I'm Robin. I'm an amateur game designer. I post game recommendations (mostly indie), my thoughts on goings-on in the industry, and progress updates on games I'm making. Also, occasional posts about science and whatnot. DFTBA.
Currently playing Shadow Of The Colossus, Chrono Trigger, and Ridiculous Fishing. Looking forward to playing The Witness, The Last Guardian, and the reboot of Thief.
Catching Elephant is a theme by Andy Taylor
If you install Adobe Reader on a Mac, an internet plugin is also installed that replaces how PDFs are displayed in the browser (Safari, Chrome, Firefox, etc). Since it has a lot of editing features to load, this can dramatically slow the loading of PDFs when viewing them on the web.
If you want to keep the Adobe Reader application but don’t need Adobe Reader’s extra functionality when in the browser, you can speed up PDF loading by going to Macintosh HD/Library/Internet Plug-Ins and deleting the two .plugin files with PDFViewer in the name. If that doesn’t work, check yourusername/Library/Internet Plug-Ins for the same files. This won’t prevent Adobe Reader from working; it’ll only affect the behaviour of browsers.
Watch this short trailer for Music Of The Spheres first,
then read these Steam Greenlight comments below.

I’d like to know your thoughts.
Twenty Years Ago Today the World Wide Web Went Public
Twenty years ago today, something happened that changed the digital world forever: CERN published a statement that made the technology behind the World Wide Web available to use, by anybody, on a royalty free basis.
That decision, pushed forward by Sir Tim Berners-Lee, transformed the internet, making it a place where we can all freely share anything and everything—from social media updates, through streamed music, to YouTube videos of cats. It has fundamentally shaped the way we communicate.
To celebrate the momentous occasion of 20 years ago, CERN—the same guys behind all those experiments at the Large Hadron Collider—has republished its very first website at its original URL. It’s not much to look at—but it’s a fine reminder of just how much the web has changed in the past twenty years.
In fact, the republishing of that site is part of a broader project to excavate and preserve a whole host of digital gems that remain from the inception of the web. You can go read a lot more about the project over on CERN’s site. [CERN]
Source: gizmodo.com
Touche of the Day: Game Dev Tycoon School Pirates with a Clever In-Game EventGreenheart Games has come up with a clever, refreshing way to discourage its patrons from pirating video games. Minutes after releasing their latest title Game Dev Tycoon last Sunday, the developers intentionally leaked a free “cracked” version of the game on a torrent site, and with the help of a few seeding friends, more than 3,104 users, or nearly 94% of all players, had downloaded the illegal copy within the first day. What none of them had realized is that the “cracked” version was designed for failure: after a few hours of gameplay, the player’s virtual game development company’s titles would become victims of piracy themselves, causing them to slowly go bankrupt.
(spoilers for both BioShock 1 and Infinite)
BioShock (the original) was such an important experience in my gaming life that it and Braid (mostly Braid TBH) were pivotal experiences that not only changed the way I think about games, they made me radically change my life’s ambitions to focus on games as a career.
I played through BioShock Infinite and enjoyed some of it, but disliked most of it. I tried to just forget about it (disappointing sequels are a common thing after all), but every time I heard someone mention how awesome the game was, I actually felt angry, and I didn’t know why; I’m not usually an angry person, and it’s just a game, right? It’s supposed to be enjoyed! I just couldn’t close that chapter of thought. Until now that is, because I’ve finally worked out why Infinite bothered me so much more than any other game I’ve played.
I’m not going to go on about the many problems with the gameplay, or the immorality of so much violence, or even the downright insulting scene with the interracial couple. My main issue with the game, way up in the clouds above all other issues I had with it, is loosely on the topic of autonomy. Bear with me.
In the original BioShock, I felt like I literally was Jack. The game made me believe that I was an ordinary man in Rapture, trying to survive the dystopia like everyone else, until what is perhaps the greatest plot twist in videogame history pointed out that all the major decisions that I thought I made were actually decided by another character.
“Would you kindly?”
At this point a wonderful meta-narrative emerged about the immature and naive storytelling techniques used in the majority of linear games today: those games pretend your character has full autonomy, but your autonomy is actually restricted to choices that don’t affect the plot, in order to make the storytelling easier to handle. I remember I felt strongly about that very topic around the time when I started playing BioShock (I felt games were fundamentally flawed as a storytelling medium), but I could never have presented it so eloquently, or with such artistic flare. It was astounding, and so, so clever.
In Infinite, I felt like my only autonomy was almost entirely limited to choosing how Booker killed people. I didn’t feel involved in the story because I wasn’t in control of any of Booker’s major plot-affecting actions. I didn’t even feel like I was Booker, due to my lack of control over his role in the story.
“Booker, you don’t leave this room until you [give him the baby].”
This means Infinite is precisely the kind of game that BioShock criticised. BioShock had set a precedent for sophisticated storytelling in games, and Infinite shat on it. I felt that Irrational Games, one of the game creators that had changed my life for the better, had kind of sold out. That’s what made me angry.
Gladly, now I can happily enjoy BioShock Infinite for what it is on its own: A pretty average shooter with a story that, while not groundbreaking, is still incredibly impressive. Chapter closed.
I’m making my first Ludum Dare game this weekend! The theme this time is “minimalism”. If you don’t know what Ludum Dare is, it’s basically a competition in which everyone makes a game from scratch in a few days. Click here for more info.
I’m currently making a survival game called Frogrid. Survival games tend to have relatively complex item systems or stats to keep an eye on, but here, in accordance with the theme, I’m going to keep the rules as simple as possible. I’ll be trying to create an environment that promotes thoughtful strategies to keep the game interesting.
I had to stop playing prematurely yesterday because I was emotionally exhausted. I finished it today. It seemed that every session I had with it bumped it up another place on my all-time top ten list.
Nintendo announced on its latest Nintendo Direct video that EarthBound is slated to be released sometime this year on the Nintendo Wii U Virtual Console in North America. It’s also going to be released in Europe.
It’s good that EarthBound is finally coming to Virtual Console, but why did it take so long? There’s been huge demand for the English version of EarthBound on VC since the advent of the Wii, over four years ago.
Polytron, while announcing that preorders for Fez on PC are available.