This game has a surprisingly rich lore that centres around what is basically a dodge-the-boxes game. Not that I really care for this free fall simulator or its story, but props to the devs and their efforts! I’m surprised I don’t like this game more, I really enjoy games with lots of free fall and skydiving and parachuting and the like. There is a sequel too, but I’m convinced I’m not going to be compelled to spend any time on it.
(For anyone not down with the phrase “analysis paralysis”, here’s a handy wikipedia link here!)
I’m treating this as the approximate equivalent of that sort of person you find on trains late at night, having an avid discussion with themselves. Broadcasting their opinions and thought processes out to the widely ignorant public. In an attempt to push myself through my games list and add something arguably creative and productive to the process, I’ll chip away at my pile and write a short synopsis or impression or review or whatever I feel like at the time. I like sharing my insights, particularly if nobody is around to pass judgement – like a nude exhibitionist that only exposes themselves in the most discreet deserted and hidden away places.
(Drop that beat like an ugly baby)
Aside from probably having the worst title of any video game I’ve played to date, I don’t mind this. I can’t remember precisely where I picked this up from, but I’m sure it was part of some obscure bundle from years ago.
Kick It (as I shall now refer to it) is what I can best describe as a musical falling simulator. As far as I can tell, the developers have developed some clever script that takes songs as input and builds levels from them out of procedurally placed blocks in a variety of formations. It’s a pretty interesting trip down, falling at a cruisy pace, steering around blocks from your first person perspective and listening to a song about Future Shock (which I thoroughly enjoyed!)
There are levels you can chose from a number of different songs, and I’m sure it’s possible to use your own too – I think of this game kind of like a poor man’s Audiosurf. Just with a frustrating fail state. In Audiosurf and its offspring, there’s no mid-song failure state. Even if you mess up every step of the way, you can make it to the end of the song without interruption. To Kick It’s detriment, this is not the case. From just 2 or 3 hits on your way down, it’ll cut you off and send you back to the map screen, which is very easy to do if you’re having fun and just goofing around.
This little gripe would be something squished pretty early on in play testing I’m sure, but as Kick It states in its opening screens – this game is a work in progress. Since 2011. It’s now 2017. 4 out of the 6 menu buttons don’t appear to function. So I guess this doesn’t really perturb me, this game has obviously been abandoned long ago, and I don’t recall forking out more than a buck for this.
In searching for the above image, I came across a lot of more interesting falling-scapes than I’ve seen myself, but frankly I can’t be bothered going back to investigate any further than the 20 minutes I’ve made my way through so far. The itch this scratches is far more satisfyingly sated by Audiosurf!
Or was it “Not perfect, but finished”? I don’t recall. Either way, an inspiring Instagram post made me reconsider my attitude to creating, and indeed finishing bits of art. Struggling to achieve some sort of self perceived perfection in your work can be detrimental – particularly if you’re like myself and encounter the receding horizon effect in practically every endeavour. The next thing you create will almost invariably be superior to your last, so why waste time polishing something that will immediately be surpassed with your next effort? What is important, assuming this to be true, is not to perfect it, but to complete it. With that in mind, here’s the completion of one of my favourite results from the drawing challenges! Finished! Not perfect, but finished!
A christmas card illustration for my uncle Steve, who’s about to embark on a motorhome building, living and travelling adventure.
Home again from England, an unfortunate break in inspiration for the drawing challenges came about. To make up for it, here’s 80 thumbnails for my first run of storyboards for an animated music video. I feel I should run through these again and clean up, colour and refine, but I also feel like skipping that and going straight to the 3D animatic stage…
The new best way for storyboarding I’ve discovered is using wide sticky notes! They’ve almost got the right aspect ratio, and are much easier to re-arrange. Drawing all those boxes can become tedious…