Thomas Was Alone

A platformer with a tale to tell, Thomas Was Alone shows you don't need big budgets to handle a big story.

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Game soundtracks are getting standalone releases with ever greater frequency these days, which is great; they lend so much to our gaming experiences, whether we notice it consciously or not, and they absolutely deserve greater recognition.

Thomas Was Alone confirmed for PS4 with Cross-Buy

Puzzle platformer Thomas Was Alone is being ported to PlayStation 4 courtesy of Curve Digital and will be released later this year.

If you bought Mike Bithell's cult hit on PlayStation 3 or PS Vita you get the PS4 version for free.

Will the game also come to Xbox One and Wii U? Earlier this week Thomas Was Alone was spotted for both platforms on the German ratings board, so probably.

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Thomas Was Alone iPad launches today

Thomas Was Alone iPad launches today

"It's just been about creating a not s*** virtual joypad."

Minimalist puzzle platformer Thomas Was Alone launches on iPad today.

The iPad port was developed by Surgeon Simulator studio Bossa in collaboration with Thomas Was Alone creator Mike Bithell.

Bithell told Eurogamer he created an iPad version shortly after the game released in 2012, but, it was "crap".

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Indies and the next generation of consoles

Inside Microsoft, Nintendo and Sony's fight for the future.

Indies are scorching hot. Maybe it was Minecraft. Maybe it was Super Meat Boy. Maybe it was Journey. Either way, just weeks before the launch of the PlayStation 4 and Xbox One it is indie developers who find themselves - whether they like it or not - on the front line of the next generation battle.

Turn up the Volume: Mike Bithell switches gears for difficult second album

Metal Gear meets Minecraft sounds like a sure-fire hit, but there's plenty at stake for rags to riches indie dev.

Mike Bithell first came across Hideo Kojima's Metal Gear Solid series as a not so innocent 12-year-old. A friend of his dad's passed him the PC version of the first game in the series with word that you could catch a glimpse at a nude girl if Solid Snake positioned himself perfectly in an air duct. Ask any hardcore Metal Gear fan what I'm talking about. They'll know.

Sony on Vita: "Sometimes you've had slow starts which have suddenly sprung into life"

Plus: "We've got more developer engagement on PS4 than for any previous console."

Has Sony given up on Vita? The big spend on big games appears to be over, save Killzone: Mercenary, and last week Sony predicted just 5 million Vita and PSP sales - combined - for the financial year ahead, which is significantly fewer than it managed during the year just ended. In other words, Sony expects things to get worse.

Thomas Was Alone review

As games become ever more numerous, our old and trusted genre categories for them seem ever less useful - especially when they get in the way. Thomas Was Alone is a platformer built from the purest elements, but one that, in traditionally important aspects like challenge or length, wouldn't score highly. Does it matter?

The correct answer is no, but it's the game's keen sense of platform game craft and history that raises the question in the first place. The word 'deconstruction' has long been ruined by amateur chefs and critics, but in the true sense, it catches one of Thomas Was Alone's underlying themes. The game's opening takes the form of 10 short and simple platforming variations, a breeze for anyone, each environment's angles sculpted into a safe playground. As the game progresses you'll see more than one nod to the Mushroom Kingdom or The Lost Vikings - or you'll think you do, until a second glance shows just well-spaced squares.

After this beginning, Thomas Was Alone slowly begins introducing an extensive cast. It's a game with a story to tell, and a very good one at that. Each level begins with a few lines from the narrator, an omniscient presence voiced by Danny Wallace, and as you're guiding the team through, he often says other things. It turns out Wallace is playing several characters; he's a solo ensemble. The oddest aspect of the characters is that they're represented as rectangles and squares. There are no googly eyes or hats, just different shapes and colours, yet by the end of the game you'll think of each shape as its own person.

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Inside Sony's indie initiative: How the hardware giant is courting small-team talent

"It's not just about our policies, it's about our people."

The two-man developer Vlambeer knew it was on to something with its 2D dogfighting retro throwback Luftrausers. Its snappy pace and minimalist visuals seemed well suited for on-the-go gaming, but Vlambeer worried its control scheme would be compromised on mobile. Instead, the Netherlands-based developer decided it would be a perfect fit for the PlayStation Vita's widescreen and button input. So it did what any small studio would do - it worked on a pitch.