Entries tagged with “Joshua Nuernberger”.


Gemini Rue, the recently released commercial debut of Joshua Nuerenburger, is an exciting game. Not just in its thrilling story and engaging gameplay, but also in what it means for the future of retro games, as crazy as that sounds. While many dismiss the low-res adventure game genre as an outdated holdover from the olden days, Gemini Rue proves that the style still has very much to offer. With a captivating narrative, glorious pixel art, and a feel of greatness, Gemini Rue must not be missed.

First, let’s discuss the story. It’s the future and mankind has gone intergalactic (naturally). There’s been a huge war and a particularly nasty criminal organization known as the Boryokudan (Japanese word meaning “a bunch of assholes”) has taken hold of much of the galaxy. (more…)

Joshua Nuernberger

Gemini Rue is an upcoming indie adventure game created by Joshua Nuernberger.  Recently picked up by Dave Gilbert and his studio Wadjet Eye Games, it quite simply looks stunning, a slice of science fiction adventuring that initially evokes comparisons (at least visually) with Blade Runner, before surprising with a narrative that feels both refreshingly unique and wholly its own.

It has been my greatest pleasure, both via HardyDev and Alternative Magazine Online, to review some of the finest indie adventure games of the past few years. Perhaps that explains why I am so excited this month: It feels like Gemini Rue is going to be something  truly special. I am therefore proud to present an interview with Joshua Nuernberger, with a guest appearance by Dave Gilbert! (more…)

Doing posts dedicated solely to recommending interesting and relevant stuff found around the web, and to stop packing it all up into Links and The Compendium, is an old idea I had. However, before now I wasn’t content with the amount of HardyDev‘s original content and felt such posts would cheapen the blog. Not anymore. Also, this is a great way to appear less self-centered and give the rest of the Internet a chance to shine… (more…)

[youtube=http://www.youtube.com/watch?v=Yh2YYDcfT1Y]

Ed. Note: A while ago, Josh talked about several locations from Boryokudan Rue to give his ideas on Visually Directing The Player

rue.wide

There are fewer things more enlightening about what is really wrong with a game than play-testing, and if you’re lucky, physical play-testing with a real, breathing person. The creator of a game always views things in a certain lens that skews the true perception of what’s going on, what’s needed, and what’s really visible to the player. For instance, in some of the play-tests I’ve had, I would run into a recurrent problem about the player’s visual direction–I want the player to go a certain way, open a certain door, or go down a certain ramp–but what’s the obvious direction for me is not the obvious direction for the player. (more…)