Posts with ‘EdmundMcMillen’ Tag


By: Derek Yu

On: May 6th, 2009


Spewer is the latest release from Edmund McMillen, and in my opinion, his most mature… design-wise! Thematically, it’s a puzzle platform game about a lab animal that pukes and eats its own puke, which can easily serve as a metaphor for the way game designers are forced to consume and regurgitate each other’s ideas to get ahead, or how players are simply animals subjected to cruel experiments created by game developers. Or maybe it’s just gross and funny. Either way, the mechanic is fresh and is stretched very well across the game’s 50-odd levels. Big props to the game’s programmer, Eli Piilonen, who did some impressive work with the physics. It handles great.

The game runs in a browser and is also available as a standalone executable and Flash file.

TIGdb: Entry for Spewer

In Development: No Quarter, Super Meat Boy

By: Brandon McCartin (BMcC)

On: March 19th, 2009

Here’s some footage of various prototypes and tests going into Cryptic Sea’s upcoming retro game “album” No Quarter. Lots of physicsy fun going on in there — I love watching those bobble-head Hitlers drop!

Semi-related: Edmund has posted the various iterations in visual style for his (and Tommy’s and Jon’s) upcoming WiiWare debut Super Meat Boy over its first month of development. Check it out if you find glimpses into the creative process as fascinating as I do.

Super Meat Boy Teaser

By: Derek Yu

On: February 19th, 2009

Makes me hungry! And here’s an interview with SMB manly men Edmund McMillen and Tommy Refenes, on Destructoid.

Gish Design Tour

By: Derek Yu

On: December 16th, 2008

David Rosen continues his tour with an oldie but goodie from Edmund McMillen: Gish! Although at his pace, it’s less of a tour and more of a rampage. This one’s real fun.

Speaking of Wolfire, if you want a free copy of Lugaru for Christmas, all you have to do is join the Overgrowth Facebook page.

This Is a Cry for Help

By: Derek Yu

On: November 7th, 2008

This Is a Cry for Help

Edmund McMillen (Gish, Tri-achnid, etc.) has just released a CD containing his life’s work – 10 years of uninhibited artistic creation, including games, comics, and art. And there’s a ton of extras, like special commentary and bonus content. It’s a total steal at 10 bucks. (Hint: they’ll make great stocking stuffers, if you know what I mean lol!)

Really inspirational stuff. Here’s to 10 more years!

EDIT: And be sure to check out Edmund’s latest game, Grey Matter, which he developed with none other than Tommy Refenes (of Goo! fame).


By: Derek Yu

On: September 8th, 2008


It’s really late, but I’m comforted by the fact that I will soon be dreaming about Aether, a very personal and revelatory new game by Edmund McMillen. In it, you play a child who explores outer space on the back of a strange beast.

Thematically, Aether touches on both the anxiety and loneliness of being a child, as well as the exhilaration of the freedom of imagination. It’s hard not to compare the game to the classic French children’s book, Le Petit Prince, with which the game shares some fundamental ideas and imagery. I adore that book, and Aether was immediately compelling to me as something similarly honest and fanciful.

I could get way lost in this game if it were a little longer and fleshed out. And the controls, which sometimes felt brilliant, at other times felt unresponsive and awkward. Edmund has stated that this is just the prelude to a larger experience he has planned (yes!). If he can fix up the controls, too, it could be something better than great, for sure.

You can download the standalone executable here, for Mac or PC. And there’s an interesting discussion of the game already going on on the forums here.

This Entire Post is Inappropriate and NSFW

By: Derek Yu

On: August 13th, 2008

The C Word

Edmund McMillen and Florian Himsl’s latest game (NSFW), ostensibly named after a favorite word of the presumptive Republican U.S. Presidential nominee John McCain (NSFW), contains somewhat graphic depictions of male and female reproductive organs, sex, and sexually-transmitted diseases (in cartoon form). It is not safe for work. It is only marginally safe for home. It is inappropriate for children. It is inappropriate for adults who are not fond of sex. It is inappropriate for adults who ARE fond of sex.

In short, this game represents a very real threat by “electronic cyber-terrorists” to destroy the American values you hold so dear, so you should probably play it before they take it away from you.

TIGdb: Entry for Cunt


By: Derek Yu

On: February 1st, 2008


Coil is an experimental Flash game with no instruction or clear direction.
Please keep an open mind while playing.

A bizarre game that definitely shows off Edmund’s talents as an artist and game designer. He and programmer Florian are in top form with this lovely little piece. I’m inclined to think you’ll agree (provided you don’t get stuck too early on).

The game is controlled with the mouse only.

New Gish 2 Screenshot

By: Derek Yu

On: November 6th, 2007

Gish 2

Gish plus outdoor environments and hazy lighting effects… it looka verra niiiiiice.

Blogs of Fury

By: Derek Yu

On: September 4th, 2007

Hope all you American TIGSource readers had a great Labor Day weekend! I got to hang out with some old friends, which was great.

gish 2

But enough about me, eh? I wanted to bring to your attention the blogs of two artists and game designers that I have severe mancrushes on. The first one is from Cryptic Sea, home of Alex Austin and Edmund McMillen, the creators of Gish. Now, I was already VERY excited about Gish 2. (From what I’ve heard, it’s going to be Gish, but bigger, better, yadda yadda.) But after seeing this teaser image, well… I’m at “pee pee pants” level of excitement. And that’s a very high level.

I really loved Edmund’s previous work, but it’s obvious that he’s getting better and better! He’s a hilarious dude, too, and incredibly genuine. I wish the best for him.

meta fight

Which brings me to Niklas Jansson, the artist for Cortex Command. He’s a talented technical artist, to be sure, but what I love about Niklas is his broad understanding of game design. Whereas any artist can take an old design and “modernize” it by making it dark, overwrought, and angry (cough Bomberman: Act Zero cough), Niklas stays true to the original essence of the old school. If only the games that he designed made it beyond the conceptual stage!

In his new blog, which supplements his portfolio site, Niklas shares his artwork and his thoughts on games, old and new. It’s fascinating stuff, so check it out!