Are you ready for more Indie Game: The movie!?!

well you better be, because there is over 300+ mins of new shorts, new developer stories, epilogues, interviews and tons of extras… as well as almost 2 hours of commentary by Tommy and myself ;)

 pre-order here

Available July 24th, 2013


Phil Fish - Punching Bag?

So, after my recent indie-game epiphany from watching Indie Game: The Movie I followed a few related individuals on Twitter, did a few lazy google searches and most importantly bought Fez (more on that in a bit). The sad thing though is that I discovered the avalanche of abuse that seems to be directed squarely at Phil Fish. Phil has been the target of such a campaign of internet vitriol and hatred that the other day, Phil seemed to finally give up on defending himself and his game and went completely AFK.

It makes me wonder. What can Phil have done to deserve this kind of abuse? Can he really have angered the entire internet? Is any of it deserved? Let’s take a look at the evidence.  

The Wait

Fez, was initially announced by Phil way back in July 2007 on but would not see the light of day until it was released onto Xbox Live Arcade in 2012. So what took so long? The answer, it seems, is a combination of perfectionism and sheer numbers. Fez isn’t the product of a large development house, it isn’t even the product of a small-medium developer, it is the product of a tiny handful of individuals, the majority of the tangible output being done by Fish himself. Over half a decade Phil reworked, rebuilt and redrew almost every element of Fez until it was the way he wanted it. His counterpart, Renaud Bedard, was on-board as programmer and responsible for the game’s Trixel engine (Renaud has since moved onto new pastures at Capybara). While they burned the candle at both ends, the murky waters of the message boards and comment threads churned with impatience.

Gamerfront - Fez Delayed Yet Again

Kotaku - Oh By The Way Fez Is Delayed Again

Games Radar - Fez Turns Corner. Gets Delayed Until 2012

Fez started to get a reputation as the DNF of the indie scene and was even described as ‘vaporware’. But ‘no publicity is bad publicity’ as the old saying goes, right? People were certainly talking up a storm but (as is likely to happen when you keep a bunch of entitled, anonymous, opinionated strangers waiting 5 years) the mood was turning sour.

That Movie 

Indie Game: The Movie (IG:TM) was my first contact with the phenomenon of Fish. I watched that movie without pre-conception or a notion of who Phil would be. What I saw was a man on the edge. Phil, by his own admission had lived, eaten and slept Fez for years during which time he had seen his parents’ divorce, had his girlfriend leave him and been dragged into a legal battle with his former partner over the rights to Fez. In the movie we see Phil travelling to PAX with his booth under his arm, not even knowing if trying to sell his game is going land him in legal hot water. When asked what he would do if Fez didn’t happen he replies emphatically “I would kill myself,” a response which has often been cited as being indicative of Fish’s self-important or pretentious nature.            

What I saw was someone who not only managed to retain the passion he had for creating something but was still so desperate to see it come to fruition despite no small amount of personal struggle that, yeah, his rhetoric occasionally became a tad manic. I think I’d probably act the same if not a lot worse if placed in a similar situation. It’s easy for armchair-Redditors and casual tweeters to criticise when they have nothing on the line and have invested literally zero time in creating anything worthwhile.

It’s interesting that, if you trawl some of the buzz around the film you begin to uncover some equally poisonous comments directed at Jonathan Blow (creator of Braid) and Team Meat. It’s obvious from watching the movie that both Braid and Super Meat Boy have deep, personal meaning for their creators and it’s clear what that is to anyone that pays real attention. But, without understanding beyond their brief recreational fulfilment, the detractors feel downright offended. On Reddit, user I_LOVE_TO_EAT_SHIT states

“Braids creator also hates everyone because they didn’t like Braid for the reasons he does, like no one “got it” or understood it. Its fucking pathetic.”


Charming. So Jonathan Blow makes a game that takes a bit of time to appreciate. Fuck him right? It would appear so as he currently holds 2nd place behind Fish for Internet’s Most Talented Pariah.

All the developers in the movie were of very similar mindsets but Tommy Refenes (Team Meat) articulated it best when he said that “If you want to make the next Halo or Call of Duty then go do that but I think those games are shit”. These guys are not interested in making games tailored to your whims like the heavily market-driven COD or Halo. They have the downright bare-faced cheek to be making games that mean something personally to them and making them well enough that a lot of like-minded people buy and play them which in turn undermines the system that produces CODs and Halos by making them seem like the bland products of unfeeling giants.

In a nutshell the big gamer community is saying “How dare you think your tiny game can compete with the big games we already love.” To which the response seems to be “We don’t. We don’t care if you like it. We just wanted to make it and for it to be awesome.”

PCs are for spreadsheets 

I’m sure Phil didn’t want to specifically attack PC gamers, he probably just didn’t feel his game belonged there at the time. Nevertheless that didn’t stop the hordes from cursing his name from the hilltops when he suggested that ‘PCs are for spreadsheets. Fez is a console game.”  The vitriol resurfaced recently when Fez was listed on Steam

Well, I guess you’re damned if you do and you’re damned if you do having said explicitly that you never will.

Japanese Games

In March 2012, Phil attended a screening of IG:TM at GDC and during a Q&A session was asked what he thought of Japanese games. His response was obviously off the cuff as is more often the case at a Q&A but he said that Japanese games “just suck”. The discussion spilled over onto Twitter where he said,


“I’m sorry Japanese guy! I was a bit rough, but your country’s games are f***ing terrible nowadays.”


Now, when you say Japanese games suck you’re actually ruffling the feathers of a multitude of weird subcultures. There’s the Final Fantasy geeks and any other JRPG fanbases, the dating sim guys (it’s guys, there’s no girls in there, right?), the Monster Hunter people, the Pokemon/Digimon players, the 2D fighting underworld, something to do with Yu-Gi-Oh probably. The list is pretty damn long. Keep in mind also that these genres have fans that span the globe and have a large, vocal US or UK proponent. 

I’m sure that Phil Fish didn’t intend to start some kind of pointless slanging match with Japanese game fans, he was just being brutally honest in response to a direct question. And in all honesty my response would have been pretty similar. 

The Japanese gaming industry is like a teenager with a rental car. It gets hold of something that works and then grinds it until the wheels pop off. Pokemon, Digimon, Streetfighter, DDR, etc are all comparatively ancient series’ that still squeeze revenue out of the resale value of the same brands and there’s no sign they’ll stop any time soon. Even Capcom, famous for SF II, Mega Man and a staggering back catalogue of arcade and console titles now just roll out the next disappointing iteration of whatever people bought last year. The once proud Resident Evil is skidding downhill, there’s another Monster Hunter, and Dragon’s Dogma occupies the wobbly territory of a well-executed but less than original title. On a personal note I have a special hatred for Dead Rising or any other game that gives me minimal save points (SAVE POINTS!), a camera that won’t behave and a time limit. Nope. F*ck that noise, madam.

In summary, I agree with Phil. Japanese games suck. NEXT!

Everything Else

I could go on about the patch that people argued should have been deployed (at an extreme cost to the developer) or the people who didn’t think Fez was discounted enough when it was released on Steam but already you start to see the picture taking shape. Phil isn’t wholly paranoid when he says that it seems like ‘scientific fact’ that he’s regarded as an asshole. After a long development period and a few high-visibility media scuffles, it has now become socially acceptable to attack Phil Fish without fear of reproach or guilty conscience. His unfiltered honesty combined with the internet’s ability to get at you no matter where you are or what you do has led to him becoming the ultimate ‘low hanging fruit’. The easy target. 

Luckily I think that a change is coming. Phil, along with Jonathan Blow, Tommy Refenes and Edmund McMillen represent the forefront of a new wave of developers that have taken game development back to its roots in the bedrooms of geeks and they now have a supply route that can bypass the big publishers. If the outcome is people like Phil and games like Fez then I think gaming is about to get interesting. Developers who have historically been kept into the shadows are going to become the new celebrities of game development and with that comes passion and honesty, desperation and mania.

People can talk big but, like most situations, you gotta watch where the money’s going and a lot of it is being spent on copies of Fez and Super Meat Boy. Even on machines that are clearly just for spreadsheets.

anonymous asked:

Thoughts on mewgenics being discontinued?

It’s….not been canceled though?? It’s on indefinite hiatus while Ed and Tommy work on other projects. There’s a huge difference between outright cancelling something and putting it on the backburner for high priority projects.

Ed even said in a tweet:
“It’s not mewgenics that game hasn’t been in dev for like 2 years. If/when we start it up again I’ll let you guys know ;)

AND he even told Eurogamer the following:
“I’m unsure of its future but there is a chance we will attempt to revamp it in a few years with a new design of mine that will push it in a new direction that will hopefully make it more exciting for both of us to work on. But sadly till then it’s not gunna happen.”

Note the bold. They want to continue it, but the issue is that Mew-Genics is a HUGE game. IIRC Tommy had to rewrite tons of code during the development, and for two people to work on a game that has the size and scope of a larger main stream title like Pokémon or Animal Crossing (which has HUGE teams working on them) is incredibly stressful and understandably unfun for the two of them. That’s why they put it on hiatus and started working on other, smaller scale games until they feel ready to tackle MewGenics anew.

Games done by super small dev teams take time, energy, and a love for what they’re working on. If you’re not having fun with it, or life gets the better of you, it’s completely reasonable for the team to stop dev and turn their attention elsewhere until they’re ready to come back to the project with new vision and skills.

Believe me, I’m still excited for Mewgenics and will happily wait for it no matter how long it takes (remember, I’ve been waiting for a Psychonauts sequel for 10 years), but I really hate that people are thinking indefinite hiatus = canceled forever.

Super Meat Boy: Forever, Fact Sheet.

SMB:F is a totally new touch based super meat boy game for Phones, Tablets and Steam made by Myself and Tommy Refenes.

 Our goal with SMB:F is to design a new full length platformer for touch devices from the ground up to avoid tacking bad controls on an existing design. we want to make something that embodies the original Super Meat Boy but is designed around a simple yet intuitive control scheme allowing for pin point accuracy and surprisingly deep controls without the use of multiple buttons/analog sticks. 


- SMB:F will release sometime next year for phones, tablets and steam. (possibly others but this is all we have set in stone right now)

- SMB:F will feature a full story, 6 chapters, and double the bosses the original game featured. 

- SMB:F is not an endless runner, but will feature an endless mode with online high scores and daily runs. 

- SMB:F will feature a full fledged dark world featuring dark warp zones, bosses, new playable indie game characters and more.

- SMB:F will feature a vast randomly generated level structure that ensures a totally new play experience with each death.

- SMB:F is only 2 months into development, but as you can see things are moving pretty fast.


- SMB:F is not a simple endless runner

- SMB:F will not use abusive $ tactics to drain your wallet and cheapen the game experience

- SMB:F is not a port of super meat boy

- SMB:F is not a one button game

- SMB:F is not exclusive to phones/touch screens

Other info:

- Mewgenics is not canceled, we just put it on hold to work full time on this one. once SMB:F is released we will hop back on it. 

- A Voyeur for September is not a new game, it was just a code name (and anagram) for Super Meat Boy Forever that tommy made up on the spot a day before pax needed a name for the game we were showing (he wanted it to be a surprise)

here are some screen shots and gifs!

External image

External image
For those of you at pax, be sure to check out the Team Meat booth (part of the indie mega booth) and go hands on with the game, you really need to play it to understand why we are so excited about this one.

it could easily be my best design to date, im loving all over this one. 

The Dangers from Watching Indie Game: The Movie

Feeling like you are seeing yourself as one of the three archetypes…..

Jonathan Blow- Appears to be clear-headed but seems unaware of his actual insecurities as he is incredibly critical of others and his own critics but that can be hidden with his success.  

Phil Fish- Incredibly self-aware, volatile, dramatic, and insecure that it could get in his own way and despite knowing this is a problem cannot seem to stop it or enjoy a moment. 

Tommy Refenes and Edmund McMillen- Two in one, the good-natured, even-keeled gentleman that on one hand can be more anxious, tired, exhausted but also a righteous dude.  What keeps them anchored is that they are doing this for their family as well as seeming to love and enjoy gaming.  

….. and beginning to realize you are not/no longer the Refenes and McMillen portrayals. 

This documentary was stressful and relatable on many levels even as somebody who only has elementary gaming skills.  


The Battle of Lil’ Slammer

Interview with Tommy Refenes of Team Meat
  • Taking with Tommy was easily one of the most exciting moments of my internship at Ology. As a game developer with a lot to learn, I admire his work greatly. We managed to briefly chat about Mew Genics, Super Meat Boy, and some of his older stuff.
  • Chris:How many games did you work on before Grey Matter that never saw the light of day? How many games have you worked on that have been completed but never released?
  • Tommy:Only worked on one game that never saw the light of day, the company I was working for went under because they were stupid abusive jerks.
  • Chris:From a purely developmental standpoint, what was the biggest challenge in making Super Meat Boy?
  • Tommy:Dealing with Microsoft.
  • Chris:What has been the most useful resource in developing the games you've worked on?
  • Tommy:The Internet.
  • Chris:Would you recommend the Xbox Live Arcade as a viable release environment for independent studios? How was the development and release process different for XBLA than say, PC?
  • Tommy:I do not recommend XBLA for developers. Stick to Steam. Steam gives you more sales and there are no hoops to jump through to sell your game on Steam. XBLA wants control, they want to tell you want to do and at the end of the day they have control over aspects of your game that they shouldn' the price, release date, marketing support, etc. For 95% of developers its not going to be worth it and if you're in the 5% that it is worth it then you can grin and bear it. Point is, XBLA isn't a golden ticket to riches anymore, just ask any of the numerous games that came out on XBLA that haven't broken 50k copies sold.
  • Chris:What are your thoughts on Humble Bundles and crowd-funded games?
  • Tommy:Crowd funding is odd. I think the main reason crowd funding is successful is backers take a pride of ownership in the game that they have backed. I've seen some notoriously bad kickstarters where the backers don't understand why their game isn't being funded when the reasons are pretty obvious to me. I want to see all the big kickstarters work out (Ouya, DoubleFine, etc) but those backers are still waiting for those companies to deliver on their promises.
  • Chris:Do you think more independent studios will try their own version of The Basement Collection?
  • Tommy:I don't know if people will try their own "Basement collections" I guess it depend on how many older flash games they have.
  • Chris:Do you feel the indie game scene is in a temporary Renaissance or the future of the game industry as a whole?
  • Tommy:I kinda don't care. Independent developers have their advantages and disadvantages the same as larger studios. The game industry is constantly changing I think it has less to do with who makes the games and more to do with what games are being made.
  • Chris:What are your feelings on independent studios developing around the microtransaction/in-game-purchase model?
  • Tommy:Its whatever. If that's the type of game people want to make, then they should make it. I don't care for the microtransaction games but that could be because no free to play game has come out yet that has given me the desire to pay any money.
  • Chris:If there is one vital mistake independent studios are doing, what is it?
  • Tommy:When a studio decides to label themselves as indie I think thats a bad move. The only label we ("indies", mainstream, hobbyist, etc) should be under is "game developers". No reason to fight what we are or make ourselves seem more "pure" or better than any other person doing so...everyone makes games. Some are better than others. No one cares if you're indie.
  • Chris:You've previously made statements about higher education and aspiring independent game developers. How do you feel about game design courses and even majors being offered in universities these days?
  • Tommy:My opinions have not changed. No one goes to college to become a painter or a musician and people that do go to colleges like Julliard for the arts stuff have a natural talent before going. No one went to high school and then decides to major in "garage band" doesn't work that way. Same is true with video games. You can't take a class on "making your game idea fun". Either you can do it or you can't, practice will help you improve but some people are better designers than others, some people are better painters, programmers, etc. You can improve on what you are but I don't think you can become something you are not. College can teach you some old syntax and some basic ideas if you want to get into programming, but you can learn those on your own more quickly and without the bureaucracy of college if you just use Google.
  • Chris:Would you rather fight 100 duck-sized horses or 1 horse-sized duck?
  • Tommy:100 duck-sized horses while riding a horse sized duck.