RE:BIND

Browsing category: Interviews

This image of a kitty scratching an itch is public-domain, but it’s honestly funnier if you imagine a Shutterstock watermark over it,

Sometimes it just feels like the right time to stick a bucket under the waterfall that is itch.io, trying to collect something that catches your attention, makes you think, or just makes you pleased that someone out there is taking a particular direction. Without further ado…

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VR screenshots are square, so it’s hard to get something both representative and sensibly-proportioned. This, we think, gives a good first impression.

A Piece of the Universe, which will henceforth referred to as APOTU for brevity, is a VR diorama developed by naam, wherein the player explores, as the title suggests, a little piece of the universe, learning about its absent resident and discovering the strange reality contained within. It spoke to a number of us, affirming that VR can produce something truly special and heretofore impossible. We had the good fortune to sit down with naam on video call and conduct an interview, and it’s our pleasure to share a transcript, full of insights about APOTU and beyond.

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Ken George develops The Technician, “a VR action puzzle game about hacking your way through security systems”, wherein the player must rewire logic circuits and, if the wrong wire is tripped, defend against hostile armed guards. After a brilliantly fun demo, with live developer commentary to boot, we sat down with Ken to discuss the game and its development.

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Yesterday we launched the first part (which you can find here) of our three part interview series on the brilliant mastermind behind New Blood Interactive‘s not-so-retro cult-busting shooter.

We’ll be discussing some of the finer points of the production process, (@DuskDev) David’s unusual favorite genres, and then following it up the next day with an exhaustive overview of his favorite video game levels in Part III.

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New Blood’s DUSK is a bit of a perplexingly pleasant paradox, often read as an effort to remake the shooters of yore. Quake, Blood, and numerous other influences have been attributed to it’s lineage since release, but despite familiar low-poly trappings and iterations of fondly remembered design, DUSK both stands out and holds its own as something entirely new.

There are numerous publications out there that can tell you the ways in which DUSK is spectacularly incredible, and it’s most definitely deserving of such high praise, however, REBIND is here to show you a peek behind the curtain, to give you a glimpse into the unspeakable cosmic terror responsible for the game that is currently disguised as the cheerful flesh vessel named David Szymanski:

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An average London night, wandering around after a bender at the pub only to be confronted by an angry football hooligan.

Simulations and immersion are like peanut butter and chocolate, or hazelnuts and ganache if you prefer. They’re lovely things when separate and go shockingly well together in a classic genre born out of experimental titles in the 90s.

Dillon Rogers is no stranger to the genre and decided, after working with New Blood on DUSK, to embark on his own homage to the Looking Glass greats.

We sat down for a chat about his London-fog flavored stealth shooter Gloomwood:

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ZAMBONI SIMULATOR 2019: An Examination of Existential Nihilism as it Pertains to Ice Resurfacing (By Marmot.Games)
(Content Warning: Discussions of Divorce, Suicide, Self-harm, Substance abuse, assault, domestic abuse, Depression)

Zamboni Simulator was a particularly memorable entry in the Philosophy Game Jam that took place earlier this month. It’s a fascinating portrayal of a man’s psyche threatening to swerve off course as he slowly pieces his life back together, and a reflection on resisting temptation and impulsive behavior.

After writing about the piece in our round-up, we reached out to the creators Scott Thunelius & Aaron Hecht for the following interview

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