User talk:Razr Nation/sandbox/Gravity Bone

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  • Onyett, Charles (January 28, 2009). "Gravity Bone Impressions". IGN. News Corporation. Retrieved March 7, 2012. {{cite web}}: Italic or bold markup not allowed in: |work= (help)
Information
  • The game is only 15 minutes long and consists of two stages.
  • The game is a first person adventure with a simple gameplay.
  • Quote: "The cohesiveness of its striking visual presentation, soundtrack and effects, and almost entirely incomprehensible story combine to create an atmosphere of peculiar strength."
  • Quote: "The game doesn't waste any time getting started, setting your character on a descending elevator before even encountering a menu. The title fades in and out, the doors open, and the action begins. I suppose you could say you play as a spy, though that might not be accurate."
  • Quote: "In the distance of the first stage are what appear to be stunt planes weaving over a mountain valley, and on the deck in front of you are participants of some kind of black tie gala.What exactly they're celebrating is anyone's guess, but the fact that you never know anything for sure in this game is part of its charm."
  • Quote: Gravity Bone is "like David Lynch's Mulholland Drive but way less self-serious and annoying."
  • Quote: "It's a game that appears to toy with the notions of heroism and villainy, and the ways the player identifies with, and is directed toward, both roles."
  • Quote: "it's a pleasure to experience, and never ceases to delight and surprise over its short run."

Source 2

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  • Quote: "Blendo Games’ delightfully inventive cubist spy mini-opus Gravity Bone."
  • Quote: "Gravity Bone, lest you didn’t know, was an earlier game from Brendon ‘Zombie Atom Smasher’ Chung, and it was one of RPS’ faves a few years ago."

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  • Release date: August 2008
  • "Gravity Bone is a 3d first-person espionage game that takes place in the seedy world of Nuevo Aires."
  • Engine: Quake 2
  • Genres: FPS, Mod / Hack

Source 4

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  • Yu, Derek (January 2, 2009). "Gravity Bone". The Indie Games Source. Retrieved March 7, 2012.
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  • Quote: "Gravity Bone is a stylish first-person action game set in the seedy world of Nuevo Aires."
  • Gravity Bone had "enough panache in its two levels to make it somewhat of an indie sleeper hit of the end of 2008."
  • Quote: "Creator Brendon Chung has an impeccable flair for graphic design, and imbued Gravity Bone with a look that invokes Portal with its utilitarian graphics and deadpan sense of humor. But whereas in Portal we’re confined in a sterile world of white and gray, GB is bursting with delicious color, and features blocky-headed characters that are infinitely more interesting to look at and interact with than the frightening Realdolls game players are often forced to contend with in modern FPS’s."

Source 5 - Review

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  • GB was developed by Brendon Chung (Blendo Games).
  • Quote: "It would be easy to say Gravity Bone fits into the recent mold of games like Portal or You Have To Burn The Rope, short-form games that seamlessly integrate a humorous narrative and gameplay into one memorable ride. But that would be selling Gravity Bone completely short."
  • Quote: "But in its short two levels, Gravity Bone jams in not only a ton of humor, more than a few memorable game moments, and a semi-cohesive story, but it also creates a comedy that’s inherently ludic in nature. Gravity Bone is humor that only works because it’s a game."

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  • Quote: "Gravity Bone, a free PC story-game made by Atom Zombie Smasher and Flotilla developers Blendo Games,"

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  • Award: "Best Arthouse Game - Gravitybone"
  • Quote: "Gravitybone was designed from the ground up to be an experience."
  • Quote: "However, using the now "classic" Quake 2 engine, Gravitybone absolutely explodes with panache. It's distinct from head to toe and unified in its vision."

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  • "Gravity Bone puts you in Blendo Game’s Citizen Abel world, a place where everything is stripped down to its most simplistic representation."
  • "If I was to classify it in any particular way it’s like a traditional platformer/puzzler but instead of the story being progressed by lengthy dialogue or massive walls of text you’re instead treated to environmental clues, flash backs and weird jump cuts that allows you to piece the story together as you go along."
  • "Gravity Bone and Thirty Flights of Loving’s true strength comes from its ability to tell a story in the extremely short time frame."
  • "The enjoyment from these games comes from noticing all the subtle environmental clues and then using your imagination to draw the connecting dots."
  • Rated them 8/10.

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  • "If you own a PC, you owe it to yourself to play Gravity Bone."
  • "it’s one of the coolest things I’ve played on PC lately"

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  • "Brendon Chung works as a level designer for Pandemic Studios. He's worked on Full Spectrum Warrior and the upcoming Lord of the Rings: Conquest. So if your first reaction after playing Gravity Bone was, 'Why isn't this guy working for a major developer?', then rest assured he is indeed working for a major developer."
  • Gravity Bone was made in the Quake 2 engine because "Quake 2 was released open source, so you can redistribute it for free."
  • "It was probably about a year ago, or so. But it doesn't really take that long really. Gravity Bone started out very different from what it was and that ended up getting scrapped and then I kind of reiterated off that, and that version also got scrapped, and so on and so forth until this version came out. There were maybe about four different revisions done."
  • The first version of the game "was based on a series of Quake 2 maps I did ten years ago called "Citizen Abel". They were more traditional first-person shooter games where you ran around with a gun, shot monsters, you know. It was a bit more conventional. But that didn't really feel satisfying, so I kept adding bits and bits of more and more unconventional first-person shooter elements until this final version came out."
  • Although the original version of the game has shooting elements, these were removed "Maybe around the third revision or so, I kind of got stuck on this idea of the hero never fires a gun, but he just has a bunch of tools on his belt, like a power drill or a can of pressurized Freon, a screwdriver. I thought that was kind of funny and interesting."
  • Brendon stated, "So from that, I would definitely be interested in continuing this."
  • The characted is not called Citizen Abel. Brendon stated, "You never really see the character, the character never talks, it's just a label I had."
  • "The first version was run around with a gun and shoot things and stuff explodes. Very high octane action game. Then it got dialed in a different direction. The second one you were more of a computer hacker and you're always hacking stuff all the time. In another one - what was it? - it moved in a more spy direction, trying to quietly take out enemies and not be seen. It kept on just changing and changing and changing until it got into a more story-oriented direction."
  • "I just wanted to create a universe where stuff like this is normal, where stuff like this isn't strange like we think it is. "Oh, sure, I'm on a mission to take a picture of a bird and they're willing to pay me top dollar for that." It's perfectly normal espionage work for the people in this world."
  • "the whole element of videogames is that you make visuals and light and sound and narrative and then the player interacts with that. It's what brings it to the next level."
  • "I wanted the player to think the level was going to end, and then it ends up kind of twisting, and then the player thinks he's dead, but he's not really and then he thinks the level's over, but it's not really over and there's a whole bunch more. So, yeah, there's an element of toying around with the player's expectations."
  • "The music itself, I got from an Asian filmmaker named Wong Kar Wai, and he uses a lot of South American music, and it's from that I got this great music. He makes these really beautiful films and I've always wanted to use the same music in a videogame."
  • "...the voice itself for the briefings is one of those text-to-speech programs."

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