you the rules so you can navigate this.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13d7486970c-pi" style="display: inline;"><img alt="Relativity_Screenshot_015" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b8d13d7486970c image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13d7486970c-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_Screenshot_015" /></a></p>
<p><strong>JG</strong>: [laughs] The world just repeats if you fall?</p>
<p><strong>WC</strong>: The geometry of the world is actually a four dimensional donut, and you are on the surface of it. If you think of a 3D donut, like from Dunkin’ Donuts, and you are a 2D character on the surface of it, you wrap around one way and you wrap around the other way. So, we added an extra dimension, and you can wrap around along a 3D axis.</p>
<p>Back to what I was saying, there is no narrative in the sense of a story. You’re not like, oh, someone has captured you and thrown you in here.</p>
<p><strong>JG</strong>: This is just how it is.</p>
<p><strong>WC</strong>: Right, this is just how it is, but the narrative is when you discover more of the mechanics. Like, that box? That’s a fruit that grows on that tree, so you go, “oh, okay!” and that becomes something important later on. And, “oh, okay!” the world wraps around, so there are these constant revelations that the mechanics are part of larger ecosystems.</p>
<p><strong>JG</strong>: How did you sketch this out? Did you physically draw it out or did you just go in and make it?</p>
<p><strong>WC</strong>: I don’t… I just go in and I make it and then I play it and I test it and go back and tweak it. I’m not even a good drawer or illustrator in 2D. And this is… the thing different about this from other games is that you can do a top-down sketch of the level, right? Players come in through here and go out through there. Maybe you have two stories or even three stories, but each story can have a separate illustration. With this game you can’t do that. There’s no top-down view. So, I have to work in a 3D environment. It is much easier for me to go in the engine and start messing with it and then of course then I go inside and play it and try to walk around and just remember okay that window over there- and it is also really hard to talk about things-</p>
<p><strong>JG</strong>: It is really hard to have reference points! [laughs]</p>
<p><strong>WC</strong>: Yeah, you can’t say to the right of- like…</p>
<p><strong>JG</strong>: Because it is only to the right some of the time.</p>
<p><strong>WC</strong>: You can’t even say go up! In most games you might not have an objective right, but you usually have an objective up. In this game there is no objective up, no objective down, so it is really hard to both visualize and talk about the spaces in this game.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b41166970b-pi" style="display: inline;"><img alt="Relativity_005" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b41166970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b41166970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_005" /></a></p>
<p><strong>JG</strong>: It strikes me as a game that would be almost impossible to design with a team. There’s a reason it is Willy Chyr’s Relativity.</p>
<p><strong>WC</strong>: Yeah, it took two and a half years of me iterating and prototyping for me to figure out what the game was and it needed that rapid prototyping phase. Now I have people helping me with a lot of the programming tasks, but that’s because it has come to a point now where I know what all the mechanics are and how everything works together, but all the code I wrote is really messy. When I started, I didn’t think you could go outside. It was all indoors, and I had these lights and people were like, &quot;Where is the light coming from?&quot; So, I added a window. And people looked out the window and saw the other stuff and they said, “That’s really cool,” so I allowed you to go outside. Then people went outside and fell off and I just faded the screen to black and respawned you, which wasn’t very interesting. So, I made the world wrap around. You see all of this wasn’t planned for from the beginning. There were so many edge cases in the coding that it was causing a lot of bugs. Now I am just rewriting that. Now it is at a point where it is easy to bring people on because I know what the game is, but yeah, I don’t think I could have done it as part of a team. There was a lot of stuff that I threw out and it is a lot easier to throw your own stuff as opposed to someone else working on it for three months and saying actually that doesn’t work.</p>
<p><strong>JG</strong>: What are some of the features that you threw out?</p>
<p><strong>WC</strong>: Oh, a ton. I mean, I was playing with time dilation stuff that just got too tricky. I was playing with geometry that moved. The problem with that is it became a lot of time-based puzzles where you’re just waiting. You’ve got this platform that goes back and forth and if you miss it, you’ve got to stand there and wait for it to come back and that just wasn’t a lot of fun. I did, at one point, have a gun because someone said, “What if you could point at a cube in the distance and turn it into a different color?” Which I thought was a really great idea, but then as soon as I had the gun there it changed the whole vibe of the game and made it feel much more aggressive. Even though it was a cool mechanic, I decided it just wasn’t worth it.</p>
<p><strong>JG</strong>: Yeah, this feels like a very contemplative game. Almost like what you would do when you’re solving a Sudoku puzzle. You kinda want to get into a groove.&#0160;Roughly how large is this world?</p>
<p><strong>WC</strong>: You’re almost done with this world. If you turn around you’ll see you’ve got three of [the four towers] lit. This is World One and it’s one of the smaller puzzle worlds. You can try this last one or I can also show you some of the other large worlds that I have in mind that don’t have puzzles yet but give you a sense of the geometry.</p>
<p><strong>JG</strong>: I would like to see if I can finish this first world.</p>
<p><strong>WC</strong>: Okay. You might be one of the first one to do it at E3.</p>
<p><strong>JG</strong>: Oh, really? [laughs] Well, I guess I’m just a hot shot. Would you say that this is your dream game or do you have ideas for future projects?</p>
<p><strong>WC</strong>: I actually don’t know. I was an installation artist for many years and I studied physics.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb08581d8e970d-pi" style="display: inline;"><img alt="Relativity_006" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01bb08581d8e970d image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb08581d8e970d-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_006" /></a></p>
<p><strong>JG</strong>: You were an installation artist? Have you done anything I would know or that people could Google?</p>
<p><strong>WC</strong>: Yeah, yeah, like, I’ll show you some quick images. They were on Beck’s Model Labels for a while. So, I did these large scale structures with balloons for art centers and public spaces.</p>
<p><strong>JG</strong>: Where might people be able to find those?</p>
<p><strong>WC</strong>: If you just go to my portfolio, just <a href="http://willychyr.com/">Willy Chyr</a>. There are actually like forty of those and then just Relativity. [laughs] Ummm… yeah, but I actually don’t have plans for other games. This is… for me this isn’t a calling card for a career in the game industry.</p>
<p><strong>JG</strong>: This was just something you want to make?</p>
<p><strong>WC</strong>: Right, and it just happened to be this game and a game is a big project. It’s like I want to put everything I have ever wanted to see inside of this. If you look at some of the previous stuff I’ve done, you’ll see that they were all kind of working towards this.</p>
<p><strong>JG</strong>: What has it been like trying to shift over from installation art to games? It isn’t a leap most people would make.</p>
<p><strong>WC</strong>: I think people think making a game, working with computers, is such an I-can’t-do-it kind of thing. You know?</p>
<p><strong>JG</strong>: Computers are scary.</p>
<p><strong>WC</strong>: Yeah, computers are scary. And I think if more installation artists knew what you could do in games, everyone would be doing it. In installation art, yeah, you can work within this space, but you’re still bound to physics and so many of your problems are logistical. If I hang this here, is that going to pull down this structure? In games, you can <em>write</em> the physics. You can choose how fast objects fall and for me that is incredibly liberating. So, as a medium, it has been freeing and liberating. It has definitely been… like, I didn’t even play games before I started working on it, so the culture of it has been very new to me.</p>
<p><strong>JG</strong>: That must be quite a culture shock.</p>
<p><strong>WC</strong>: Yeah!</p>
<p><strong>JG</strong>: Is this your first big event?</p>
<p><strong>WC</strong>: No, I’ve done a few, but E3 is definitely the biggest by far. I did PAX East. I did PlayStation Experience. But this is- E3 is on a whole other level. I guess I could compare it to art fairs. But at art fairs you never get to see the artist, it is usually just the gallerist. Maybe that is the same way with how this works with the larger studios. Indie game developers are really cool and there is an encouragement to [meet with people], but there is not so much with the art world. Like, you can’t hold your own show because that’s vanity, but in indie world you want to do things yourself as much as possible which I think is cool.</p>
<p>Okay, so you have finished this. Where that sign popped up and said you are done with the demo, that would be where it took you to the next world.</p>
<p><strong>JG</strong>: Did you also do the sound for Relativity?</p>
<p><strong>WC</strong>: No, that would be <a href="https://dualryan.bandcamp.com/" target="_self">Ryan Roth</a>. He did the sound for Starseed Pilgrim. It is still really early. He just sent me some stuff a few days before this. I’d love to show you some of the later worlds. [He takes the PS4 controller from my hands and opens up a debug menu and begins flipping through a list of worlds.]</p>
<p>This is a world that is just made up of stairs. It is just infinite staircases that go up and down.</p>
<p><strong>JG</strong>: [laughs] This would be nauseating in VR.</p>
<p><strong>WC</strong>: I kinda want to wait for some 14-year-old to make a twelve hour long video of him trying to reach the bottom. He’s like, “No guys I can do it, there’s something down there!” It might be kinda cool on my part to make it so after twelve hours there <em>is</em> something there. [laughs] But it is all based on the idea of the world repeating, taking that mechanic and seeing how far I can run with it. This is another world based on Indian stepwells. With installation art, it was always about how you perceive space differently because of the work and I wanted to let people experience what infinity looks like. Infinity is an idea: This is it. There will be a door, you can leave, but if you wanted to you can choose to walk around here and explore.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b41174970b-pi" style="display: inline;"><img alt="Relativity_007" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b41174970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b41174970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_007" /></a></p>
<p><strong>JG</strong>: You got inspiration for this world from Indian stepwells?</p>
<p><strong>WC</strong>: Yeah, I actually saw those in The Dark Knight Rises. I think there was a scene that had those. I take a lot of visuals from Christopher Nolan movies. [laughs]</p>
<p><strong>JG</strong>: He’s a very visual guy.</p>
<p><strong>WC</strong>: Here. This is one I like a lot even though it is simple looking because it is based on the simple &quot;H&quot; pattern.</p>
<p><strong>JG</strong>: This is the kind of thing I wish saw more of in games because you can do anything. You can do castles in the sky, you can actually display infinity, and most people don’t.</p>
<p><strong>WC</strong>: There is so much of this desire to do photorealism, but I would just go outside if I wanted photorealistic, right? What is nice is having a very minimalist art style, no textures, no normal maps, no characters, no crazy animations… that allows me to explore complexity in other areas.</p>
<p><strong>JG</strong>: The more I see of this, the more I think that this is something that only an installation artist could make.</p>
<p><strong>WC</strong>: And only in a game, right? I don’t just want to build a building and put something inside. I want to…</p>
<p><strong>JG</strong>: Explore the fullness of space?</p>
<p><strong>WC</strong>: [laughs] How much can I get away with? So, this is a fun one, it is based on a fractal pattern. Actually on my website you can see many years ago I was exploring fractals. You can see there is a giant cube here in the middle, and then a cube half its size in the corner and then another one there and that together forms this structure. So this is the second instance of it. I wanted to know what it would be like to walk around in it. It also becomes how the puzzles expand. In the very first iteration of the game it was just a sequence of rooms that you explored linearly and it had one puzzle, then another, and it got increasingly harder. It was very much like Portal. Portal is much more than a puzzle game, it has great world building and good storytelling, but I knew I would not be able to compete with that.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb08581dfd970d-pi" style="display: inline;"><img alt="43-670x376" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01bb08581dfd970d image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb08581dfd970d-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="43-670x376" /></a></p>
<p><strong>JG</strong>: It is good that you recognized that limitation.</p>
<p><strong>WC</strong>: Right! And it did take me a while, like it took a long time, but as soon as I realized that the way the puzzles will evolve is you start off in these rooms and you’re just, “Okay, I’ve got this cube, I open that door. I know how this works,” and eventually it moves to the outside. So, a lot of people ask how many puzzles are in the game and that’s hard to answer because the puzzles aren’t just inside rooms. [Chyr gestures toward the screen, indicating the in-game world] This is a puzzle. You have to understand how this geometry is laid out and once you understand that geometry, you have to use that in relation to the- the puzzles aren’t in these little boxed rooms, they are in this space that I don’t even know how to describe.</p>
<p><strong>JG</strong>: The space itself is part of the puzzle.</p>
<p><strong>WC</strong>: Right! And there is also some navigation and I didn’t want a fail state because I didn’t want to disrupt that flow. They’re very contemplative puzzles and if I need to bring a box up to a ledge way up above me, if you don’t understand the geometry, you think you have to build up&#0160; a set of stairs and bring it up, but if you understand the geometry of the world you can just jump down and land up there. That’s the kind of thinking I want.</p>
<p><strong>JG</strong>: So, have you done a lot of playtesting with this?</p>
<p><strong>WC</strong>: I have done a tremendous amount of playtesting. Last year I showed at fourteen events and I think to date I have had over a thousand playtesters. It is something I do, not every week, but every two weeks I’ll get one person to play through some of the things.</p>
<p><strong>JG</strong>: Has anyone gone through the entire game yet?</p>
<p><strong>WC</strong>: No, because the entire game is not finished, but a lot of the Chicago developers where I am based have played the very first build of the game so they have played the later ones. For them, the game is spoiled because I need to know if things are working and they are helping me sort out all the broken bits.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13d752e970c-pi" style="display: inline;"><img alt="Relativity_Screenshot_055" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b8d13d752e970c image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13d752e970c-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Relativity_Screenshot_055" /></a></p>
<p><strong>JG</strong>: Do you have an idea of how long it might take someone roughly? I know some people will take to it faster than others.</p>
<p><strong>WC</strong>: World One took you about twenty-five minutes and you are definitely on the faster end of it. I would say a half-hour for players like you and maybe an hour for players who don’t do a lot of puzzle or first person games and there would be maybe five or six of those worlds with a lot of puzzles. That first playthrough would take five to six hours. BUT every puzzle in the game is actually another puzzle. Once you’ve progressed further in the game and know how things work, you’ll go, “Oh wait, that thing I saw earlier was actually part of something else!” And you can go back and replay everything. That… that could be like forty hours. The ones you go through in the primary one, we are playtesting to be the right level of difficulty. I have a lot of puzzles that are very difficult that I think are great puzzles, but I’m not going to put them in the primary playthrough because some people will make it through, but some people will hit this massive roadblock. There is a lot of interesting stuff that players can’t see if they get stuck.</p>
<p><strong>JG</strong>:&#0160; What do you want people to take away from Relativity?</p>
<p><strong>WC</strong>: I want people to just walk away feeling like their mind has been blown to bits. I remember seeing the <em>Inception</em> trailer and I didn’t even care what the story was, I just saw the visuals and I knew I wanted to go into that world. I feel like everyone loves Escher stuff. It doesn’t matter if you are into sci-fi or fantasy, people see these crazy worlds and it is like… I want to know what it is like to be in there and Relativity is seeking to answer those questions. “Oh, wouldn’t it be cool if you could walk in different gravities?” When you just think of it briefly, you’re overlooking a lot of interesting things. I want people to finish this game and just sit there speechless.</p>
<p><strong>JG</strong>: It’s fine if you can’t answer this question or don’t want to answer. I’m curious, how do you conclude a game like this? It seems like it goes on forever.</p>
<p><strong>WC</strong>: There will be a conclusion. It is something that I am still working on. The biggest challenge is how do you create that climax? If you have a story, finally you meet the big boss and you defeat it and that’s a climactic moment. I think it will probably come through this… I think even when you play you are constantly having increased understanding of the world. You’re like, “Okay I am in this room. Okay, now I can walk on walls. Okay, I can only use blue boxes on blue gravity.” Your understanding of the world increases. I think at the end I would like it to be like realizing that we actually live in a little marble.</p>
<p><strong>JG</strong>: Like <em>Men in Black</em>! [laughs]</p>
<p><strong>WC</strong>: [laughs] It’s the revelation. I’d like the equivalent of that, something that compresses everything you’ve been through and makes you see it all in a new light.</p>
<p><strong>JG</strong>: When might people be expecting to see this?</p>
<p><strong>WC</strong>: I am aiming for 2016.</p>
<p><strong>JG</strong>: Any specifics there? First quarter, last quarter?</p>
<p><strong>WC</strong>: I don’t think first quarter, I think somewhere in the middle. I’m in the final stretch. I know what the design is, we’re just trying to get the tech ready. And I want to make sure I really take the time to polish it up as well.</p>
<p>---</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/7pF8JRqGEWc?feature=oembed" width="697"></iframe>&#0160;</p>
<p>I thoroughly enjoyed my time breaking my brains grasp on reality and solving puzzles in new and unique ways. I can honestly say I&#39;ve never played anything like Relativity and am looking forward to seeing the different worlds and discovering how Chyr aims to conclude the geometric adventure. And it does feel like an adventure, despite the lack of characters or story. It conveys a sense of scope and bigness that makes you feel like an errant traveler in a space that was not designed for humans. It&#39;s exciting to discover new ways to look at the space around you. Both Willy Chyr&#39;s Relativity and Willy Chyr the artist are really cool and inspiring. Keep an eye out for Relativity releasing sometime next year for PC and PS4. &#0160;&#0160;</p></div>
</content>


    </entry>
    <entry>
        <title>How Beyond Eyes Went From School Project to Indie Darling</title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/how-beyond-eyes-went-from-school-project-to-indie-darling.html" />
        <link rel="replies" type="text/html" href="http://blog.extra-life.org/2015/07/how-beyond-eyes-went-from-school-project-to-indie-darling.html" thr:count="0" />
        <id>tag:typepad.com,2003:post-6a0133f5030223970b01b8d13b9375970c</id>
        <published>2015-07-23T15:01:51-06:00</published>
        <updated>2015-07-23T15:01:51-06:00</updated>
        <summary>Daniel Jones had a chance to see Beyond Eyes and sit down for a chat with its creator, whose unique school project lead her into the spotlight of Microsoft&#39;s E3 press conference. </summary>
        <author>
            <name>Daniel Jones</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Features" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Gaming News" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="beyond eyes" />
        <category scheme="http://sixapart.com/ns/types#tag" term="e32015" />
        <category scheme="http://sixapart.com/ns/types#tag" term="ID@Xbox" />
        <category scheme="http://sixapart.com/ns/types#tag" term="indie" />
        <category scheme="http://sixapart.com/ns/types#tag" term="microsoft" />
        <category scheme="http://sixapart.com/ns/types#tag" term="xbox" />
        <category scheme="http://sixapart.com/ns/types#tag" term="xbox one" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p style="text-align: center;"><a class="asset-img-link" href="http://a4.typepad.com/6a01a3fce68037970b01bb08572854970d-pi" style="display: inline;"><img alt="Beyond Eyes" border="0" class="asset  asset-image at-xid-6a01a3fce68037970b01bb08572854970d image-full img-responsive" src="http://a4.typepad.com/6a01a3fce68037970b01bb08572854970d-800wi" title="Beyond Eyes" /></a></p>
<p>At shows like E3, it’s rare to find genuine sincerity amidst the marketing speak and fluffy handshakes on the show floor. In the noise of the massive and imposing Microsoft booth, more arena than booth, I was able to snag a half-hour respite inside a small, air conditioned room to meet with the creator of Beyond Eyes, a game about a newly-blinded young girl learning to live without the use of her eyes.</p>

<p>The game’s creator, Sherida Halatoe sits near me on a strangely comfortable square-shaped sofa in an Xbox green room. Maybe the sofa is comfortable only because it’s a relief to be sitting down on the third day of E3, and in the air conditioning nonetheless. Halatoe, a short, quiet woman, with unkempt hair under a knit beanie, is about as unimposing as the game she’s about to show us. Her modesty is a nice change of pace from the chest puffing bravado of so many exhibitors on the show floor. And the game’s focus on novel, unique, passive experimentation is just as refreshing.</p>
<p>As the demo begins, Halatoe tells us about the origin of the game. I watch a girl on screen walking around a cloudy white world, painting it with her own visual approximation of what she hears, feels and smells. Like Flow and Portal before it, Beyond Eyes began life as a school project for Halatoe, until a publishing firm asked her if they could shop it around to game publishers. “They showed it to Microsoft and a few days later, Microsoft said, ‘we like this Beyond Eyes game and we’d like to do something with it for our E3 briefing next year.’” She sheepishly laughs, “I kind of wasn’t ready for that.”</p>
<p>They assigned her a team of programmers, artists and sound designers and asked her to get the game playable on Xbox One for this summer. “I never had to make anything with a team like this,” she recalls, “but I kind of just became the Creative Director.” However unprepared she might’ve felt for the task, the team has brought the game to Xbox One with beautiful results.</p>
<p style="text-align: center;"><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb085640de970d-pi" style="display: inline;"><img alt="Beyond Eyes 2" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01bb085640de970d image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb085640de970d-800wi" title="Beyond Eyes 2" /></a></p>
<p>Rae walks through the watercolor world, literally filling the visuals in with her own image of how the world appears in her mind. When she encounters something in the world, it’s represented on screen unless something like wind or rain distorts Rae’s ability to read the world around her. However, Rae – and by extension, the player – can’t always trust her instincts as things aren’t always what they appear to be. At the beginning of the demo she approached something that sounded like running water, she gets close enough to realize that it’s a water fountain. Later, she hears something similar, but as it draws nearer, the image changes from a fountain into a rusted sewage pipe.</p>
<p>The game constantly plays with the player’s preconceptions and prior prejudices. Just as Rae struggles with her perception of reality, Beyond Eyes tests the player’s perception of the world around them. “I didn’t want to have traditional puzzles. I was thinking about how to make this world feel authentic.” Halatoe explains as she guides Rae around a farm, uncovering a beautiful, grounded world with cows, chickens, and fresh laundry flapping in the wind. “I was thinking about challenges people face in life and wanted to make a representation of that.”</p>
<p>Halatoe and the team want Beyond Eyes to create empathy in the player for anyone dealing with physical disabilities. “Most of these things are simple things that you and I would do on a daily basis without thinking about it. Getting milk out of the fridge or just putting clothes on and making sure they match.” She explains as Rae explores an ever more sinister and unnerving version of her perceptive reality on screen. “But for Rae, it becomes an obstacle.”</p>
<p>The challenge of Beyond Eyes seems to be more mental and emotional than intellectual and that’s definitely by design. In the short demo, Halatoe hinted strongly at the ebb and flow of the game’s emotional peaks and valleys. Towards the end of the demo, Rae comes upon what she believes to be a fresh stream, but as she approaches, it morphs into a busy highway. Halatoe ends the demo at that moment, leaving me wondering how it will end and sparking my interest for the game’s release later this year.</p>
<p>Like her protagonist, Halatoe seems to have been unexpectedly thrust into a new world of challenges, and now must try to find her way without losing herself. Her first game looks to be one of the Xbox One&#39;s newest indie darlings. After her first E3 appearance and seeing her school project on the big stage at Microsoft’s press conference, she seems poised for success in this competitive industry. As she put it, “I just wanted to make a cool game, which got out of hand a little bit.”</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/ce3DazCFPDM?feature=oembed" width="697"></iframe>&#0160;</p>
<p><em>Beyond Eyes will be releasing for Xbox One later this year.</em></p></div>
</content>


    </entry>
    <entry>
        <title>Review: The Witcher 3 – Wild Hunt</title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/review-the-witcher-3-wild-hunt.html" />
        <link rel="replies" type="text/html" href="http://blog.extra-life.org/2015/07/review-the-witcher-3-wild-hunt.html" thr:count="0" />
        <id>tag:typepad.com,2003:post-6a0133f5030223970b01bb0856cc31970d</id>
        <published>2015-07-22T20:58:54-06:00</published>
        <updated>2015-07-22T20:58:54-06:00</updated>
        <summary>I&#39;ve seen the war-battered plains of Velen, the huddled, persecuted masses of the beset city of Novigrad, the inhospitable isles of Skellige, and the vastness of a universe beyond measure. </summary>
        <author>
            <name>Jack Gardner</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Features" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="CD Projekt RED" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Geralt of Rivia" />
        <category scheme="http://sixapart.com/ns/types#tag" term="GOG" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PC" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PS4" />
        <category scheme="http://sixapart.com/ns/types#tag" term="review" />
        <category scheme="http://sixapart.com/ns/types#tag" term="The Witcher 3" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Wild Hunt" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Xbox One" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13c1c9e970c-pi" style="display: inline;"><img alt="TheWitcher3WH1-697" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b8d13c1c9e970c image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13c1c9e970c-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="TheWitcher3WH1-697" /></a></p>
<p>Prior to The Witcher 3, I put roughly ten hours into both the first and second game and walked away feeling completely done with whatever they had to offer. I found protagonist Geralt of Rivia to be cumbersome in combat and didn’t particularly enjoy my time with him as a character, gruffly muttering threats or gruffly being stoic or gruffly being gruff. The combat felt wildly complicated, making killing even simple monsters a dangerous task that had the potential of setting progress back hours if I hadn’t been studiously saving my game. Understand that my inclinations toward CD Projekt RED’s latest outing were dubious at best. I went in fully expecting I would hate my time spent hunting monsters. Almost one hundred hours later, I emerged from the experience a changed man. I have seen the war-battered plains of Velen, the huddled, persecuted masses of the beset city of Novigrad, the inhospitable isles of Skellige, and the vastness of a universe beyond measure. There is richness to The Witcher 3, texture to its characters, and deep attention paid to almost every interaction possible. &#0160;</p>
<p>The Witcher 3 follows a Geralt of Rivia changed from the previous games in which he was plagued by amnesia. Geralt knows his own past and is allowed to grow as a character without some terrible secret lurking clichédly towards the end of act two. Simply clearing up his amnesia and freeing him to be himself allowed me to empathize and invest myself into the adventure. Amnesia might be a time-honored RPG plot hook, but it provides a significant barrier when you are asking players to care about the affected character because all of the answers regarding motivation, disposition, etc. come back around to “I dunno, [insert character] has amnesia.” So, we have a fleshed out Geralt. He’s still unrelentingly gruff, but he also has a fun side and cracks some deadpan jokes every now and then. One of my favorite moments of the game is an exchange between Geralt and one of his companions that is nothing but dog puns. He feels like a person instead of a caricature. I realized my experience would be different early on in The Witcher 3 when I came across an old woman who hired Geralt to find her stolen frying pan, which is about as much overkill as bringing a bazooka to a friendly game of tag. Listening to gruff, grumpy Geralt accept a frying pan retrieval contract was delightful.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b2b646970b-pi" style="display: inline;"><img alt="TheWitcher3WH5" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b2b646970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b2b646970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="TheWitcher3WH5" /></a></p>
<p>With minimal exposure to the previous games, I had little trouble understanding the basics of what was going on in The Witcher 3, which leads me to believe that it is the best jumping on point that The Witcher series has had to date. With minimal fluff, Geralt is looking for Ciri, a young woman who he took in as his ward some time ago. Ciri has become a fugitive, pursued by various nations, crime syndicates, and otherworldly powers. Geralt steps into the chase as well, looking to find Ciri before anyone else can make her a pawn in their schemes. Geralt is joined by a host of old friends and new acquaintances in the pursuit of Ciri across The Continent and beyond. The relationship between Geralt and Ciri falls somewhere between an equal friendship and that of a father and daughter. During Geralt’s pursuit of Ciri we are slowly given more information about who they are to one another and it does a lot to humanize our mutated, monster hunting protagonist.</p>
<p>It becomes apparent when you first fire up The Witcher 3 that it is easily one of the most gorgeous games made to date. That appreciation only grows as you are loosed into a world of colossal scope. There are a total of five open areas to explore, the smallest of which will take hours to traverse and explore. As you roam the fields and forests hunting dangerous creatures or pursuing quests, a day-night cycle spins and weather shifts. You’ll encounter stormy days where winds bend the bushes and trees, sending them swaying hypnotically beneath cracks of lightning under a cloak of darkness. Other times the weather will be sunny and bright, lending the landscape an inviting air. These various lighting and weather conditions provide a unique flavor to cutscenes, which occur in real-time in whatever weather is currently occurring. But it isn’t just the environments, the characters and creatures are beautiful as well. Facial animations, hair, eyes, each model looks phenomenal. When animals move, their muscles cause their fur to ripple. The art direction is truly top notch.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b2b662970b-pi" style="display: inline;"><img alt="TheWitcher3WH2-Novigrad" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b2b662970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b2b662970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="TheWitcher3WH2-Novigrad" /></a></p>
<p>If there is one aesthetic choice that left me baffled, it is the inclusion of graphic novel-esque, slightly animated stills that are sometimes inserted into the main storyline with accompanying narration. These feel very jarring and out of place, especially when compared with the in-game production values. However these short segues occur infrequently, resulting in only the occasional incredulous raised eyebrow.</p>
<p>While pretty much every second of time in-game is gorgeous, I appreciate the quest building and structure even more. <a href="http://blog.extra-life.org/2014/12/review-dragon-age-inquisition.html">I loved Dragon Age: Inquisition</a> quite a bit, but many of its sidequests were structured like an MMO. I found myself going to areas to kill an arbitrary number of enemies or to obtain a certain number of items dropped by an enemy type or needing to kill a specific enemy. For a huge game, that kind of repeated mission structure can get dull really quickly if there isn’t much context for the repetitive action. Every sidequest in The Witcher 3 is given some sort of context and often distances itself from repetitive formula. Witcher contract missions are a great example of this. Some of them are long, complicated affairs to track dangerous beasts through the wilderness, requiring wiles and proper preparation to come out alive and collect the reward. Tracking monsters involves using specially honed witcher senses to find clues and piece together what and where the creature might be. Other contracts might be smaller undertakings that can be resolved through dialogue that offers moral dilemmas.</p>
<p>Even regular sidequests are more interesting than your typical “go kill X number of dudes” affairs. Often there’s some moral wrinkle to the quest that the game asks players to resolve. One small example of this is the case of a certain peasant whose son has been cursed to slowly die. Geralt discovers the source of the curse, revealing that it can only be lifted by the person who cast it or by redirecting the curse back at the caster. Either way, he needs to discover the culprit. After using witcher senses and deduction, players encounter the caster, a jilted lover who was abandoned by the peasant when he started his family. She agrees to lift the curse on the condition that he forsakes his family and lives with her. Alternatively, Geralt can redirect the curse to slowly kill spurned caster. Either way, the quest is resolved with a tiny reward, but the moral implications will stick around in your head.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb0856cb89970d-pi" style="display: inline;"><img alt="TheWitcher3WH4" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01bb0856cb89970d image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb0856cb89970d-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="TheWitcher3WH4" /></a></p>
<p>That moral ambiguity permeates The Witcher 3. Few choices that the game asks players to make have definitively right or wrong answers. Instead, decisions often seem to fall along a spectrum of grey, with some choices being better or worse than others while still maintaining negative and positive qualities. Struggling with those options makes the stories told throughout The Witcher 3 memorable and significant. More than anything, the small encounters are what make The Witcher 3 into the grand experience CD Projekt markets itself to be.</p>
<p>As great as the individual stories of The Witcher 3 can be, they also present the source for my biggest complaint. It often feels like there are two separate games occurring: The chase after Ciri and being a politically neutral witcher during a time of war and persecution. The vast majority of sidequests deal with the fallout of war between the countries of Nilfgaard and Redania, which of course attracts dangerous beasts and provides opportunity for witchers to ply their monster hunting trade. Even given the length of The Witcher 3, that’s a lot of material to cover. And it feels like a number of opportunities were missed that could have been explored in more depth had CD Projekt narrowed their focus to one or the other. Late in the main quest the idea of multiple universes, a central concept of The Witcher series’ setting, briefly surfaces and reveals how creative the developers could have been if they hadn’t tethered themselves to the Nilfgaard-Redania war. The conclusion of the core story feels a bit anticlimactic and rushed, lacking the tension I felt during the early hours of the game. Alternatively, the war itself is near to bursting with intrigue both personal and political. Alliances and backstabbing take the center stage in missions involving the conflict and it is gloriously conniving and murky. There was a lot of room to expand Geralt’s political involvement as he is co-opted into underground organizations, resistance groups, and by the kings of both countries. What we are left with is a wide-ranging game that delivers several good narratives that are kept from rising to truly great heights. &#0160;&#0160;</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b2b693970b-pi" style="display: inline;"><img alt="TheWitcher3WH6" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b2b693970b image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b2b693970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="TheWitcher3WH6" /></a></p>
<p>Merely adequate mechanics also hold The Witcher 3 back from perfection. It is clear that CD Projekt set out to simplify combat, making it more fluid and intuitive. To some extent they succeeded, as I enjoyed fighting more than I had in previous Witcher games, but it falls short when it comes to depth. There are fast attacks, strong attacks, magical signs, blocking, dodges, bombs, potions, and a crossbow. All of these are available from the beginning and with a few additions in the late game, remain your only tools. Progression and innovation in combat is largely relegated to finding better items, new recipes for potions or bombs, or improvements to potions or bombs. Timing and preparation become the most important parts of fighting, and after a few dozen hours it just becomes dull. I only found levelling to be exciting because allows for more powerful weapons and armor to be equipped. With each level, ability points can be spent to upgrade an aspect of Geralt’s fighting skills, but absurd numbers of points need to be spent to unlock top tier abilities, so don’t expect to be using any of those unless you commit nearly all of your points to one area of your skills. Also, chances are that some of those points are going to go to waste as you won’t be able to equip more than twelve ability upgrades total by the end of the game (fewer earlier on, as equip slots for upgrades are unlocked by levelling).</p>
<p><em>Note: I would suggest playing through The Witcher 3 one of the lower difficulty settings unless you are truly masochistic and are willing to die repeatedly to the simplest of monsters.</em></p>
<p>The music in The Withcer 3 hits all the proper beats for a sprawling fantasy epic, but by the fifty hour mark you will be wishing they recorded a few additional tracks for bards to play, they seem to have a repertoire of about five songs. Don’t get me wrong, they sound great, but it becomes a bit repetitive after a while. It’s a good soundtrack, but you probably won’t be rushing to download it or humming the main theme after the credits roll.</p>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13c1d34970c-pi" style="display: inline;"><img alt="TheWitcher3WH3" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b8d13c1d34970c image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13c1d34970c-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="TheWitcher3WH3" /></a></p>
<p>Mentioning The Witcher 3 at this point also will conjure to mind the <a href="http://www.polygon.com/2015/6/3/8719389/colorblind-on-witcher-3-rust-and-gamings-race-problem">eloquent opinion piece</a> by Tariq Moosa on the issue of race, specifically the lack of non-white characters. Let me clarify that I am white and I both grew up and live in Minnesota, one of the whitest, scandanavian-est places in the United States. I grew up with some of the mythologies and folk tales that crop up in The Witcher 3, so I get the story CD Projekt wanted to tell and that it is a story seeped in Polish culture. That being said, I found the absence of people of color to be disconcerting. I understand the impulse to explain it away as “just being the story they wanted to tell,” but please understand that game development does not occur in a vacuum. We live in a world where the vast majority of games already tell thoroughly white stories. In a multinational game that has staggeringly ambitious scope, spanning virtual continents, it is bizarrely negligent to completely ignore people of color in favor of elves, dwarves, and shapeshifters. I spent almost 100 hours in that world and found no reason why some of the NPCs couldn’t have had non-white skin. The Witcher 3 is so white it makes the eight season run of Full House look diverse by comparison. So, new rule of thumb for game devs: If your game is whiter than Full House, maybe take that as a sign to include some diversity.</p>
<p>While I am on my soapbox, there is also a disturbing amount of sexualized violence towards women. I get it, it is an adult game full of mature themes. But does that mean the game REALLY needs a villain who butchers prostitutes and hangs their corpses around his room for no other reason than to thoroughly hammer home that he’s a terrible person? Does it REALLY need a serial killer that horribly tortures and mutilates several women because reasons? Does it REALLY need the numerous female-bodied monsters that justify the player’s violence by being the aggressors? I get it. The setting is grim. It’s dark. But I am sick to death of seeing this kind of thing used for no other reason than to demonstrate the “grittiness” of the setting. You can achieve the same effect without resorting to the laziest, most overused shorthand in fiction. CD Projekt can do better than what was written and designed in this respect, as the rest of their game demonstrates.</p>
<p><strong>Conclusion:</strong></p>
<p>You should probably play The Witcher 3. It stands a good chance of being on many critic’s top 10 lists this year. It isn’t hard to see why, either. The gorgeously realized world of Geralt of Rivia is constantly amazing and full of surprises. The Witcher 3 offers challenging questions, questions that will stick with players for a long time. The story ranges from satisfying swashbuckling to backroom intrigue. Danger and death, the bonds of family and fellowship, love, romance, danger, despair, the whole gamut of expression is present to tug at the player’s heart. Just don’t expect for it to tug on any one emotion particularly strongly. There are issues that invite valid criticism of The Witcher 3, certainly, but you can recognize something’s faults while still enjoying the crap out of it. And I certainly enjoyed my time wielding the silver sword of a witcher.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/hBoCRYX6Vq0?feature=oembed" width="697"></iframe>&#0160;</p>
<p><em>The Witcher 3: Wild Hunt is currently available for PlayStation 4, Xbox One, and PC.</em></p></div>
</content>


    </entry>
    <entry>
        <title>The Cthulhu Mythos Terrorizes Good Old Games </title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/the-cthulhu-mythos-terrorizes-good-old-games-.html" />
        <link rel="replies" type="text/html" href="http://blog.extra-life.org/2015/07/the-cthulhu-mythos-terrorizes-good-old-games-.html" thr:count="0" />
        <id>tag:typepad.com,2003:post-6a0133f5030223970b01bb08562cca970d</id>
        <published>2015-07-21T15:51:05-06:00</published>
        <updated>2015-07-21T15:51:05-06:00</updated>
        <summary>Good Old Games has added two adventure games bearing the mark of the one who slumbers in R&#39;lyeh.</summary>
        <author>
            <name>Jack Gardner</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Gaming News" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="adventure" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Call of Cthulhu" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Good Old Games" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Linux" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Mac" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PC" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Prisoner of Ice" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Shadow of the Comet" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb08562c62970d-pi" style="display: inline;"><img alt="CallofCtulhu-697" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01bb08562c62970d image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01bb08562c62970d-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="CallofCtulhu-697" /></a></p>
<p>Good Old Games has added two adventure games bearing the mark of the one who slumbers in R&#39;lyeh. Shadow of the Comet (1993) and Prisoner of Ice (1995) are now available on the digital game store for those willing to brave horrors beyond imagination. </p>
<p>Shadow of the Comet unravels the tale of a young British photographer out to capture images of an ill-fated comet that will be passing over the New England town of Illsmuth. The last person who made the attempt had to be imprisoned inside a high security mental asylum. Prisoner of Ice follows up Shadow of the Comet with the story of a submarine officer aboard the HMS Victoria. Everything seems to be proceeding normally until an unexpected... presence makes itself known.</p>
<p>Each game is priced at $5.99 and works on both Windows and Linux, though only Prisoner of Ice is compatible with Macs. Check out these stellar point-and-click adventures... if you dare.</p></div>
</content>


    </entry>
    <entry>
        <title>Alex Morgan and Christine Sinclair First Female EA Sports FIFA Cover Athletes </title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/alex-morgan-and-christine-sinclair-first-female-ea-sports-fifa-cover-athletes-.html" />
        <link rel="replies" type="text/html" href="http://blog.extra-life.org/2015/07/alex-morgan-and-christine-sinclair-first-female-ea-sports-fifa-cover-athletes-.html" thr:count="1" thr:updated="2016-07-08T03:28:12-06:00" />
        <id>tag:typepad.com,2003:post-6a0133f5030223970b01b7c7b18a05970b</id>
        <published>2015-07-20T15:02:40-06:00</published>
        <updated>2015-07-20T15:03:34-06:00</updated>
        <summary>EA revealed today that US Women’s National Team forward, Alex Morgan, and captain of the Canadian Women’s National Team, Christine Sinclair, will be the headlining the next EA Sports FIFA cover.</summary>
        <author>
            <name>Jack Gardner</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Gaming News" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="Alex Morgan" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Christine Sinclair" />
        <category scheme="http://sixapart.com/ns/types#tag" term="EA" />
        <category scheme="http://sixapart.com/ns/types#tag" term="FIFA 16" />
        <category scheme="http://sixapart.com/ns/types#tag" term="football" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Lionel Messi" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PC" />
        <category scheme="http://sixapart.com/ns/types#tag" term="PlayStation" />
        <category scheme="http://sixapart.com/ns/types#tag" term="soccer" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Xbox" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13aed42970c-pi" style="display: inline;"><img alt="FIFA16xone2DPFTfrontus-697" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b8d13aed42970c image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13aed42970c-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="FIFA16xone2DPFTfrontus-697" /></a></p>
<p>EA revealed today that&#0160;US Women’s National Team forward, Alex Morgan, and captain of the Canadian Women’s National Team, Christine Sinclair, will be the headlining the next EA Sports FIFA cover. Alex Morgan will appear on the cover of the version released in the United States, while Christine Sinclair takes the Canadian cover. Both athletes will share the spotlight with FC Barcelona forward Lionel Messi. FIFA 16 will be the first time in the franchise&#39;s history that players can take to the field as one of the twelve Women&#39;s National Teams.&#0160;</p>

<p>“It is&#0160;an incredible honor&#0160;to be one of the first women&#0160;featured on the cover of&#0160;EA Sports FIFA,” said Morgan. “I know people all over the world play this game and I’m really excited that&#0160;FIFA 16&#0160;is putting such an important spotlight on women’s soccer. And now to share the cover with today’s greatest player&#0160;is surreal.”</p>
<p>“This year’s World Cup showcased the unbelievable talent and skill in women’s soccer,” said Sinclair. “I’m thrilled that EA SPORTS is celebrating female athletes in&#0160;FIFA 16. To be featured in the game and to promote women’s soccer with Alex is really special and another exciting step for women in sports.”</p>
<p>FIFA 16 will be available starting September 22, 2015 for&#0160;PC, Xbox One, Xbox 360, PlayStation 4, and PlayStation 3.</p></div>
</content>


    </entry>
    <entry>
        <title>It’s Game On: ‘Pixels’ Movie Fans Raise Funds for Children’s Hospitals</title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/its-game-on-pixels-movie-fans-raise-funds-for-childrens-hospitals.html" />
        <link rel="replies" type="text/html" href="http://blog.extra-life.org/2015/07/its-game-on-pixels-movie-fans-raise-funds-for-childrens-hospitals.html" thr:count="0" />
        <id>tag:typepad.com,2003:post-6a0133f5030223970b01bb08558e8a970d</id>
        <published>2015-07-20T13:23:35-06:00</published>
        <updated>2015-07-20T13:35:56-06:00</updated>
        <summary>We&#39;re excited to announce that Extra Life has teamed up with Sony Pictures for their upcoming movie Pixels to raise funds and awareness for 170 Children&#39;s Miracle Network Hospitals throughout North America! Fans of the movie can: Pixelize Yourself! A Limited Edition Movie Poster Beginning July 7, with a $50...</summary>
        <author>
            <name>Mike</name>
        </author>
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b176ae970b-pi" style="display: inline;"><img alt="Facebook Promo_Pixels" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b176ae970b img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b176ae970b-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="Facebook Promo_Pixels" /></a></p>
<p>We&#39;re excited to announce that Extra Life has teamed up with Sony Pictures for their upcoming movie <em>Pixels</em> to raise funds and awareness for 170 Children&#39;s Miracle Network Hospitals throughout North America!&#0160;Fans of the movie can:</p>
<h2 style="text-align: center;"><a href="https://pixels.extra-life.org/" target="_blank"><strong>Pixelize Yourself!<br />A Limited Edition Movie Poster</strong></a></h2>
<p><a href="https://pixels.extra-life.org/" target="_blank"><strong> <img alt="YouveBeenPixelized_Cropped" class="asset  asset-image at-xid-6a0133f5030223970b01b7c7b17d6a970b img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b7c7b17d6a970b-300wi" style="width: 280px; display: block; margin-left: auto; margin-right: auto;" title="YouveBeenPixelized_Cropped" /></strong></a></p>
<p>Beginning July 7, with a $50 donation, fans can upload a profile picture at&#0160;<a href="https://pixels.extra-life.org/">extra-life.org/pixels</a>&#0160;to be one of thousands of fan faces included in a special edition movie poster. &#0160;Sony Pictures has teamed with Extra Life and BANDAI NAMCO Entertainment Inc. to make this poster possible.&#0160;</p>
<p>While your photo already has much acclaim on your grandmother’s fridge, on this poster, it’s helping to heal sick and injured kids across North America. Your contribution helps children’s hospitals provide critical treatments and healthcare services, pediatric medical equipment and charitable care.</p>
<p>All donors will receive a digital copy of the poster. Donations will go to the Children’s Miracle Network Hospitals in fans’ communities.</p>
<h2 style="text-align: center;"><a href="https://represent.com/ashleypixels" target="_blank"><strong>Purchase a limited edition “Lady Lisa” t-shirt</strong></a></h2>
<p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13ae10f970c-pi" style="display: inline;"><img alt="AshleyBenson_Shirt" class="asset  asset-image at-xid-6a0133f5030223970b01b8d13ae10f970c img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d13ae10f970c-300wi" style="width: 280px; display: block; margin-left: auto; margin-right: auto;" title="AshleyBenson_Shirt" /></a>Actress Ashley Benson, who plays Lady Lisa from the videogame Dojo Quest in the movie, is donating proceeds from the sales of the limited edition t-shirts to Extra Life.&#0160;<a href="represent.com/ashleypixels" target="_blank">T-shirts are available for purchase</a>&#0160;until July 27th.</p>
<p>To help raise awareness for the critical need of funds for children’s hospitals, movie cast members Josh Gad and Michelle Monaghan and Miracle Kid, Ryan Reyes, whose treatment is supported by fundraising programs like Extra Life will ring the Nasdaq Closing Bell.&#0160; Reyes, 16, was treated at <a class="zem_slink" href="http://www.westchestermedicalcenter.com/home_mfch.cfm?id=65" rel="homepage" target="_blank" title="Maria Fareri Children&#39;s Hospital">Maria Fareri Children&#39;s Hospital</a>, a member of the Westchester Medical Center Health Network and a CMN Hospital, for non-Hodgkin Lymphoma.</p>
<p style="text-align: center;"><strong>Pixels hits theaters everywhere on July 24th!</strong></p></div>
</content>


    </entry>
    <entry>
        <title>Pre-Order StarCraft II: Legacy of the Void to Play Whispers of the Void Prologue</title>
        <link rel="alternate" type="text/html" href="http://blog.extra-life.org/2015/07/pre-order-starcraft-ii-legacy-of-the-void-to-play-whispers-of-the-void-prologue.html" />
        <link rel="replies" type="text/html" href="http://blog.extra-life.org/2015/07/pre-order-starcraft-ii-legacy-of-the-void-to-play-whispers-of-the-void-prologue.html" thr:count="1" thr:updated="2015-10-28T14:58:38-06:00" />
        <id>tag:typepad.com,2003:post-6a0133f5030223970b01bb08544df2970d</id>
        <published>2015-07-17T13:39:13-06:00</published>
        <updated>2015-07-17T13:39:13-06:00</updated>
        <summary>Fans desperate for more StarCraft can pre-purchase Legacy of the Void to gain access to the three missions that make up the prologue of its main campaign as well as the ongoing beta.</summary>
        <author>
            <name>Jack Gardner</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Gaming News" />
        
        <category scheme="http://sixapart.com/ns/types#tag" term="Blizzard" />
        <category scheme="http://sixapart.com/ns/types#tag" term="Legacy of the Void" />
        <category scheme="http://sixapart.com/ns/types#tag" term="protoss" />
        <category scheme="http://sixapart.com/ns/types#tag" term="StarCraft II" />
        <category scheme="http://sixapart.com/ns/types#tag" term="World of Warcraft" />
        
<content type="xhtml" xml:lang="en-US" xml:base="http://blog.extra-life.org/">
<div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d1399ecc970c-pi" style="display: inline;"><img alt="SCII_Legacy_of_the_Void_Key_Art_697" border="0" class="asset  asset-image at-xid-6a0133f5030223970b01b8d1399ecc970c image-full img-responsive" src="http://cmnhospitals.typepad.com/.a/6a0133f5030223970b01b8d1399ecc970c-800wi" style="display: block; margin-left: auto; margin-right: auto;" title="SCII_Legacy_of_the_Void_Key_Art_697" /></a></p>
<p>The final expansion to StarCraft II arrives sometime this coming winter, which might seem like a long time to wait. Fans desperate for more StarCraft can pre-purchase Legacy of the Void to gain access to the three missions that make up the prologue of its main campaign as well as the ongoing beta.</p>
<p>Legacy of the Void is a standalone expansion to StarCraft II and will feature two new gameplay modes: Archon and Allied Commanders. Archon allows two players to jointly command one base and one army against other linked opponents. Allied Commanders plays as an objective-based co-op mode. Players each choose a commander who they can level up to unlock new units and abilities through the completion of objectives.</p>
<p>&quot;With&#0160;Legacy of the Void, we&#39;re giving some of Blizzard&#39;s most iconic characters an unforgettable sendoff and delivering the climactic&#0160;StarCraft&#0160;finale players deserve,&quot; said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. &quot;At the same time, we&#39;re excited to bring&#0160;StarCraft II&#0160;multiplayer into a whole new era with a host of major new gameplay modes and enhancements—we can&#39;t wait to see what the future holds for&#0160;StarCraft II&#0160;competition.&quot;</p>
<p>There are currently three versions of Legacy of the Void available for pre-order. The first is the standard expansion for $39.99, which includes the game, access to the prologue, and entry into the online beta. The second is the Digital Deluxe Edition retailing for $59.99. On top of what the standard edition gives, the deluxe edition includes the following:</p>
<ul>
<li>Archon battle pet&#0160;ready to join your side in&#0160;World of Warcraft<sup><br /></sup></li>
<li>Void Seeker mount&#0160;to charge through the Nexus in&#0160;Heroes of the Storm</li>
<li>Protoss card back&#0160;to demonstrate your psionic potential in&#0160;Hearthstone<sup><br /></sup></li>
<li>Protoss-themed portraits and unit skin&#0160;for&#0160;StarCraft II</li>
</ul>
<p>Legacy of the Void&#0160;will also be available in a retail-exclusive Collector&#39;s Edition, which comes equipped with everything in the previous versions, as well as a special edition of the upcoming full-color hardcover&#0160;StarCraft Field Manual; a DVD loaded with cinematics and special features; and a CD soundtrack. The Collector&#39;s Edition will be available at select retailers for a price of $79.99.</p>
<p>In addition, anyone who purchases or pre-purchases any edition of the expansion will also unlock access to an upcoming, yet-to-be-revealed character in&#0160;Heroes of the Storm.</p>
<p style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="392" src="https://www.youtube.com/embed/OUMSMDX5iQc?feature=oembed" width="697"></iframe>&#0160;</p></div>
</content>


    </entry>

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