Insane Secrets

Who doesn’t like a good videogame Easter egg? There’s nothing like playing a game and discovering some incredible secret you had no idea about, like the sinister messages scrawled on the walls ofPortal’s Aperture Laboratories, or John Romero’s bloodied head on a stick in good old Doom II.

Then there are the secrets that most of us don’t discover, the ones so insanely tricky to find that only a handful of people ever find them on their own. Some secrets were buried so deep into their games they became the stuff of legend, the magical old wives’ tales of gaming – before the Internet came along and made nothing a secret, right? Which I guess makes this article detailing the labors behind seven particularly insane videogame secrets no more than a big fat part of the problem.

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Practically Impossible

Since its release last Friday, thousands of players have struggled to untangle the knotty thicket of puzzles hidden deep within Xbox 360 indie title Fez, the 2D-meets-3D puzzle platformer that drove us batty with its obscure stumpers. Since then, only a few hundred have managed to complete enough of the game’s challenges to reach the 200 percent (yes, 200 percent) completion threshold. That’s an achievement in itself, but until Wednesday, none of those players had actually been able to complete the game’s most difficult puzzle, which involves a black monolith floating inside a hidden underground chamber.

Actually, that’s not strictly true—a small handful of people had unlocked the monolith’s secrets. But those solvers had either stumbled onto the solution without knowing how they had done so, or else a source close toFez developer Polytron had provided the answer. For the rest of the Fez-playing public, unlocking the secrets of the monolith became a project that took a concerted collaborative effort and nearly a full week of focused attention.

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The Next Arcade

Microsoft is ramping up available GamerScore points for Xbox Live Arcade titles from 200 to 400, and to celebrate its launch of the Arcade NEXT promotional jamboree. Starting today, four special titles will be released each week to commemorate a change that will have Achievement hunters cracking their knuckles in glee.

But they shouldn’t be the only ones excited. For a few years now we’ve been kicking up a fuss about the Summer of Arcade, the time of year Microsoft seems to choose to spotlight the very best XBLA games – but this time it looks like it’s coming early. The four games in the Arcade NEXT promotion are all looking full of potential, with one or two of them arguably likely contenders for end-of-year accolades. We preview the four games that Microsoft are collectively calling Arcade NEXT, but maybe it’s best to think of them as 2012’s Spring of Arcade.

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Forgotten Mascots

Gaming is struggling to find new mascots in the modern age. Seemingly sure-fire winners like Sackboy, the Miis, and Master Chief aren’t capturing people’s imagination (and more importantly their wallets) like Pac-Man, Mario, and Sonic used to. It’s good that games need to do more these days than have a marketable face on their covers, but gaming without mascots is like Uncharted without frail floorboards; it just isn’t right. In an age of reboots, remakes and reimaginations, why try to come up with something new when gaming can offer a litany of old-school heroes who deserve another day in the spotlight?

Here are five of gaming’s most notably forgotten mascots along with suggestions for how they should make their glorious returns to the fore.

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Beyond The Ville

Let’s be frank: a lot if not most of the so-called social games that you find on Facebook aren’t very good. They tend to be horribly shallow or too geared towards getting you to cough up some dough. And some of them are just plain embarrassing, excessively cutesy or childish affairs that make you wonder why you signed up for social networking in the first place.

But not every social game is to be sniffed at. There are some social games you shouldn’t be at all self-conscious about playing – nay – games that maybe you should be playing. Here are four examples of great social games you needn’t be embarrassed about playing – and, before you ask, each one is free-to-play and doesn’t keep trying to make a cheeky grab for your wallet.

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Sine Mora

The majority of Sine Mora was developed in Budapest by Digital Reality, but eccentric Japanese developer Grasshopper Manufacture provided concept art and sound design. You can tell, too, as there’s a Suda51 tinge of the bizarre floating around here, with the classically vivid shoot-em-up contrasting against the dark, warped themes of the underlying plot. Meanwhile, the aesthetics bound disconcertingly from Dieselpunk armies into Steampunk boss fights and back again. It is to Digital Reality’s credit, then, that this madness is properly contained.

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Psychogeography

The larger gaming worlds become, the more I invest myself in them. The more time I sink into places like Skyrim, Liberty City, and Azeroth the more their geography becomes familiar, and I soon learn how to navigate them like I do the streets of my own city. The settings may be fantastical but the hours upon hours I invest into videogames can make traversing them feel as everyday as my journey to work.

Psychogeography considers the impact of urban geography upon everyday behavior. The term was first defined in 1955 but traces its roots through a history of city-based wanderers, particularly in London. Many of London’s leading authors have drawn inspiration from shunning the main streets and losing themselves in the city’s back alleys and dark corners, there finding new perspectives on the capital and new ways of visualizing its underlying psychology.

We, too, can gain fresh perspective by looking at how we navigate our virtual worlds, and by considering how the experience can be enhanced by taking lesser-travelled routes. In return, games can give us new ways to explore and interact with real-life cities, but before exploring that we should first revisit Tale of Tales’ 2009 psychological horror The Path.

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EA’s BioWare

In 1995 Greg Zeschuk and Ray Muzyka had two passions: medicine and role-playing games. If the two young doctors weren’t tending to Alberta’s sick they were playing table-top adventures or talking about translating them into video games. When they co-founded BioWare with fellow doctor Augustine Yip, medicine still represented Muzyka and Zeschuk’s day jobs as they tried to balance their passions.

Four years later, with the aid of publisher Interplay’s D&D license, the doctors made the second best-selling PC game of 1998 – Baldur’s Gate, universally hailed as a seamless marriage of D&D mechanics and interactive storytelling. BioWare was now a close-knit 65-man studio, its halls lined with prototype sketches of fantasy worlds to come. For all the success, Muzyka and Zeschuk remained humble. They still practised medicine when they could. Neither saw BioWare ever completely taking over their lives.

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Celebrity Calamity

Since this is an educational game, allow me to fill you in with a little education on Celebrity Calamity‘s history. It’s an iOS translation of a 2009 Flash game of the same name made by Peter Tufano, now Dean and Professor of Finance at Said Business School but at the time a financial management professor at no less than Harvard. It won a Houston Interactive Award.

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Toy Factory

As a big fan of classic simulation games like Theme Hospital and Sim City 2000, I’ve more than enjoyed Kairosoft’s resurrection of the genre on iOS. Mega Mall Story was hands-down one of my favorite games of last year, a dangerously addictive retail translation of Theme Park at an absolute bargain price. So I was hopeful of seeing this year’s parallel to Mega Mall Story when acclaimed iOS publisher Chillingo decided to dip their toes into the simulation pool with Toy Factory. Unfortunately the game is not up to the publisher’s typical standards – not even nearly. At its best it serves as an appreciably free reminder that a cute idea isn’t enough to make a simulation game work.

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