Have you ever set out to create something and, when it was finished, found the result absolutely terrifying? I knew this comic would be somewhat off color, and the final product is precisely the comic that I imagined. It is still another matter when the pixels hit the screen and the dark recesses of my soul are bared for all to see. It is all in fun though. I don’t believe we have any intentions of walking the streets with cattle prods. At least not until they are proven effective against zombie hordes.

A few people I know have placed orders for the iPhone 4S, but I cannot bring myself to replace my 4 with one. The new Siri voice control might be amazing, but it isn’t enough to justify $200 or more and two more years on an AT&T contract. Besides which, I am not entirely comfortable talking to my phone in public places. I can’t bring myself to use even the voice commands that already exist. All of that aside, if they ever release an app that puts GLaDOS in charge of the iPhone’s Siri, I will buy one immediately.

I spent the better part of my morning in downtown Culver City wandering the IndieCade festival of independent games. Culver City is not a giant venue, so it did not take too long to peruse the entire selection of games, but this is not a bad quality. Considering that indie gaming is laden with low quality, uninspired crap, it is a blessing to be presented with only the top tier, award winning games. It is as though someone else already did my job for me.

I played several impressive games today, and there were quite a few more which I observed but did not have a chance to enjoy first hand. I will first mention Bridge, since it is very beautiful and has extraordinary potential in terms of gameplay. It is a slow paced, puzzle platformer in the vein of Braid. I plan to play it this week and give it a more thorough discussion on Thursday.

I did have quite a long time with a different sort of puzzle game called Antichamber. While it is not yet finished, the demo I experienced revealed a very complex first person puzzle game that is both frustrating and rewarding. The first few puzzles are mazes with warped spacial rules and very intricate visual and audio cues to lead to the solution. The developer, a friendly gentleman and one man coding army by the name of Alexander Bruce, informed me that he hopes to have it ready for full demonstration at PAX East in the Spring. He actually spent much of the time watching from the shadows as I struggled with the strange rules of his world, only jumping in to rescue me when I stumbled across a place I was not supposed to go and almost gave up. Another attendee watching me was not so courteous. He stood on hand constantly dispensing unwanted advice. I could not summon the audacity to request that he leave me the fuck alone.

Such is a major issue with trying out new puzzle platformers at conventions. It is extremely hard to enjoy them under the pressure of time constraints and especially having several people staring over your shoulder providing misguided assistance. Thus, I am extremely grateful that the creators of Bridge allowed me to go home and take my time playing their game. This post is already running rather long, so I’ll discuss more of the gems I found on the IndieCade show floor on Thursday.