Games for Change Nomination!

It has been a long time since we’ve posted an update here! We’ve been very busy behind the scenes, though!

With that, we have some very exciting news! Nevermind has been nominated for the Games for Change’s Most Innovative Game award! We are so honored, humbled, and excited to be included amongst some amazing games. We encourage you to check them all out here: www.gamesforchange.org/2013/05/2013-games-for-change-award-nominees/

Stay tuned for more updates. In the meantime, you can always see what we’re up to via our Facebook page (www.facebook.com/NevermindGame) or Twitter (www.twitter.com/NevermindGame).

The Greatest Fears of the I/ITSEC 2012 Conference are…

The Greatest Fears of the I/ITSEC 2012 Conference

Today we are proud to present to you the greatest fears of the 2012 I/ITSEC Conference.  Last week, NEVERMIND was showcased in the Serious Games Showcase and Challenge of this year’s conference.  We received a resounding amount of support and feedback from the conference attendees and exhibitors.  NEVERMIND was shown next to a slew of other fantastic educational and functional games from designers all over the world.  The games ranged from combat simulators to educational games that taught children algebra and spelling.  As you can imagine, NEVERMIND stood out quite a bit.  I think we can safely say that we were the darkest game in the showcase.

As attendees visited our booth, we told them about the game and then asked them what their biggest fear was.  The infographic above is the result of this data.  You can click on the image to see a bigger screen version.  As you can see, we all have a lot in common.  Let us know what your biggest fear is by Tweeting to our tag @nevermindgame.

The conference turned out to be a wonderful experience and we can’t thank Peter, Kent, and the rest of the SGS&C team enough for putting on such a great show.  We made some great new friends and found a place where games like NEVERMIND are truly valued for their intrinsic benefit to their players.

 

NEVERMIND Mention on Polygon

Thanks for the mention, Polygon!! It’s a huge honor to be listed even on the same page as games like Narbacular Drop, P.B. Winterbottom, and Cloud!!

The Student Competition category received more than 300 entries across consoles, PC and mobile platforms. This brings the total number of competition entries close to 900, the largest number of entrants in IGF history.

The Student Showcase features games by students from university development programs worldwide. Previously featured games includeDigiPen’s Narbacular Drop, the prototype that would become Valve’s Portal. Other past entrants include puzzle platformer The Misadventures Of P.B. Winterbottom, published in 2010 by 2K Games for XBLA and PC, and Cloud, an early title from thatgamecompany.

This year’s entries include DigiPen’s 2D platformer Perspective, experimental horror title Nevermind, and physics-based tower defense game The White Laboratory.

See the full article here.

NEVERMIND on Quarter-Per-Play

Doug Comstock shares his thoughts on horror games along with some very kind words about Nevermind in “Quarter-Per-Play!”

While adjusting the playing-field to properly address the issues horror games have faced in predictability and replayability; Nevermind’s biofeedback-enhanced game-play is poised to change the way horror games are designed fundamentally, and could possibly provide a new angle for anxiety management. As a player’s ability to manage their stress changes Nevermind’senvironment, the all-ready-instated goal of being as unpredictable, varied and fluid as possible can stand to have much more valuable impact through multiple play-throughs.

Check out the full article here.

NEVERMIND Announced as Serious Games Showcase and Challenge 2012

NEVERMIND just got announced as a finalist in this year’s Serious Games Showcase and Challenge in Orlando!!!  We’re really excited about this opportunity and want to thank all of the selection committee at the challenge for recognizing NEVERMIND as the word of passion that it is.

Check out the press release here.

NEVERMIND in BONUS DAMAGECAST // IndieCade 2012

The gentlemen at Extra Damage (@ExtraDamage) recently posted an excellent episode of their podcast covering some of the great games at IndieCade (FTL, Guacamelee, Hidden in Plain Sight, Open Source, and Wooden Sen’SeY) – including Nevermind and an interview with our very own Erin Reynolds!

Check it out here!

GAME.minder Report 21 – More Indie Than Indie(cade)

Check out this great recap of some of the games at IndieCade (including a very kind mention of Nevermind) by the guys from Handelabra Studio.

Check out the original post here.

NEVERMIND Mention in Gamasutra’s Recap of IndieCade 2012

Thank you to Gamasutra for their mention of NEVERMIND in their Recap of IndieCade 2012.

I watched a girl who “doesn’t play games” dominate Super Space __ for 30 minutes, saying “it’s not as intimidating as I thought!” I overheard indie dev Anna Anthropy say that never had she felt so safe around game fans. I saw my friend Erin Reynolds display her game Nevermind while her husband acted as booth babe. I saw people from all sorts of backgrounds playing and demonstrating games.

I don’t think the traditional industry purposefully avoids diversity, but it doesn’t especially encourage it either. It’s difficult to do within a large organization, and you certainly can’t hire people just because of how they look or what their background is.

Check out the full article here.

Erin on CNN’s iReport

CNN iReport shot a great interview with Erin talking about NEVERMIND.  Check it out below!

NEVERMIND in The Examiner’s IndieCade 2012 Recap

Thank you to the Examiner for doing a great recap of this year’s IndieCade Game Festival in Culver City, California.  Check out what they had to say about Nevermind:

Nevermind is another game with an innovative, conceptual twist. It is a nightmarish, first person horror survival game, akin in concept to the movie The Cell, allowing a player to enter people’s nightmares (while confronting one’s own). The twist is that this game uses biofeedback technology–the computer is connected to a stress-monitoring device the player wears while playing. As the player’s stress level increases, the game becomes harder to play, and once the player calms down, the game becomes easier.

Check out the full article here.