To turn Tears of the Kingdom into Tony Hawk: Pro Skater, all you need is the Fusion ability and a minecart. You’ll unlock Fusion in the game’s opening tutorial on Great Sky Island, which is also where you can find a mine cart. Once you have both at your disposal, equip a shield. Then stand in front of a mine cart, activate Fusion, and fuse the cart to your shield. Now, all you need to do is shield surf, and the minecart wheels will give you an extra boost.
Just don’t forget that your new skateboard will eventually break after enough use, so try not to run out of shields right before a big boss battle.
The first book of its kind – a definitive and beautifully designed survey of ’70s, ’80s and early ’90s arcade game pixel typography. Exhaustively researched by author Toshi Omagari (a celebrated typeface designer at Monotype UK) Arcade Game Typography gathers together 250 pixel typefaces, all carefully chosen, extracted, redrawn and categorised by style, and each with an accompanying commentary by Omagari. The title also features 4 illustrated essays on videogame typography theory and practice, documenting the unique advantages and challenges presented to designers of these bold, playful and often quirky alphabets.
A beautifully produced celebration of the eclectic typography featured in hit games such as Super Sprint, Pac-Man, After Burner, Marble Madness, Shinobi, as well as countless lesser-known gems. Unlike print typefaces, pixel type often has colour ‘baked in’ to its characters, so Arcade Game Typography looks unlike any other typography book, fizzing with life and colour.
Love this bit about the original 1978 Space Invaders typography (image below):
The original game, and most of the clones, featured the above typeface, copied from Tank 8 with a minor modification to M.
In a seemingly odd turn of events, Valve has acquired Campo Santo. The creative brains behind the insanely popular and wildly fun game, Firewatch clearly have caught the eye of Valve. While I’m happy for everyone involved — as a gamer, I’m very concerned.
Firewatch is a fucking fantastic game. It was co-produced by Panic (creator of Transmit, among other software). As of writing, Cabel Sasser has been quiet on Twitter in regards to the news of Valve’s acquisition. Which, also concerns me.
Valve hasn’t produced a single game title since 2013. The software company has clearly been far more concerned about Steam and hardware (or lack thereof?) since their last release, Dota 2.
The twelve of us at Campo Santo have agreed to join Valve, where we will maintain our jobs as video game developers and continue production on our current project, In the Valley of Gods.
Yes, we’re still making In the Valley of Gods (as a Valve game!); yes, we’ll still support Firewatch; and yes, we’ll still produce The Quarterly Review and our regular blog content. Thanks so much for your interest in our games and we’ll see you in Washington. Cheers.
On one hand, it’s great to see Valve making serious creative moves, and poaching some amazing talent. Valve has historically made some of the best games I’ve ever played. No doubt, they’ll produce more games that fall into the same echelon. With cart blanche from Valve, they can produce some insane titles in coming years for Valve. I mean, Valve now has some of the lead developers from the award-winning The Walking Dead S1 title.
But on the other hand, Campo Santo really has some real grit. And, honestly, the gaming community could use more independent studios. As larger studios gobble up talent, everything (from creative, to platform choice) can become a bit incestuous. Which is bad for gamers.
I’m hopeful… but skeptical about this acquisition. Turns out, I’m not alone.