News

The Witness swaps polygons for pixels in its NES demake

For all its naturalistic beauty, one of the more interesting lines to come out of reviews for The Witness when it dropped earlier this year was that it didn’t actually need to be in 3D. Creator Jonathan Blow and his team may have spent eight years crafting the game world’s intricate details, but conceptually, as noted by Dan Solberg in Kill Screen’s review for the game, as well as popular YouTube journalist George Weidman in his own, it is most similar to a collection of newspaper brainteasers or a book of riddles. This isn’t necessarily a bad thing. Even while the player interacts with…

Future Unfolding
News

Future Unfolding’s team wants to randomly generate hand-designed puzzles

In his recent book Spelunky, Derek Yu writes about the process of designing his 2008 (and 2012 remake) game of the same name, and often refers to the difficulties introduced by the decision to generate levels randomly. He describes trying to make sure that every time a level is generated, it is new, challenging, and solvable: “The game’s first priority,” he says, “is to make sure that there is a path from the entrance to the exit that is traversable without the use of bombs, rope, or other special equipment.” Spelunky generates its levels with templates for rooms and patterns for smaller…

Stephens Sausage Roll
Review

Stephen’s Sausage Roll and the blue collar heroes of puzzledom

I’m a clunky Fisher Price toy on an island made of rough patches. My body, hands, and clothes are probably toxic, blistered and greasy, as I have spent hours pushing and shoving big honkin’ sausages across pipin’ hot grills in taxing and inconvenient ways. I’m not wearing an apron. I am wielding a big fork; a mighty claw that swings in heaves. When raw, these sausages are wormy and pink. Halfway done they look like stogies. Upon being cooked you can smell the continental breakfast through the screen.They are easily the biggest sausages you’ve ever seen in a puzzle game.…

The Witness
News

Weekend Reading: Ryerson, Tigers, and Bears

While we at Kill Screen love to bring you our own crop of game critique and perspective, there is an endless supply of articles about games, technology, and art around the web that is worth reading and sharing. So that is why this weekly reading list exists, bringing light to some of the articles that have captured our attention, and should also capture yours. /// Taming the Inexplicable, Liz Ryerson, The New Inquiry You have probably read a fair bit about Jonathan Blow’s The Witness at this point. While you may hesitate to dive into another breakdown, Liz Ryerson’s deconstruction…

Review

The unrelenting science of The Witness

When I played a demo version of The Witness at a Sony event in 2013, I was offered two approaches: 1) I could be lead through a basic tutorial of the way the game’s puzzle systems work, or 2) I could be left to wander around the island landscape and discover it at my whim. I chose the latter option, only encountered a handful of the game’s signature line-tracing puzzle panels, and spent the rest of my time gawking at the natural and architectural framework of the island. I strolled down to a seashore under a desert cliff where a…

The Witness
News

The Witness is videogames’ long take

There are all sorts of studies floating around about the human attention span, and usually about how it’s getting shorter. I’ve heard my fair share of anecdotes over the years from teachers, supervisors, and fellow artists about how long an average audience member is willing to engage with a piece of media. Five seconds for a painting. Six seconds for a single shot in a film. 30 seconds for a free iPhone game. The list goes on, but suffice to say, these soft rules are geared toward grabbing audience attention quickly in hope that they’ll stick around for much longer.…

News

The only opinion of The Witness I care about is Soulja Boy’s

I love Soulja Boy almost as much as Soulja Boy loves videogames. He was supposed to disappear after 2007’s “Crank That”—a misogynist dance anthem that was embraced, largely, sarcastically—but instead he hit the gas, beefing like crazy, flirting with major-label pop, and then dissolving in a haze of weird, fractured mixtapes. Early on, he co-opted the image of Sonic the Hedgehog, and in some ways that remains the defining image of the emcee, spinning wheels and flying off to god-knows-where. He could release something like the lacerating, subversive “Turn My Swag On,” on which he defied all reason by electing…

Article

Jonathan Blow’s Laboratory

A series of opaque circles flicker around a crudely rendered pool table like digital fireflies. As you choose your shot, a program simulates the aftermath, allowing brief insights into the future before you’ve even decided what to do. The game is Oracle Billiards, named after, and partly inspired by, a character from the Matrix. It’s a straightforward experiment based on a simple concept: how does seeing into a game’s future change how you play it? Exploring the contours of that question proved difficult, however, and so the prototype was scrapped. Its creator, Jonathan Blow, had decided that the “billiard-balls-physics phenomenon…

News

The Witness won’t have music, and for good reason

The use of silence can be just as important and impactful as a well-chosen or carefully crafted soundtrack. This is the gist of what Jonathan Blow, creator of Braid, has to say in a new blog post on his upcoming puzzle game The Witness. According to Blow, “The Witness is a game about being perceptive: noticing subtleties in the puzzles you find, noticing details in the world around you. If we slather on a layer of music that is just arbitrarily playing, and not really coming from the world, then we’re adding a layer of stuff that works against the…