TOKYO GAME SHOW 2015
Business Day 2015.9.17[Thu]-18[Fri] Public Day 2015.9.19[Sat]-20[Sun] @ Makuhari Messe

TOKYO GAME SHOW 2015

Business Day 2015.9.17[Thu]-18[Fri] Public Day 2015.9.19[Sat]-20[Sun] @ Makuhari Messe

sense of wonder night

Cooperation by:International Game Developers Association Japan Chapter(IDGA Japan)

SENSE OF WONDER NIGHT 2015

Presenters of 10 games selected!

Presentation Outline

Date September 18 (Fri) 14 : 30~17 : 00
Venue Hall 9, Cyber Games Asia Event Stage, Makuhari Messe
Admittance Please show your business day badge at the entrance.
  • ※Seats will be available with first come first serve basis on the day.
  • ※On September 18(Fri.) 14:30 pm-17:00 pm, The SOWN presentation will be covered(live) on streaming video.

Presenters

10 games nominated for presentation out of 100 entries from 21 countries and regions!

  • ※Alphabetical order
Anamorphosis

Lucien (Yen-Chu) Chen  Taiwan〔Taiwan〕

【Outline】
"Anamorphosis" is a puzzle game based on optical illusions created in Unity3D. The idea is established on the concept of anamorphosis, which is a distorted projection orperspective requiring the viewer to occupy a speci c vantage point to reconstitute the image. Player has a camera that can turn distorted images between illusion and reality. The distorted image can be anywhere, such as on the ground, wall, or multiple surfaces. In order to solve the puzzle, the player needs to explore the environment and nd the vantage point, then use the camera to change the environment. This allows them to access new areas to complete the puzzle.

Anamorphosis

» Presenter Message

Frog Climbers

Sebastian Larsson / TeamCrew  Sweden〔Sweden〕

【Outline】
Frog Climbers is a chaotic climbing game for up to two players. In Frog Climbers, you and a friend play as professional rock climber frogs, intent on reaching the top of a high mountain in order to gain rock climber glory. There's only room for one frog at the top though, so it's a race to the summit using whatever means necessary in order to become the top frog climber. Players control their avatar by using two joysticks, one joystick for each frog arm. The arms extend in whatever direction the corresponding stick is pushed in. By holding a joystick button, the corresponding hand will grab. When the player grabs a grip, they can push downwards on the stick they are grabbing with to heave themselves upwards. Then, they can use the other arm to reach for a new grip, and thus the cycle of climb continues. Players can also grab each other, literally using their opponent as a ladderstep on their way to the top. Frog Climbers has been designed to encourage this player interaction as much as possible, and the final result is a chaotic partygame that usually leaves both players shouting as they try to beat each other in very close matches.

Frog Climbers

» Presenter Message

Gen

Kensho Ando / Yack Lab.  Japan〔Japan〕

【Outline】
In Gen, the player maneuvers a slew of flying particles by directly touching them to defeat enemies. Designed around the fun of maneuvering particles flying freely en masse, the game offers players a delightful experience of controlling and multiplying the particles and achieving their goals. Playing Gen in itself leads to various works of generative art. That is, finishing a stage of the game means completing a piece. Generative art organically combines mechanical elements based on an algorithm and calculation with many other different elements including random factors. This means that, while works of such art are systematically created, they are unpredictable one way or another. Offering the fun of manipulating a massive amount of particles coupled with the delight of creating works of generative art, Gen has emerged as unprecedented gameplay.

Gen

» Presenter Message
(Japanese)

Kineo & Usuko

Shogo Watanuki  Japan〔Japan〕

【Outline】
The main feature of Kineo & Usuko is that two players share one controller. Only two analog sticks are used throughout the game. The gameplay is designed around mochi-tsuki, a traditional Japanese custom of pounding boiled rice into rice cake. Players maneuver a wooden pounder and mortar with the analog sticks to pound rice as many times as possible before the time is up. The rule is simple, but the players can’t play well unless they move in synch. The players do not “beat” or “finish” the game; they play it just to see how strong their bond is. They can also choose to play a match in which they each hold a pounder to compete on how many times they can pound the rice. Kineo & Usuko enables friends, who communicate with each other mostly via SNS, to sit side by side physically to play a game, giving them an opportunity to recognize the importance of communicating with someone at their side. It presents a unique worldview designed to spark joy for both players, while it also aims to create a stir in the relationship between them.

Kineo & Usuko

» Presenter Message
(Japanese)

Mushroom 11

Itay Keren. / Untame  USA〔USA〕

Best Game Design Award

【Outline】
Mold an amorphous organism by pruning its cells. New cells will immediately grow, allowing you to traverse a mysterious world of brain-twisting obstacles, overcome mutated creatures, and understand the devastation from which you emerged.

Mushroom 11

» Presenter Message

Party Hard

Alex Potapenko / Pinokl Games  Ukraine〔Ukraine〕

【Outline】
In Party Hard, you play as someone who is really tired of the neighbors having loud parties. Instead of calling the police, you decide it’s a better idea to kill everyone – using your faithful knife and the environment.

Party Hard

» Presenter Message

Plug & Play

Mario von Rickenbach / Etter Studio
Switzerland〔Switzerland〕

Best Arts AwardBest Audience Award

【Outline】
Explore the universe of Plug & Play, an interactive animation drawn by Michael Frei and coded by Mario von Rickenbach. An unashamedly surreal play with plugs. Run, hit, switch, fall, love, plug, pull. And push. Play time between 10 – 15 minutes.

Plug & Play

» Presenter Message

Reelblade: Battle of the High Seas

Yuichiro Katsumoto / Project Reelblade  Singapore〔Singapore〕

Best Technological Game Award

【Outline】
Reelblade is a first-person “fishing/fighting” game. It offers a tactile and immersive experience with the use of a unique morphable controller to switch between fishing and fighting modes. Gameplay consists of using the morphable controller’s fishing mode to fish up sea monsters. With the press of a button, the controller changes into a sword, allowing the player to battle with the monster. Reelblade’s gameplay, incorporating the morphable controller, has been deliberately designed to blur the line between game, game controller, toy and prop. In-game changes in weapon mode is directly reflected by an actual physical transformation of the controller. When enabling 'Sword mode', the controller would literally assume the shape of a sword, giving the player a sense of real world weight and tactile feedback that is unparalleled by most motion-controlled games in the market.
Features:
  • ・Immersive Tactile Gameplay
  • ・Intuitive man-machine interface that removes almost all layers of abstraction between game interface and real world actions.
  • ・Unique morphable controller that is able to transit into a variety of forms

Reelblade: Battle of the High Seas

» Presenter Message
(Japanese)

Tough Coded: Live

Fernando Sarmiento /
Little Nando  Argentina〔Argentina〕

Best Experimental Game AwardBest Presentation Award

【Outline】
People in a party audience take turns to -try- to defeat Little Nando: the Game Master. Each play lasts the length of a song. The music and videogame is level-designed LIVE by the game master.

Tough Coded: Live

» Presenter Message

Walden, a game

Tracy Fullerton / USC Game Innovation Lab  USA〔USA〕

【Outline】
central question behind the project is: can we make a game that translates Thoreau’s experiment in living into a playable experience? As he writes, Thoreau went to the woods to reduce life to its lowest terms and see if it is “mean” or “sublime,” and “if it proved to be mean, to get the whole and genuine meanness of it, and publish its meanness to the world; or if it were sublime, to know it by experience, and be able to give a true account of it.” Our game system presents a tension for the player between these possibilities, which they must attempt to balance as best they can over the course of an in-game year. The game presents a way of thinking about “goals” that is very different than most game systems.

Walden, a game

» Presenter Message

※Presenters are subject to change.

Presentation Movie

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