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#the past 4 years of interviews I missed from only being an idle fan
hollandorks · 2 months
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Me: I need a new hyperfixation
My brain: let's go back to the band you've loved since age 14 that barely get on social media anymore and haven't had an album in a minute
Me: that's not what I meant
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ohblackdiamond · 4 years
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little t&a (paul/gene, nc-17) (part 13 of 29)
part 1   part 2   part 3   part 4   part 5   part 6   part 7   part 8   part 9   part 10   part 11   part 12   part 13   part 14   part 15   part 16   part 17   part 18   part 19   part 20   part 21  part 22   part 23   part 24    part 25   part 26   part 27   part 28   part 29
Four weeks before KISS gets back on tour, Gene discovers that Paul’s been cursed by a groupie. For the sake of KISS’ finances, Paul’s comfort levels, and Gene’s libido, this crisis must be resolved. Sexswap fic. In this chapter: Paul and Gene go to the temple of mammon, Studio 54.
“You look,” Gene said, throat drier than sandpaper, “really good.”
Good was an understatement. Paul looked hot. The light blue of the dress made a good contrast against his still-suntanned skin. The neckline made up for the dress length, providing more cleavage than Gene had seen out of Paul since he’d first met him on the front porch in the bathrobe. The heels accentuated his legs—even as a guy, Paul had always had nice legs—but for maybe the first time in three days, Gene was paying more attention to Paul’s face than his body.
It wasn’t like he’d done anything wild with makeup. Blush, red lipstick, eyeshadow, mascara. Except for the eyeliner maybe being a bit heavier, it was about the same look as the night prior. But Paul seemed happier. Relaxed. There wasn’t that tightness to his jaw anymore or that tension to his mouth. And that was a surprise, given the stilted way their dancing earlier had ended. Gene thought Paul might have been sore or tetchy, or at least awkward, but he’d just carried right on. Those sad brown eyes of his didn’t look sad at all, for once, and if Gene were sentimental, he would almost have said they were sparkling.
Maybe he’d just liked sharing a few dances with Gene. And maybe tonight really was the night that this would all be over. Every bit of it. Back to normal life for them both, touring and signing and interviewing. Back to life a hotel room away from each other. He’d be stupid to regret the change. Just stupid.
“You’re not half so bad yourself, Gene.” Paul crooked his head as if he hadn’t seen variations of his outfit at least a dozen times over just this year. As if he hadn’t been suggesting half of it while Gene had asked for the clothes to be sent over. Black leather everything, including the pants—something he already was regretting bitterly. Silver accessories. A belt with a spider encased in enamel as the buckle plate. The public demanded a monster movie out of Gene even when he got off the stage.
“That’s generous.” The limo was already idling in Paul’s driveway. “You ready?”
It took a few seconds for Paul to answer. He wasn’t looking at Gene, at least, not directly in the face; it almost seemed as though Paul was scoping him out, assessing him like there was something new to assess. Gene would have called him out on it, except during times like this, he never was sure if it was Paul’s hearing or Paul’s daydreaming to blame.
“Yeah. Let’s go.”
The limo ride was uneventful. Gene decided he didn’t care for Studio 54 long before they pulled up to the VIP entrance. He decided that through the line wrapping around the building for what seemed like miles, the garish outfits of the wannabes begging for admittance, and the weird air of desperation mixed with eagerness that seemed to permeate through the limo windowpane. It made him feel itchy. Beside him, Paul had spent a bit of time doodling peace signs and dicks in the misted-up windowglass like it was a school notebook. His good mood didn’t seem to dampen until the limousine stopped, and he saw the press, out there already, all cameras and notepads.
“Gene—”
“It’s fine, I’ve got my bandana.” He’d forgotten to ask for it over the phone, but it’d been in the box of clothes for him anyway. A couple of them, actually. “Do you want one?”
Paul shook his head.
“No, it’s okay. Switch spots with me, would you?”
Gene swapped obligingly. The limo wasn’t roomy enough to avoid Paul brushing up against him as they traded seats. He caught the woodsy scent of Aramis cologne in Paul’s hair, just another indication of what he’d spent three days pounding into his head now.
“Want me to hold the door for you, too?”
“God, no.”
Gene laughed, and got out first. The bandanas always made him feel like he was about to rob a bank. Every so often, they’d get goofy with it, find weird headgear—knight and astronaut and football helmets—but for the most part, bandanas and scarves were enough out in public, real public. Places where they wanted to be seen, under normal circumstances. The first half-dozen camera flashes were blinding as always. He helped Paul out of the limo, hovering over him as he stepped out. Part of him wished he’d thought to bring a jacket, but maybe that would’ve made it worse, provoked the paparazzi more, if he’d tried covering Paul up too much.
“You okay?” he asked, as the crowd shuddered and swarmed around them. A horde, just a horde, worse than the CBGB crowd ever considered being. Fans would want an autograph or a lay. The press only ever wanted blood.
“I’m fine, I’m—”
“Mr. Simmons!” A woman reporter called out, touching his free arm. “Can I have just a moment?”
“No,” he said, brushing past, his hold on Paul’s arm only getting tighter. Walking quickly, not making eye contact, until the line—there was a line, unbelievably, for VIPs—forced him to stop. Paul had his head half-buried against his shoulder for the whole duration of their wait, tensing with every camera flash and intrigued leer. Gene realized, offhand, that the attention wasn’t pissing Paul off the way it had at CBGB. Instead, it was scaring him.
It made sense, he supposed. CBGB wasn’t nearly important enough to have reporters and cameramen about. They didn’t have big names there, either, no one that Paul would’ve really worried about bumping into. Paul had said earlier that he didn’t think he could pull off talking to someone that knew him, and Gene suspected he was right. Gene suspected an interviewer was even further beyond him at this point.
He’d expected to just be let in once they arrived at the velvet-roped entrance, not really believing Paul’s claims about exclusivity, but instead, a broad-shouldered kid with a grin held them up at the door.
“Hey.”
“Hey,” Gene echoed, and shoved down his bandana. On wry automatic, he held up his free hand—full of rings, including the skull one that the teenyboppers seemed fascinated by—as if it was a secret signal. The doorman blinked, unconvinced. Gene could hear Paul snort beside him. “I’m Gene Simmons from KISS, and the—lovely Miss Eisen and I would—”
Still smiling, the doorman pointed at his own tongue.
“Oh, for fuck’s sake.” But Gene stuck it out anyway. The kid’s expression didn’t change much as he opened the door to let them in. Gene pocketed his bandana, but he didn’t loosen his grip on Paul until they were on the VIP floor, and hopefully beyond the bulk of the press’ touch, and even then, he didn’t let go. Paul looked a little shaken up, anyway, though Gene couldn’t blame him. It was a different beast from last night, for all their objective hadn’t changed.
“Don’t worry. They won’t have gotten any good shots,” Gene said.
“That may not matter. Depends on who else is here.” Paul sighed, worming his arm out from Gene’s, shifting to hold his hand instead. No hesitation. He was getting accustomed to it. So was Gene.
Gene stole a glance Paul’s way before really taking a look at the scene, trying to absorb New York’s hottest discotheque, decide if the interior impressed him any more than the exterior. He decided it didn’t. Maybe too promptly. But the flashing lights, the blaring music—all that was ostensibly no different from CBGB, or any other bar or club; it was just a matter of size and budget and spectacle. It didn’t matter if someone was worth ten bucks or ten million; they all looked the same passed out on the floor. Enough of them were already that Gene couldn’t quite believe they’d gotten to Studio 54 on time.
“What do you think, Gene?”
“You liked it here?”
The VIP floor was covered in lounge furniture, long couches and glass-topped tables. The carpets were dirty, and the smell of booze was heavier in the air than Gene had experienced in years. Probably not since that ill-fated Hotter than Hell shoot when they’d first started off, the one that had very nearly ended with—well. Gene wasn’t in the mood to consider that one, not given Paul’s current shape.
But almost every square inch of the place was smothered in people. Hollywood giants, of vintage and modern flavors. He saw Liz Taylor—wild, to see Cleopatra in the flesh, nearly fifteen years out from the role and easily fifty pounds heavier. He saw Michael Jackson, making moon-eyes as usual at Diana Ross. Poor, hopeless kid. He could’ve sworn he saw Truman Capote, hitting on a well-muscled, shirtless bartender. And all around the giants were the hangers-on and the hopefuls and the arm candies of the duration. Transvestites in g-string bikinis, lesbians in suits. It was viscerally strange, the sheer variety. No one was paying them much mind yet, aware, somehow, that they were too sober to be worth noticing. Paul cleared his throat, defensive.
“Well, yeah, I like it. It’s kind of wild, yeah, but—”
Three feet from them, a producer was puking straight onto the carpet, while a Playboy bunny rubbed the top of his head. On top of one of the tables, a guy was snorting a line of coke straight down a naked girl’s breasts, and as he kept sliding, Gene realized that the powder ran all the way down, bisecting her torso.
“Paul, this is a cesspool.”
 “C’mon, you’ve seen this shit before.”
“Not all at once.” Gene shook his head. “You’re not even into it. Why would you go here?” He understood it for Ace and Peter, as drugged-up as they’d get. He didn’t understand it for Paul. What was he trying to accomplish? What would it really matter, getting with the big names right in their stomping grounds, when those names were so trashed that they were useless? I want to belong somewhere, that was what he’d said. But this somewhere wasn’t it.
 “I just—”
“Mr. Simmons!” came a voice out of the din, eager and excitable. Not a VIP. The tone was too innocent, too close to admiring. Gene turned around.
“I’m not doing auto—”
“Mr. Simmons! I work for Mr. Rubell! I’m one of the doormen!” The kid couldn’t have been older than twenty, blondish and broad-shouldered. “Sorry I didn’t get you at the door, we’ve got a couple new guys, they don’t know—but listen, we’re all looking for that Carol chick!”
“Good.”
“We’ll tell Mr. Stanley when we see him, too.”
“Thanks.”
The doorman nodded, making an awkward salute before heading back. Obliquely, Gene wondered if Bill and Sean had checked Studio 54 out yet. Rubell seemed to have a hiring preference in line with their tastes. He turned to Paul again.
“Looks like they got the memo. You wanna sit down?”
“I… maybe for a minute.” Paul’s eyes darted around, searching for an empty table. Gene looked, too, but he didn’t see one. No corners they could tuck themselves into—not that a corner would’ve been great for keeping a lookout for Carol. Gene felt Paul squeeze his hand. Shot nerves already. Gene could tell that much before Paul spoke again. “If I can keep from talking to anybody, that’d be great.”
“I don’t think you’re going to be that lucky,” Gene said dryly, spying a tall man getting up out of his chair and waving them over.
“If it isn’t Gene Simmons!” the man called out in a distinctively non-American accent. Even if he hadn’t spoken, the feathered brown hair and bright smile would’ve made it obvious. It was Barry Gibb, holding a glass of champagne. “I thought your band was back on the road!”
“Barry, hey,” Gene said, sticking out his hand on automatic. Barry shook it exuberantly. “You’re a few weeks early for that one. How are you?”
Paul looked a bit like he wanted to die on the spot. Barry didn’t seem to notice.
“Great, great. My little brother, Andy…” if possible, Barry’s beaming increased, “he’s just released a single. It’s a guaranteed hit.”
“Really? I think I’d heard he had his own group in Australia—”
“Zenta! You do keep up!” Barry clasped his shoulder. “No, that’s done with now. He’s doing some fantastic solo work…”
Despite the meaningful, sour glances Paul kept throwing his way, Gene’s interest was piqued enough at the thought of a hit, and the thought of a worthwhile contact—the time or two they’d met in passing prior, Barry had been just about this congenial, so Gene didn’t think he was drunk—that he accepted Barry’s invitation to sit down. The next twenty minutes were filled with shop talk, Barry sending off for a Coke for Gene and a whiskey highball for Paul (Gene suspected Paul took Barry up on the offer as payback rather than an actual desire to drink, since he barely touched it), and praise Gene had a hard time fully enjoying.
“My son loves KISS, you know,” Barry said at one point. “He’s never gotten half so excited over our albums.”
“Really? How old is he?” Gene took a sip of his Coke, leaning forward. “We’ll have Casablanca send him something. We have a whole catalog of new merchandise in the works.”
“He’ll be four in December.”
Paul, who had stayed mostly silent up until that point, looked mortified.
“Four?” he almost wailed. Barry seemed amused.
“Oh, love, it’s not an insult. I wish we had that kind of mass appeal behind us.”
“Gene, this—we’ve got to talk to Bill, Gene, we just can’t—I know we don’t get taken seriously, but for God’s sake—”
Under the table, Gene nudged Paul’s bare ankle with his boot. Paul flushed and cut himself off abruptly. Barry glanced over at Paul, then took a swallow of champagne.
“The youth market's the best one to be in, Polly. I've been in this industry long enough to promise you that."
“What, ten years?”
“Next year it’ll be twenty.” Barry got up, shaking both their hands. “I hate to leave you too abruptly, but I’m to meet up with Maurice in a bit. Great to meet you, Polly, great to see you again, Gene.”
“Yeah. And I do mean it, about the merch. We’ve got dolls—”
“Oh, Steve’d love them. Thank you.” Another bright smile, and Barry headed off. Paul let out a groan as soon as he was out of earshot.
“Twenty years,” he mumbled, slumping forward, propping his head up with his hand. “How the hell was I supposed to know the Bee Gees have been at it for twenty years?”
“I didn’t, either,” Gene admitted.
“Fuck, how old is Barry, anyway? Peter’s age?”
“I have no idea.”
“At least he’s not gonna see me again like this. God, he thought I was a jackass…” Paul sighed. “I’m sorry.”
“He didn’t take it personally. Barry’s a good guy.”
“Twenty years stuck with his brothers. I’m amazed they haven’t killed each other.” Paul got up, stepping away from the table, and Gene followed suit. “Think we can get a better look around without getting interrupted? I couldn’t see anything from here.”
Just from a cursory glance, Gene doubted it. Most of the other tables were full or near-full, and no good for people-watching. They’d be better off on the floor.
“We’re going to have to stand to see.” Gene started to take Paul’s arm again, almost on automatic, but a glance at his shoulder stopped him. “Did you get another bra?”
“What?”
Gene pressed a finger against the purple strap hanging past Paul’s sleeve. Paul shook his head, looking abashed.
 “No, this is… this is just the nightie.”
Paul’s cheeks were going a little pink. That pink went straight to red when Gene tugged the strap back into place for him. He had to push Paul’s hair back and turn up his sleeve in order to fix the strap up again to his shoulder, under the dress. His skin was soft, dotted with a handful of moles Gene hadn’t ever really noticed before. There was the pitted smallpox vaccination scar, and the tattoo, of course, the green stem peeking a little past his sleeve. Gene’s fingers lingered longer than they needed to on his arm before he remembered himself enough to pull back.
“The nightie? Why are you wearing that here?”
The redness in Paul’s face wasn’t anywhere near abating.
“Because I didn’t buy a slip. This dress is thinner than I thought.”
“I bet it looks cute on.”
Paul fidgeted, starting to adjust the strap himself, fiddling with the slider.
“Thought you said you just liked what was underneath.”
“Well, that’s the main event, but you’ve got to say something for packaging—"
“Keep pushing it and you won’t find out.”
“I’ll take the chance.” Gene grinned. “Dance with me.”
 He said it on impulse, almost airily. The song blaring through the speakers—some new funk bit from Marvin Gaye was already midway through. Paul put one hand on Gene’s shoulder. Still worried about what people thought of him, even in a place like this. A place where no one would’ve even given much of a shit about them dancing if Paul was like he ought to be. And yet here Paul was, thinking anyone’d care about a girl leading a guy. Gene shook his head, taking Paul’s arm and moving it to his waist.
“No, you lead.”
“If you’re sure.”
“I’m sure.”
“Okay.”
The driving, pulsating bassline and wailing saxophone were such a far cry from the CSNY album they’d danced to in Paul’s basement. There was a flippant, overly sexual air to disco that was kind of fascinating. More marketable than their own sordid stuff. Gene didn’t know if KISS would try and ride the wave—they’d talked about it, and Paul had tossed around a few song lyrics—but it hadn’t come to much yet. Might ruin their image. Might solidify it.
Step by step. Paul was stiffer on the dance floor than he’d been in the basement. Partially because of how he had to keep shifting them both around, to avoid dancing into other couples, or stepping on passed-out partiers. But there was more to it than that. His lips were pursed, as if he didn’t quite know how to handle the song. Maybe, for once, he was listening to the lyrics.
“You okay?”
“Yeah.”
A little sweat was clinging to Paul’s brow, and a little more to Paul’s palm, enclosed in his. He hadn’t tried anything close to fancy, not even any turns or spins. He’d seen Paul do better than this just a few hours ago. Nerves. Except the only time Paul didn’t nerve out was in front of an audience. And this audience was too wasted to care if the two of them were tearing up the dancefloor or stumbling through each step. Paul’s tongue was poking out between his teeth again, and he wasn’t looking Gene in the face, and he wasn’t looking around the room.
Something warm was spreading in Gene, the longer he looked at Paul, the longer they danced. Stepped in time, more like. That concentration made his features seem almost sweet. Paul’s hand on his waist was fidgeting, like he’d forgotten how to hold it. Gene squeezed his shoulder, and Paul raised his head, finally, as Gene cleared his throat to speak.
“Hey. What’d you say dancing was earlier?”
Paul blinked, caught off guard enough that he stopped moving.
“Getting a feel for your partner. Mirroring them.”
“That’s right.” Gene exhaled. His fingers inched up past Paul’s shoulder, touching his cheek for a brief second before returning to his shoulder again. “Could you mirror something for me, then? Right now.”
“Yeah.” Paul had turned his head towards Gene’s hand. Was looking right at him, all big dark eyes and red lips. Red lips that were twitching up, suddenly, in the faintest ghost of a smile. “What do you want to—"
Gene inclined his head and met Paul’s lips with his own.
Paul kissed back instantly. Greedily. Gene was almost taken aback. It wasn’t ferocious so much as desperate, as though all his pent-up energy was suddenly given just a single release. Paul’s tongue licked across Gene’s lips for entrance before Gene could even get there first, hot and overwhelming. Gene dropped his hold on Paul’s hand to cup his smooth, soft jaw, fingers careful not to brush too far past it. His fingertips caught onto Paul’s curls, stiff with hairspray, yet they still somehow felt good against his fingers. The scent of his cologne, emanating off his hair and neck, was almost overwhelming, cologne and sweat and something else; for an insane moment Gene felt like he could almost smell the want on him.
Paul tightened his grip on Gene’s waist, pulling him forward until their bodies were flush. Gene’s hard-on was getting unbearable, pressing up against Paul nearly worse than no relief, because of all the things wasn’t. Gene couldn’t think straight. Could barely let himself remember who was kissing him so ardently, who he was kissing back, whose lipstick was smearing against his mouth and jaw and neck—
Gene only pulled back to get a breath in. Paul’s hand had sunk below Gene’s waist, groping at his ass through the leather fabric. Paul kept shoving his hips against him, friction that didn’t really quite manage to hit its target. Too much of a height difference. They could fix that. Fuck, they could fix that right here in the disco, in one of those basement rooms—he could fuck Paul there, against the wall, or on the floor; he didn’t care, anywhere. He murmured against Paul’s neck, lapping and kissing, not quite daring to leave a mark against his skin. Gene barely felt Paul’s ankle latch around his boot, almost as if he was laying claim, but it warmed him, nearly as much as Paul’s little hitches for breath, the needy press of his lips against his skin. Gene grunted, fingers tightening on Paul’s hair, intending on tugging him back in for another kiss when Paul’s expression shifted, dilated, glassy eyes suddenly going wide, whole body tight as piano wire. His foot went back into place on the floor, stiff as a soldier, hands seeming frozen on Gene. The color was starting to drain from his face.
“Paul? What’s wrong?”
It must have hit him. His brain must have caught up with his libido faster than Gene’s had. Gene started to let go, feeling his brow furrow, a little, hopeless shame twitching in his gut, but then Paul grabbed onto him harder, shaking his head.
“It’s not you. It’s not you, I swear.” One hand withdrew, just to point. Gene couldn’t follow Paul’s finger at first, with the slew of people, but finally he caught sight of the blond doorman from earlier, ushering someone forward, towards them. Someone cute, but not beautiful. Not a VIP. Someone he knew wouldn’t belong on her own here, any more than Paul did.
A small young woman with light brown hair.
“She’s here.”
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
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Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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ohblackdiamond · 5 years
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the end of the world tour (kiss/endgame crossover, r) (part 3/4)
part 1 | part 2 | part 3 | part 4
In this chapter: Training continues, sans Rocky montage. Peter gets some answers courtesy Gene and, maybe, Ace. Prepare the preparations.
Or, four washed-up former rockstar superheroes don the spandex of old in a last-ditch effort to save an already half-gone world. They just need a little support from a billionaire who’s not too keen on KISS interrupting his private life. Somewhat Endgame compliant.
Two days later, the visitors started to arrive.
Peter couldn’t exactly call them fans. He didn’t think they were fans, exactly—he didn’t think more than half of the younger ones even exactly knew who KISS was. But they started to creep up to the yard, phones in hand, eager for even the barest hint of superheroism.
The other guys were eating it up. Even Ace, who wasn’t quite as introverted as Paul but still relished his time alone, started showing the visitors around the backyard like it was some kind of grand tour (unsurprisingly, the only sacrosanct portion was his spaceship, roped off as if it were the Venus de Milo—“’m sorry, you can’t touch it, but if you wanna stand over there and take a picture, you can”). He only looked mildly taken aback when a couple of the visitors got brave enough to go from sneaking around the yard to actually knocking at the front door.
“Don’t let them in,” Pete snapped, watching Ace get up on automatic to answer. Ace only offered him a lazy shrug.
“Why not?”
“You know why not. We’ll never get rid of them.”
“They ain’t gonna stay, Peter,” Ace started, interrupted by Paul hurriedly half-tripping down the stairs, having to grab onto the railing. The six-inch, star-encrusted heels of his Alive outfit seemed to be giving him trouble.
“Don’t answer it yet!” he called out, looking from Ace to Peter. “Don’t answer until you’re in costume!”
“Paul, you vain bastard—”
“I’m not being vain! You’ll ruin the mystique!”
“What’s the point? They all know we’re old!”
“That’s not what I mean! Ace, how the hell is anyone gonna have any faith in us saving the world if you answer the door like that ?”
Ace shot a brief, amused look Peter’s way just before a puff of blue smoke obscured him from sight. A second later, Ace emerged, in the facepaint and a purple, velvet onesie.
Paul looked as if he were about to have an aneurysm. 
“ No ! That’s not even one of our outfits! How did you—”
“Don’t have to be. You can do any outfit you wanna.” Ace paused. “C’mon, Paulie, you didn’t just think we were stuck with the tour shit, did you? What kinda superhero only gets six costumes?”
The rapping from the other side of the door continued.
“Oh, come on, are you telling me if I want my black leather overalls back, all I have to do is—”
“I dunno if I’d recommend ’em, Paulie, but—” Ace stopped again, yanking open the door. “Hey, how you doing?”
The kid at the door—he couldn’t have been more than ten or eleven, by Peter’s reckoning—seemed to mostly be his dwarfed by his own mass of curly red hair, his face plastered with freckles. He just stared at the three of them, mouth a small round o of surprise.
“I didn’t think you’d open it!”
Paul was mumbling under his breath, gesticulating to Peter with about as much subtlety as a conductor during Handel’s “Messiah.” Transform , he was mouthing. Peter ignored him.
“Well, we don’t always, but…” Ace trailed, grinning. “How’d you hear about us, huh?”
The redheaded kid shrugged.
“Somebody at school said you were supposed to be fixing everything.”
“Yeah?” Ace’s expression didn’t shift a single centimeter.
“Uh-huh. They said you were gonna be the Avengers’ secret weapon and they’d pulled you out of the freezer like Captain America.”
Peter glanced over at Paul, who was still standing halfway down the staircase. From Paul’s expression, it was patently clear that the sheer amount of interviews, meet and greets, and impromptu hobknobbing he’d endured over the last forty years was all that was keeping him straight-faced.
“We didn’t get pulled out of the freezer,” Paul managed after a moment.
“I guess he didn’t,” said the kid, pointing to Peter. Before Peter could respond, but not before Paul and Ace started to snort, he continued. “Are you, though? Are you guys really gonna do it?”
“We—”
“I got a sister,” and the kid wasn’t looking at either of them now. Peter waited, expectant, a rock forming somewhere in his gut. He knew the story before the kid could tell it. He was sure of it. Just as sure of it, just as uselessly sure of it as he ever had been during their cancer ward visits. The kids all hoping just because KISS had come by, that maybe everything was going to be all right, even as they lay there hooked up to IVs and a half-dozen machines. Even as they lay there dying. The kid swallowed. “She… wouldn’t be coming back even if you did save everybody.”
“I’m sorry.” It was Paul. He’d said it before Peter could. He wasn’t looking the kid in the eye, either, Peter noticed. Just staring at the door directly behind him. Peter’s gut was lurching. He’d been wrong. She hadn’t disappeared from existence. She’d died before. 
The kid didn’t say anything for a few seconds that seemed to stretch and pull like taffy. Ace’s lips were pursed so tight the black of his lipstick seemed barely-there. The cloistered existences they’d led the last five years, trying so hard to avoid pain when it enveloped everything around them. Everything past them. Consumed in their own grief, unable or unwilling or both to really acknowledge the real human toll of it for fear it would break them. Everyone on Earth had lost someone. Some had lost everyone. And some just watched as the ones left behind followed after.
Peter was almost starting to get it. Some of it. For Gene and Paul and Ace, FER probably hadn’t only been an exercise in talisman abuse and easy lays. Stupid as it was, hedonistic and disastrous as it was, trying to make a life in a dying world… it must have warmed them. It must have made them feel good for more than just the afterglow.
“I’m gonna see her again someday.” The kid finally glanced up from the floor. “Not for a long time. But I will.” An exhale. “You’re gonna try, right? You’re gonna try to fix everything.”
“We’re gonna try,” Peter said, throat feeling warm and thick and too-heavy. 
“Okay.” And he was starting to smile, dimples pushing into the freckles on his face. “That’s good.” He hesitated. “Oh, uh…”
“Yeah?”
And he pushed his phone forward.
“Could I get a selfie? The kids at school won’t believe me unless I get a selfie.”
It might have been the most questionable selfie Peter had been a part of in his life.
“I told you to get in costume,” Paul mumbled as he held up the phone for the picture, putting his free arm behind Peter’s shoulder on idle default, “but no —”
Begrudgingly, with that utterly inevitable puff of green smoke signaling everything, Peter got into costume. Well. He got into the cat-embroidered jacket and cutout leotard he’d worn when it was too cold to go sleeveless. The kid’s eyes went buggy. Paul looked deeply offended. Ace just snickered.
“None of us match at all,” Paul said flatly.
“I don’t care. Take the picture.”
“Fine.” Paul was still fiddling with the angle, unsurprisingly, tilting his head as he stared at the camera. Peter waited for about fifteen seconds—fifteen seconds too long for Ace, who snatched the phone from Paul and snapped the picture before he could grab it back. Paul looked as if he were about to snag it back, or at least argue, but instead he just let Ace hand the phone back to the kid—after leaning over to inspect the selfie first.
“It pass inspection, Paul?” Ace lilted.
“It’s good enough,” Paul muttered, before turning his attention back to the visitor. “Anything else you’d like? Autographs? Posters?”
The kid nodded shyly, and Paul immediately scrambled for merchandise. For once, Peter was profoundly grateful Gene was gone on an errand run. The man might have tried to sell the poor kid some of those KISS-branded air guitar strings he still had in the basement.
--
Things quieted down faster than Peter had expected them to. A few weeks of buzzing activity, a few weeks of impromptu, free meet-and-greets, and then the visitors retreated again. Fickle. No attention span. No second tidal wave of KISSteria overwhelming their half-gone world. Peter found he didn’t really mind. Workouts and training were a lot easier to focus on without being stared at or recorded. 
He’d spent an hour or so downstairs, fiddling absentmindedly at the piano, digging through old memorabilia and guitars, before coming back up to the main floor to start on dinner. His assigned day again. Gene was the only one hanging around the kitchen by the time Peter got there.
“Where’re Ace and Paul?”
“Trying to fix the spaceship.” 
“They getting anywhere with it?”
“I doubt it. Ace didn’t get out the blowtorch.”
Peter snorted in reply.
“Three more months, he said. S’like how he used to say his next album was coming out in the spring. Only it was ten springs in a row, the lazy bastard.”
Gene shrugged.
“I can’t remember the last time he asked one of us to help with it.”
“I wouldn’t want us helping with it. C’mon, Gene, none of us have any business fooling with that shit when we barely know how to top off the oil tank in the car.”
“What’s gotten you so pissed-off this late in the afternoon?”
“You know what.”
“Peter, I really don’t—”
“Things are getting screwed-up again,” Peter said dryly.
“Yeah?”
“Yeah. The connection bullshit’s back just like it used to be. Don’t you feel it?”
It was a moot question. Of course Gene could feel it. That weird bleeding in of everyone’s emotional states into a messy, almost indistinguishable puddle. Getting so in-tune it got creepy, borderline empathic. It was the one thing about their crimefighting days that Peter hadn’t missed much at all.
“I’m feeling it.”
“Somebody’s keyed-up as hell. And it’s not me, so it’s got to be either you or Paul or Ace…”
“It’s probably Paul.”
“Paul’s always anxious! What’s he got to be so nerved-out about?” Peter groused, yanking the trash bag out of the garbage can, tying it off, and setting it down on the floor. “Shit, I thought he might be feeling better these days.”
Gene shrugged.
“He’s sensitive.”
“Ace is, too, the big difference is he has a sense of humor about it,” Peter grumbled, heading outside with the trash bag in tow, still calling out to Gene as he toted it out. “I don’t like feeling antsy just because someone else is antsy. I’ll tell them both that as soon as they get in.”
“Don’t do that. There’s probably a reason.”
“Reason, my ass. My blood pressure’s high enough without Paulie dialing it up with all his fucking feelings.” Peter returned, only to find Gene had, surprisingly, replaced the trash bag while he was out. “What’d you want for dinner?”
“Do we still have any of that steak left?”
“Yeah. Probably enough for a stir-fry.” Peter opened up one of the cabinets by the stove, taking out a cutting board and a frying pan. Wok , he could almost hear Paul correcting. If it got the job done, the proper terminology didn’t matter. Mentally, he started to tally the vegetables they had on hand to toss in. Onions, peppers… maybe some mushrooms. He wasn’t after authenticity so much as getting rid of as much produce as possible. Boil up some rice, and it wouldn’t be a bad meal.
“Brownies would be good, too.”
“I didn’t buy any mix.”
“I did.” Gene dug it out of the pantry, along with a bottle of oil. Peter rolled his eyes.
“You know none of the workouts we do in costume do a damn thing for any of us out of costume, right?”
“I know. I just don’t care.” Gene was already taking the egg carton out of the refrigerator, absolutely shameless. Peter shook his head slowly, watching Gene set the ingredients out on the counter. “Figure we’ve earned it.”
“You’re gonna get diabetes, man.”
“I’ll live to be a hundred. I’ve got great… genes.” Gene said it with his usual dry, obnoxious self-assurance, familiar enough that Peter had long stopped minding it. He expected Gene to get out a bowl next, but instead, he went and plugged in the record player on the other side of the kitchen. Peter could hear him cross over into the living room, and knew he was probably pilfering through their records. “This’ll help your blood pressure. What album do you want?”
“Anything that isn’t us.”
Gene nodded, walking back into the kitchen with a ratty copy of the Beatles’ Yesterday and Today . Peter winced.
“Okay, anything that isn’t us or the fucking Beatles.”
“Best two names in rock and roll.”
Peter rolled his eyes. Gene set the album down on the kitchen table, still looking at Peter, which was a bit of a surprise. Peter had expected him to dig out another album and put it on the player, regardless of his opinion on the matter. But no, he was waiting on Peter to pick.
“One of the Krupa records is fine.”
“All right.”
Gene crossed back over to the living room, got another album out, and put it on the turntable. Peter recognized it after the first few bars as Burnin’ Beat. He sighed and retrieved the leftover steak and vegetables from the fridge, started to chop the steak into strips while Gene began mixing up the brownie batter. Peter’s arthritis wasn’t treating him half so badly this evening. 
It was always a different kind of silence with Gene than it was with Ace or Paul. Strangely easier to handle. Gene wasn’t off in an avoidant, self-inflicted orbit like Ace, or stuck chronically ruminating like Paul. Gene was always thinking ahead. Always moving forward. Sometimes it aggravated the shit out of Peter, and sometimes it was just what he needed to be around.
“The talismans expose the true selves of the holders,” Gene said finally, as he poured a frankly disastrous amount of mini M&Ms and broken-up Hershey bars into the batter. “Did you ever give that any thought?”
“No. Not until the last couple months.” Peter shrugged. “I didn’t think about it back then. We’d been doing the makeup before we got the talismans.”
Nothing Gene didn’t already know. They’d mapped out rough designs themselves in a desperate bid for a gimmick. Something to get them noticed. The regular genderbending schtick they’d tried before, with the four of them in heavy blush and eyeliner and lipstick, hadn’t suited anyone but Ace. They hadn’t looked like they were tearing down the establishment, blurring the lines between male and female, any of that—they’d just looked sad. Putting on the white greasepaint had been the turning point they needed. The talismans just sealed the deal.
“I’ve thought about it a long time.” Gene’s voice, always quiet and deceptively even, got a little lower, as if there was any likelihood Ace and Paul could hear him from out in the backyard. “It’s a great origin story. Struggling band gets magic powers, becomes successful superhero musicians. But…”
“But what?”
“When your true self wears more makeup and higher heels than Frank-n-Furter, that’s concerning.”
“Like Stark’s Iron Man crap is any better.” Peter crooked a smile. “He doesn’t even have a codpiece.”
Gene snorted. He only looked marginally more at ease.
“That’s not exactly it.” He paused. “We were still wearing the outfits and makeup five years ago. Paul and Eric and Tommy and I.”
“Yeah, I know.” God, did he know. Peter didn’t even remember—or didn’t want to remember—when he’d signed over his makeup rights. He hadn’t been thinking about crimefighting then. None of them had. He just remembered disgust roiling in his stomach as he’d watched the band go on without him for the second and then the third time in a fucking row.
“It was getting to me. Getting to all of us—Paul won’t admit it, but…” Gene trailed uncharacteristically. “It was starting to feel like a parody.”
“ Starting to?” Peter snorted. Gene, surprisingly, didn’t look too ruffled.
“Yeah. At first, I thought I was fine with that. We’d been running off nostalgia since the nineties. If people were still paying to see us, who the fuck cared if I wasn’t stomping around anymore? If Paul wasn’t jumping all over the stage? Who—”
“Gene, the only reason either of you stopped that was because wasn’t turned into couldn’t .” Peter tossed the steak into the frying pan, started to chop the mushrooms, just dropping them into the pan, not bothering with the cutting board. “Didn’t matter how many tickets you sold. You couldn’t buy your way back to ’76.” 
“That isn’t what I meant.” Gene’s eyes, always so appallingly focused, weren’t on Peter for once. “Fuck, if dignity was in KISS’ vocabulary, we would have folded our first concert in drag. I didn’t care about getting old and looking like crap onstage. I didn’t want to buy my way back to ’76.”
“Then what did you want?”
“Shit, you wouldn’t believe me if I told you.”
“Try me.”
“I wanted to hang it up.” Gene was pouring the batter into the pan now, smoothing it over more than he needed to with the back of a spoon, his mouth pursed tightly. He hadn’t even taken a taste of it yet. Peter knew exactly how poor a sign that was.
“You’ve wanted to hang it up before. You even said you would. Remember the Farewell Tour?”
“ Really hang it up. No more KISS, no more concerts—I was tired of it. Maybe Mick Jagger can keep on croaking ‘Satisfaction,’ but—”
“But Paul can’t get through ‘Detroit Rock City.’”
“Don’t tell him that. It’d kill him.” 
“He already knows it.” Peter paused. Started chopping up the peppers and onions and dropping them into the wok, which was hissing with every new addition. A thought had come to him, one he’d mulled over for ages, but hadn’t dared mention until now. “Gene?”
“Yeah?” Gene had finally put the brownie pan into the oven.
“Was that the real reason for all the Hall of Fame crap? Was that why we didn’t play?”
“Peter,” Gene started. 
“It was, wasn’t it? Why the hell didn’t you say so? I thought it was just the usual bullshit. Don’t let me and Ace play with you and Paul or everyone’ll be begging for another Reunion Tour. If I’d known—”
“That—”
“You should’ve said ! Did we really hate each other that bad? Was Paul that fucking scared of what we’d say? Were you?”
“Peter, at this point—”
“If you’d said, I might’ve understood. But Christ, Gene, just refusing without a reason was fucking awful. I didn’t wanna see any of the rest of you outside of a funeral home ever again.”
“I’m pretty sure we were all thinking that.” Gene sounded as if he were trying to force out a snort. “Even Paul and I didn’t coordinate suits.”
“The hell did you two have to be sore about? Did you insult one of his paintings?”
Gene just shrugged.
“We’re basically brothers, we have our disagreements.”
“Cut the crap, Gene, Paul ain’t ever been your brother. He’s your princess.”
“Fine, whatever.” The Krupa record slowed to a stop. Peter peered over as Gene turned it over and set the needle back down. “What happened at the Hall of Fame was a mistake.”
“You’re damn right it was.”
“But I didn’t get to dwell on it. We were in the middle of touring when…” Gene swallowed thickly. Peter knew he wasn’t about to detail him and Paul’s falling out. When without a specification always meant five years ago. Another four-letter-word for half of humanity disappearing in front of them. “But I figured it out before then. I’m serious, I really did. I was out there doing the fucking ‘God of Thunder’ routine and all of a sudden…” Gene shook his head, looking almost bewildered. “I realized I could not give less of a shit.”
“You? Are you serious?” Peter did snort. “C’mon, you’ve gone onstage sick as a dog before, don’t tell me you—”
“I’m serious. It was terrifying. You don’t—” Another shake of his head. “The audience wasn’t feeding me anymore. I wasn’t feeding them. I realized that the show didn’t really become a show until we stopped believing in it. I’d stopped believing in it.”
“So what changed your mind?” Peter turned down the heat on the stovetop, absently pushing a spatula through the stir-fry. Out of the corner of his eye, he noticed that Gene had gotten out the soy sauce for him. “What made you believe in it enough to get the talismans back out?” 
“I don’t know.”
“What do you mean, you don’t know?”
Gene hesitated. Rare to see him hesitate. He looked as if he were about to deliver another practiced interview sermon, and Peter prepared himself for it, but it didn’t happen. 
“I wanted to see for myself. Prove there might still be some magic there.” His lip was twitching. Peter shifted closer as Gene continued. “After everything, I needed it. But I didn’t want to get them out alone, I don’t know why. I suppose I was just afraid of nothing happening.”
“You really thought nothing would happen?”
Gene raised an eyebrow.
“Nothing had happened since ’80.”
“Nothing at all?”
“They’d just glow a little sometimes. I didn’t expect that much, but I was hoping for it. So I asked Paul to come up to the attic with me. I said I was wanting to look through some old pictures, maybe get something together for a KISS coffee table book—”
“And he believed you?”
“Of course not, but he came up there. Once I pulled out the box, he didn’t hesitate. He told me to go ahead and open it up.” Gene’s mouth twitched. “They were glowing, all right. They hadn’t been that bright in years. I’m not sure which one of us reached in and grabbed his talisman first.”
“Then you decided after that to join FER?”
Gene didn’t look too abashed.
“Yeah, I found an article on it a few days later. I showed it to Paul, then we told Ace, put in our applications and started in, then you found out, and the rest is—”
“If you say KISStory, you’re not getting dinner.’
“That’s fine. I’ll just eat the brownies.”
Ace and Paul returned a few minutes later, after the stir-fry was done but before the brownies were ready. They both looked weirdly drained, almost down, Paul stiffly pulling out his chair and sitting at the table without a word.
“How’s the spaceship?” Gene asked.
“Outlook not so good, Curly,” Ace mumbled, walking over on automatic to the sink, retrieving the bowl Gene had used to mix the brownie batter in. He started scraping a spoon up the sides, seemingly unaware that Gene had, for once, actually half-filled the bowl with water and dish soap, even if he hadn’t washed it. Paul threw him an acrid look. “But we’ll see, y’know?”
Peter didn’t bother to plate the stir fry, just put the wok itself on top of an oven mitt on the table. He did the same with the rice bowl a moment later. No need to clean more dishes than he had to.
“We’ll see,” Gene agreed, glancing Peter’s way. “Look, if you want us all to help, just let us know.”
“Nah, Geno, it’s—” Ace had put that first absentminded spoonful of water, batter, and suds in his mouth, and immediately spat it out. “ Shit! ”
Gene barely suppressed a laugh.
“Sorry—”
“Jesus,” Ace mumbled. “You usually just leave it in the sink and don’t fill it up…” he trailed, dropping the spoon back into the bowl and heading over to sit at the kitchen table across from Paul.
“If you didn’t get anywhere with the ship, what were you doing in there?”
Paul looked like he was about to say something, but then he just reached over and spooned out some of the stir-fry from the wok, staring at the vegetables like they had personally offended him. Peter had to swallow back a spiteful comment—God, Paul probably thought he’d overcooked the onions or some stupid shit like that—but then Ace piped up again.
“Well, we talked about flying. ’S kind of the one thing we still haven’t tried yet.”
Gene nodded, checked the brownies, and then got his plate, scooping up rice and the stir-fry in generous portions. Peter followed suit, a little warily, taking his usual spot next to Ace.
“Flying would give us one over half the Avengers.” Peter glanced over at Gene, trying to gauge his reaction first. For all his fear of heights, Gene barely flinched. Consummate professional. Or maybe he was just thinking about the brownies.
“Yeah. We’ve been putting it off too long.” Gene stuck a forkful of rice in his mouth. “Let’s review the tapes after dinner and start practicing tomorrow.”
“Review the tapes? C’mon, Gene, we’ve been doing that for ages! You just don’t wanna—"
“I do want to. First thing tomorrow.” Gene took a swig of water. Peter’s gaze went from Gene to Paul and then over to Ace, and he shook his head.
“You mean it?”
“I mean it. I’ve even got the equipment ready.”
---
“Gene, when you said equipment, I thought you meant a bungee cord.”
Gene just grinned widely. Gene’s idea of equipment had been a whole lot more useless.
Gene’s idea of equipment had been lugging the trampoline out of the garage.
And as good as it was to get an excuse to peel off their six-inch heels, and as entertaining as it was to jump on the trampoline, Peter had to admit it wasn’t getting either of them airborne. But it was giving them an excellent vantage point to watch the other two.
“We could be trying it up there.” Peter gestured, maybe unnecessarily, to Paul and Ace, who were perched, and arguing, on top of the third story roof. “You hear them, right?”
“How could I not fucking hear them,” Gene mumbled.
“Pauuuulieee. C’mon. You trust me?”
“We’re almost fifty feet off the ground!”
“It’s like with a baby! You put ’em in the pool and they’ll have to swim!”
“Ace, how the fuck did you ever have a kid—”
“Same way you did. Well, sorta.” Ace started laughing, shaking his head. “Relax, man. Just relax. You’ll be fine. We’ll both be fine. Look, if we’re about to crash I’ll teleport us both back down, okay?” Peter couldn’t see it from where he was, but deep down he was sure Ace was winking.
“I don’t see how he talked Paul into this,” Gene said.
“They’ve been hanging out more lately.” Peter wasn’t sure why. They hadn’t made another room switch or anything. Then again, Paul and Ace hadn’t ever had any major row between them, either. He managed a backflip, to his own surprise. “And they knew you were going to wuss out.”
“You’re not up there, either.”
“I will be once they get it,” Peter retorted. Right now, the scene on the roof was too entertaining to miss. Paul was wobbling slightly on the roof, grabbing onto Ace’s arm in an attempt to steady himself. Unfortunately, and predictably, Ace was wobbling, too.
“Ace, c’mon, this was a bad idea, let’s—c’mon, man, just teleport us back do—”
“Uh-uh, Paulie. Where’s your sense of adventure?”
“You do know I’ve had my hip replaced twice, don’t you?”
“I thought it was three times.” Ace was laughing. Worse, he was swaying. Paul hanging onto him was only making them both more off-balance, teetering towards the edge of the rooftop. But Ace was talking just as easily as if they were safely on the ground. “Two makes more sense. I always wondered how the hell you could break a titanium one—"
“I didn— fuck !” Paul screamed, clutching Ace with both arms as they fell off the roof together. Peter and Gene scrambled off the trampoline, running out to catch them—stupidly, neither of them had thought they’d need to—only to watch them swoop down, and then hover, six or seven feet from the ground.
By that time, Peter was pretty sure that Paul’s face at least had probably gone almost as pale as the greasepaint. He watched as Paul slowly loosened his grip on Ace and then let go entirely, eyes wide, smile spreading even wider as he realized he was still in the air. They both were.
“Ace, we—I—”
“See? I told you!” Ace was letting himself sink down further, barely hovering more than a few inches from the ground before landing in front of Peter and Gene. “I told you, just like a baby.”
“Gene! Gene, look, I’m doing it!”
Gene still had his arms out, hovering half-remembered, as if part of him still thought Paul was about to fall. He didn’t get a single word out before Paul dove down straight toward him, gathering Gene up in his arms and lifting him into the air with him, gradually higher and higher, laughing softly, excitedly. Peter half-expected Gene to start screaming, or at least be clutching Paul for dear life, but he wasn’t. The higher up Paul took him, the more relaxed Gene seemed to get. The looser their grip on each other became. Gene’s arms went from around Paul’s waist to up around his shoulders—then, finally, just as it was getting harder for Peter to get a detailed look, Gene caught Paul’s hands in his own. 
Both of them flying now.
Peter watched them, shaking his head a little, for a few seconds more. They’d land eventually. It took him a bit—it took Ace tugging at his sleeve—before he looked down again. There was a weird winsomeness to Ace’s expression, almost a longing, that made something in Peter itch and ache all at once. But then it faded nearly as soon as it appeared, and Ace’s old, sleepy-eyed grin was back on his face.
“Your turn, Cat. Get your heels on.” He winked. “Don’t worry, I got a whole other rooftop for us to jump off of.”
--
Ace had teleported him as soon as he'd yanked on his boots. Peter knew where they were almost before he’d opened his eyes. Almost like a bottom of the barrel sense. Or maybe it was just the connection bullshit, letting him dig into Ace’s mind without even wanting to. But Peter didn’t think that was all of it. He could recognize this place anywhere. Anytime. The oldest of their stomping grounds as a band. Jimi Hendrix’s old studio in Greenwich Village. The Electric Lady .
They’d never done a photoshoot on the roof or anything. There wasn’t even much physical evidence left that they’d been there at all, besides the records themselves. Just a couple photos from their own albums, mostly, that had gotten scattered like confetti across the internet. Photos from those early, early recording sessions, when they were four nobodies that occasionally drove cabs and taught school and fought petty crime. When they weren’t much better than four kids.
The memories themselves were so intoxicating they were painful. It wasn’t just where they’d first recorded. It was where Peter had first met up with Gene and Paul, before he’d even auditioned for KISS. That made the Electric Lady almost sacrosanct even when he felt most embittered about the band, about the guys. And he wasn’t alone in his sentimentality. Gene and Paul had continued to record there occasionally in the early eighties, too, unable to avoid their own nostalgia.
Peter sat down on the roof, letting his legs dangle off the edge. Ace did, too, swinging them back and forth over the side like a little kid. They sat there in silence at first, watching the people, the traffic. The old, harried energy of Greenwich Village was gone. The weirdness, the newness. The hope.
“It’s not like it was,” Peter said finally.
“You think it was gonna be?”
“No, but I wanted it to be.”
Ace crooked a small smile.
“Y’know, back… aw, hell, it was probably five, six years after the Reunion tour… I was talking to Bobby.”
“You made up with him after that shitty book he wrote?”
“Kind of. It went sour again, dunno.” Ace paused. “Anyway, I was talking to him, and he said to me, he said, ‘Paul, you won’t believe it, I climbed a telephone pole the other day.’”
“The fuck did he do that for?”
“That’s exactly what I asked him. Word for fucking word.” A short, eerie laugh. “He said, ‘to prove I still could.’ He had to’ve been at least fifty then… fifty and climbing telephone poles. I thought it was stupid. But here I am, sixty-eight and—”
“Sixty-eight and flying is pretty good, Ace, I gotta say.”
Ace laughed a little longer.
“Yeah, well. S’like with anything else, all I need is a little motivation.” He was starting to lean his shoulder against Peter’s, just a bit, casual and easy. Pointing at the people going by, the cars going by. “It could be the same. You just gotta squint pretty hard. Get rid of the gentrification and shit… stick the kids in bell bottoms…”
“Can’t do it.”
“Sure, you can.”
“It’s gone, Ace. Can’t bring it back.”
“You can try.”
“Nah. Don’t it make you wanna go home, now,” Peter half-sang under his breath, “don’t it make you wanna go home—”
“All God’s children get weary when they roam,” Ace kept on with the old Joe South chorus, tuneless as always, “God, how I wanna go home… didja have that record, Pete? I had the 45 way back …”
“Lydia’d only give me a three-buck allowance, Ace, what do you think?” Peter laughed quietly. 
“Three bucks? You told me it was a dollar-fifty, man!” Ace shook his head. “Shit, and poor Paulie always bringing you by sandwiches back then ’cause he thought you really were a starving fucking musician—”
“Hey, I didn’t ask for those—"
“I know. He was real sweet. Still is, you just gotta give him a minute to relax.”
“Or five years.” It came out more aggressively than Peter meant it to, and he glanced away, staring at the streets beneath them. Half-full like all the rest of the world. Even the cars looked dismal. None of that toked-up brightness he remembered, none of that hope. The part-time cabbies replaced by Uber drivers, the flowerchildren turned geriatric and bitter with the passage of time. He shook his head.
“Don’t take that long. Just takes being gentle. Gene’s always been real gentle with Paul.” Ace said it without any real rancor. Just matter-of-fact. 
“Gentle, my ass. You mean he lets Paul do whatever the fuck he wants. Fucking bends over for him anytime, every time—”
Ace snickered.
“Didn’t used to—”
“Jesus, Ace, don’t remind me.” Peter winced as if the memory of it was really so awful. Or awful at all. He’d never actually witnessed that much out of Paul and Gene back in the seventies. They’d been about as exclusive as rabbits in heat, anyway. What they’d had, what they still had, Peter didn’t envy. “Doesn’t it piss you off?”
“Nah.” Ace shrugged. “Wouldn’t know what to do if somebody treated me like that. I used to think Gene was trying to make up for something, y’know?” 
“He is.”
Ace shrugged again. Peter let the silence hang in the air for a moment or two before changing the subject.
“Hey, Ace?”
“Yeah?”
“Let’s say this all works out and we bring everybody back. What’re we really gonna do after? Where are we gonna go?”
“Jen—”
“No, really.” Peter paused. His throat felt sticky. “Where are we going to live?”
“Pete, we both got a couple million in the bank, we ain’t gonna be homeless—”
“I know we ain’t gonna be homeless, but we ain’t all gonna be living under the same roof anymore, either.”
Ace’s brow started to furrow up.
“I dunno.”
“What if Paul and Gene want to move back to Beverly Hills with their families? We couldn’t afford it out there.” The disparity between their incomes hadn’t been a big deal in five years, with all their relatively communal living. Especially at first, Gene had taken it upon himself to cover most of the expenditures. Then, once Paul had his bearings back enough to at least glance at legal documents long enough to scribble his signature on them, the two of them had mostly split everything in half. Everything but groceries and gas, really. To Peter, it hadn’t felt like they were living off of someone else’s charity, not at all. But in the real world, in a world back to the way it was… “What we’ve got here is gonna go away.”
“Nah, it won’t.” Ace sounded more self-assured than Peter could readily believe. “You think all it’ll take is us not living together to split us up? Shit, Peter, before the last couple years, we only lived together on the road, and—”
“That’s different, though!”
“’S not.” Stretching out, Ace looked over at Peter, brown eyes focused laser-sharp on his face. “We don’t all got a bond because we’re all in the same house. We don’t got a bond because of the talismans, either. We got a bond because—”
“I know.”
Ace’s lips pursed.
“I—”
Peter reached a hand out, catching Ace’s before he could finish. Ace’s expression tensed, then started to soften, slowly, almost imperceptibly. He nodded, and before long, they both stood up, there on the roof of the Electric Lady , there in six-inch heels and leather, hands still clasped.
“You ready, Cat?” Ace started to smile. “I got you no matter what.”
“’M not afraid of heights,” Peter muttered. “You wanna do a countdown?”
“Nah, you make the time—”
“One, two—three—”
Peter felt the brief, awful lurch of falling for hardly a second at best. Then he was hovering, buoyed up by—he didn’t even know. All he knew was the sharpness of the breeze searing through his skin, blowing back his hair. All he felt was that wonderful weightlessness, that ease, trickling down his spine, heady as a glass of champagne. Unreal. 
Ace’s hand tightened around his.
“You gonna fly, Peter, or are we just gonna hang around here?”
Peter only yanked him up with him. Ace’s cackles seemed to soar to the heavens, up and up as they flew higher. Story after story. The people below, and then the buildings, got dimmer and dimmer, blurring out beneath them into pavement gray, each skyscraper like a glittering stalagmite pushing up to the surface as the afternoon sun shot through.
13 notes · View notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
-------------------
Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
-------------------
Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
-------------------
Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a great GDC video about storytelling in Slime Rancher, the surprising plot of Human Head's canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
After being a bit thin on the ground in recent weeks, pleased to see that videos again make up about half of the picks for this week's VGDC. One of the points of curating this newsletter is to look beyond Let's Plays (although I've been very much enjoying BaerTaffy's Dead Cells playthroughs!), and so the larger, more contemplative analysis videos only pop up every few weeks. And at once, apparently! If you have YouTube channels that you think I'm missing, hit me up, and otherwise - enjoy the picks again.
- Simon, curator.]
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Writing The Next Dragon Age (Tom Phillips / Eurogamer) "Last September, Fallen London and Sunless Sea creator Alexis Kennedy announced his signing to a mysterious BioWare project - one which would see him working alongside Dragon Age mastermind Mike Laidlaw and lead Dragon Age scribe Patrick Weekes. To BioWare watchers, it was obvious what project the writer was joining."
Do Games Still Need Experience? (HeavyEyed / YouTube) "Experience Systems are one of the cornerstones of gaming, but has the medium outgrown them? Let's talk about it."
'Far Cry 5' Is About Living Under Fear in America (Austin Walker / Waypoint) "Pressure. Dan Hay, creative director and executive producer of Far Cry 5, is standing in front of a TV displaying the word pressure, written out in all caps. PRESSURE. He's telling a room of games journalists about the game he's wanted to make since the 2008 recession, one that engaged with the rise of rural, American militias during Obama's presidency."
Blizzard on hero design, balance, and the future of Overwatch (Bo Moore / PC Gamer) "Overwatch is currently celebrating the anniversary in-game with a three-week commemorative event, featuring 11 new legendary skins, three new arena maps, a handful of balance changes, and a pile of other cosmetics. To mark the occasion, we chatted with game director Jeff Kaplan and principal director Geoff Goodman about the past, present, and future of Blizzard's mega-hit FPS."
Love, Peace, Revenge, and Crowdfunding: Keiichi Yano Raps With Us About Project Rap Rabbit (Jeremy Parish / USGamer) "The rumored collaboration between Parappa the Rapper creator Masaya Matsuura and Elite Beat Agents designer Keiichi Yano came to light last week. Despite an awkward start for its Kickstarter campaign, the duo's venture—currently known as Project Rap Rabbit—nevertheless seems promising."
A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher (Nick Popovich / GDC / YouTube) "In this 2017 GDC session, Slime Rancher designer Nick Popovich explains how the slime's vibrant, unpredictable behavior is the game's "secret sauce", and how that behavior is crafted from surprisingly simple systems."
How Dr. J and Larry Bird Helped Build a Video Game Empire (Patrick Sauer / Vice Sports) "This year, Electronic Arts celebrates its 35th anniversary. They might not have gotten there without the groundbreaking game 'One-on-One: Dr. J. vs. Larry Bird.'"
Inside Frank Cifaldi's Mission To Save Gaming's History (Ben Hanson / Game Informer / YouTube) "In this excerpt from The Game Informer Show podcast, The Video Game History Foundation's Frank Cifaldi talks to Ben Hanson about the purpose and extreme challenges behind preserving as much video game history as possible before its gone forever. [ SIMON'S NOTE: I'm on the board of the VGHF, and it is 'a very good thing'. Please back us on Patreon, thanks!]
Designer Notes 27: Lucas Pope (Adam Saltsman / Idle Thumbs) "In this [podcast] episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews."
An Independent Interplay Takes on Tolkien (Jimmy Maher / DigiAntiquarian) "When Brian Fargo made the bold decision in 1988 to turn his company Interplay into a computer-game publisher as well as developer, he was simply steering onto the course that struck him as most likely to insure Interplay’s survival."
Veteran game developers reveal their childhood creations (Richard Moss / Polygon) "When Oliver Franzke was eight years old, his parents bought an East German knockoff of the Commodore 64 called the Kleincomputer 85/4. He started to learn the programming language BASIC on it in between sessions on a friend's C64 playing LucasArts' adventure game Zak McKracken."
Gaming Through New Eyes (Dansg08 / YouTube) "This is a short documentary about Toby Ott, a man who was born with Bilateral Anopthalmia, or in other words, without eyes. This didn't stop him from discovering the medium of video games, and his childhood interest grew into a lifelong passion. This is a whole new perspective on video games, from the imagination of someone who has never known what it is to have sight."
Reissues shouldn’t be limited to the hits we already know (Ryan Payton / Polygon) "The act of preserving and appreciating the history of games doesn’t rest only on the shoulders of fans and journalists; platform holders and IP owners carry a unique responsibility to propagate games from the past."
7 Japanese RPGs game developers should study (Stefanie Fogel / Gamasutra) "The Japanese role-playing game is one of the most enduring video game genres, and there are myriad good lessons to be learned from the classic JRPG formula. With that in mind, we reached out to some game makers and asked them to name some JRPGs that they believe all developers should study."
The cancelled Prey 2 had an incredible plot twist (Here’s A Thing / Eurogamer / YouTube) "Chris Bratt investigates the Prey 2 we never played, sharing the game's plot twist, ending and unannounced features."
After Eight Years, One Developer's Dream Project Is Finally on Steam (Patrick Klepek / Waypoint) "Eight years ago, Ben Johnson had graduated college and needed something on his resume. Johnson decided to make a game. The Australian programmer figured it would take a few months to make his mixture of Diablo, Grand Theft Auto 2 (the overhead one), and an obscure indie shooter named Soldat. It took much longer."
Why PlayerUnknown's Battlegrounds' Violence is Important (Writing on Games / YouTube) "In this episode of Writing on Games I discuss PlayerUnknown's Battlegrounds; one of the most meaningfully violent games I've played in a long time. Let's take a look at how the game's design forces you to examine multiplayer violence in a new light."
Game Design Deep Dive: Creating tension in Card Thief (Arnold Rauers / Gamasutra) "Card Thief tries to create the experience of being a thief who sneaks into a castle, steals the objective, and escapes the building without being seen. While series like the original Thief or Metal Gear Solid have taken on the stealth genre mainly in the 3D space, I wanted to create a card-based version of the same concept."
Meet the dad who quit his job to run a Minecraft server for autistic kids (Luke Winkie / PC Gamer) "The rules of Autcraft are simple. No bullying, no griefing, no stealing. There's a survival arena and a hide-and-seek minigame module, all under the watchful eyes of a small cabal of moderators. Stuart "AutismFather" Duncan is always a private message away."
Owlboy: The Motivational Power of Inspiration (Simon Stafsnes Andersen / GDC / YouTube) "In this 2017 GDC session, D-Pad Studio's Simon Stafsnes Andersen talks about the 9-year development cycle of Owlboy and explains how the team was able to stay inspired working on one game for 9 years, and shares lessons to help developers stay inspired with their game ideas until they're complete."
Why do devs love Slack, and how do they get the most out of it? (Chris Priestman / Gamasutra) "It seems like the majority of people working in or with small and middle-sized game studios and teams use the cloud-based chat app these days. Put a call out to game developers asking which of them use Slack and you will get a lot of responses."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes