Venus Patrol Training Facility
Friday, 12th October 2012 at 1:59 pm
Proteus Frog God Mod, Get On Top, Johann Sebastian Joust, Pole Riders, Passing Time and more set for large scale public sessions
Nottingham (12/10/12) - GameCity, the world’s best-loved videogame culture festival powered by Nottingham Trent University, today announced the Venus Patrol Training Facility will run all week as part of GameCity7, from October 20-27. Venus Patrol Training Facility will feature large scale public presentations of experimental games from designers Die Gute Fabrik, Bennett Foddy, Honeyslug and more, presented by Venus Patrol. For more details on GameCity7, go to www.gamecity.org
Never one to shy away from the unique, or sometimes downright strange, GameCity has teamed up with videogame culture site Venus Patrol to bring a series of large scale interactive experiences for the entire festival week of GameCity7, from 20-27th October.
Blending videogames with alternative input controls, the Venus Patrol Training Facility will offer some of the most unique experiences available, all played on Nottingham’s Old Market Square via large scale projection, so everyone can see you contort your body while you scale a cliff, bounce on a trampoline and push random strangers about. There’s even a chance a rare robotic unicorn may make an appearance...
Venus Patrol founder Brandon Boyer said,“After a successful run of the Venus Patrol Orientation Program in Paris, I’m super excited to give GameCity attendees the first opportunity to officially participate in Venus Patrol training. The games at the facility will perfectly prepare the public for any challenge that lies ahead, on the off-chance that they may be called up for duty elsewhere at the festival...”
Brandon Boyer’s newly launched videogame culture site Venus Patrol will be showcasing independent developers Bennett Foddy, Ed Key and Honeyslug, as well as all of the titles from the recent Sportsfriends Quadrathalon (Hokra, BaraBariBall, Pole Riders, Johann Sebastian Joust). The full list of games available;
Get On Top
A re-imagining of ancient Finnish freeware Fight of the Sumo-Hoppers, Get On Top is Bennett Foddy’s extremely serious Sumo Wrestling sim that sees each player positioned on a real-life trampoline. A Move controller tracks your motion, with every bounce corresponding to a small kick of your wrestler’s feet, with the end game of pinning the other guy to the ground. How does it work? DOES IT WORK AT ALL? Come find out.
Proteus Frog God Mod
With Proteus, Ed Key created a game that allowed anybody, from gamers to grandparents, to explore a magical wonderland. This is its biggest failing. The Proteus Frog God Mod presents Proteus as it should be, or, perhaps, must be. With a trampoline and a Sony Move controller you will physically hop around Key’s incandescent world, and in doing so you will embody mankind's eternal torment at the brawny hands of gravity. You will become Nauseous, and in becoming Nauseous, you will become Perfect.
The Venus Patrol Training Facility is the ultimate test of body and soul. Football is, of course, the other ultimate test of body and soul. Science teaches us that two maximums make a negatory, and so it is that Passing Time is a football game with a minimum of interaction. Simply tap the screen to order your footballmen to pass, shoot and tackle.
“What is pole vaulters had fights?” That is the very important question asked by Pole Riders, a game of trying to nudge a ball into your opponent’s goal with a 15 foot pole. But that’s not all. Pole Riders also acts as an exploration of what a pain it is to do anything with a 15 foot pole, whether you’re performing actual pole vaults or just walking forward.
-The classic version of Pole Riders can be found here http://www.foddy.net/2011/11/poleriders
Johann Sebastian Joust
Inarguably a future Olympic sport, Johann Sebastian Joust is a game for any number of players, each of whom is given a Move controller. It doesn’t need a screen. It doesn’t even need any light. The only rules? Move your controller too fast and you’re out, and the last person standing wins. Now, don’t worry if you’re imagining this game encourages terrible physical violence, or cheap tricks like hiding your controller in your coat and pretending you’re not playing. Because it does. It does. And it’s beautiful.
Success at Ramiro Corbetta's distressingly fast indie eSport Hokra requires workmanlike fingers if you want to win this game, where the first rule is that there are no rules. The second rule is that you have to put the ball in your team's goal to win.
A side scrolling, 8-bit abstract fusion of fighting and sports, BaraBariBall is everything you could ask for in competitive gaming. The object is simple; using your character, drop the ball in the water on your half of the screen. But with the ability to air jump to your heart’s content and stun slap your rival to gain control of the objective, the only question is how long your beliefs in sportsmanship last.
GIRP is a game of climbing a wall but climbing haphazardly across your keyboard with your fingers. It’s amazing, and legendarily hard. MegaGIRP is the same. It’s the same. It’s fine. You’ll be fine. The only difference is - and it’s a tiny one - is that the“keyboard” is a huge modified dancemat you’ll have to pick your way across with a spider’s own alien grace. But we believe in you. You can do this.
-The classic version of GIRP can be found here http://www.foddy.net/GIRP.html
For more details about GameCity7, go to www.gamecity.org [br clear="all" /]###
NOTES TO EDITOR
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*GameCityNights is a series of after-dark monthly events that brings together developers, students and players in an exploration of videogame culture. Every month a series of brilliant headline speakers share their insights, passions and experiences in games as they offer a unique look into their work.
GameCity is what a videogame festival should be.
GameCity is an innovative arts and culture project powered by Nottingham Trent University. It delivers major research and inclusion projects such as the GameCity videogame culture festival, GameCityNights, the Interactive Technology and Games (ITAG) conference and the National Videogame Archive, a unique collaboration with the National Media Museum.
GameCity’s aim is to bring together developers and the public to explore and celebrate videogames and videogames culture, with a particular focus on students. We attract the best speakers in the world, offer up-and-coming artists and developers a platform for their games and create totally unique events.
Some of GameCity’s greatest hits include a world-record breaking zombie gathering, Keita Takahashi designing a children’s playground and Masaya Matsuura, Lorne Lanning, Alexey Pajitnov and Eric Chahi having headlined.
We’ve worked alongside some of the most prominent names in gaming, including;
Nintendo, Microsoft, SCEE, Electronic Arts, Rare, Crytek UK, Harmonix, thatgamecompany, Warner Bros, TTGames, Activision, Namco Bandai, Ubisoft, Freestyle Games, David Braben, Media Molecule, Splash Damage, Harmonix, Denki, Naughty Dog, Midway, Zoe Mode, Nana-on-Sha, Amanita Design and lots more.
Going way beyond just playing games, GameCity offers other new ways for people to interact with videogame culture. Art exhibitions, director commentaries, playground building, live recreations of videogames, gigs, gong-shows, three World Records, arcade trails, club nights– nothing is off limits for this most radical of videogame festivals.
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GameCity continues to be the most culturally-interesting and left-field coming together of video game creators and players alike, taking over the English city for four days in a vivid celebration of the medium, from the tallest blockbuster to the meekest indie title
Nottingham doesn't have the swagger of Los Angeles or the neon allure of Tokyo, but it can boast a games show that puts E3 and TGS to shame. GameCity is a festival in the truest sense of the word, a celebration of a community and a culture that's sadly all too often swamped by corporate concerns
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