Frobisher Says

Everybody knows bugs. There are funny ones and stupid ones. There are annoying ones and actually-damaging ones. But however they manifest themselves, bugs sit right between a game's maker and its player, a sudden manifestation of mistakes that have been made, a crack in the simulation, a bump right back down to Earth.

Frobisher Says Review

Frobisher Says Review

Worth repeating?

Imagine WarioWare conceptualised by a team of asymmetric-fringed hipsters in an exposed-brickwork warehouse in Shoreditch. I don't know anything about the development team, in fairness, but that's what I imagined the moment I clapped eyes on Frobisher Says. With its knowing nudge-and-wink wackiness it is, superficially at least, the wearing-a-scarf-indoors of gaming.

What a nice surprise, then, to discover that once I stopped being a sneering idiot, I came to delight in its eccentricities, pretty artwork and occasional flashes of brilliance.

And what a shame, in the end, to be left wondering what a difference more consideration for the overall game design, rather than its individual components, could have made.

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Trends of 2012: Indie Games

An indie bundle of British developers predicts this year's trends.

In much the same way that the music industry struggles to define indie music, so indie games is a term that's increasingly slippery in the hands. Most would agree that an indie game is one produced without the financial backing of a publisher, but as the lines of sales and distribution blur with each passing year, so the indie label becomes less trustworthy. Your game may be wearing Converse, but does it bleed My Bloody Valentine?