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News

  2009 Independent Games Festival Announces Finalists
by Staff [PC, Console/PC]
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January 7, 2009
 
2009 Independent Games Festival Announces Finalists

The 2009 Independent Games Festival (IGF) has revealed the finalists for this year's ninth installment of the pre-eminent indie game competition.

From a record field of 226 entries, 30% over last year’s totals, a number of notable games scored multiple nominations this year.

These include orbital osmosis sim Osmos (3 nominations), abstract PSN action-er PixelJunk Eden (3 nominations), time-reversing guitar-compatible antishooter Retro/Grade (2 nominations), and atmospheric ball-ambulator Night Game (2 nominations).

Other examples of the finalists, which are viewable on the official IGF website, include charming exploration-game Blueberry Garden and music-based block puzzler Musaic Box, both double nominees, and several of the finalists for the new Innovation award, including Ratloop’s Mightier, Jason Rohrer’s Between and Tale Of Tales’ The Graveyard.

Finalists were decided by a panel made up of over 40 industry-leading game creators and journalists, including the makers of previous IGF honorees World Of Goo, Braid, Aquaria and N+; industry veterans from studios including Maxis, Big Huge Games, and SuperVillain Studios; and noted writers from Wired, Newsweek, and MTV.

In addition to the announcement, digital download store Direct2Drive has aligned with the Independent Games Festival to serve as the festival’s official download partner this year.

This includes a new Direct2Drive Award given out at the IGF Awards this March, and the service has opened dedicated Direct2Drive indie game area, including many previous IGF finalists and winners and other notable independent games.

The finalists for the 2009 Independent Games Festival are:

Seumas McNally Grand Prize:
Blueberry Garden (Erik Svedang)
Osmos (Hemisphere Games)
Carneyvale Showtime (Singapore-MIT Gambit Game Lab)
Night Game (Nicalis)
Dyson (Rudolf Kremers/Alex May)

Excellence In Visual Art:
Zeno Clash (ACE Team)
PixelJunk Eden (Q-Games)
Machinarium (Amanita Design)
Cletus Clay (TunaSnax)
Feist (Filthy Grip)

Excellence In Audio:
Musaic Box (KranX Productions)
Blueberry Garden (Erik Svedang)
BrainPipe (Digital Eel)
PixelJunk Eden (Q-Games)
Retro/Grade (24 Caret Games)

Excellence In Design:
Retro/Grade (24 Caret Games)
Snapshot (Six AM)
Night Game (Nicalis)
Musaic Box (KranX Productions)
Osmos (Hemisphere Games)

Innovation Award:
Between (Jason Rohrer)
Mightier (Ratloop)
The Graveyard (Tale Of Tales)
Coil (From The Depths)
You Have To Burn The Rope (Mazapan)

Technical Excellence:
PixelJunk Eden (Q-Games)
Cortex Command (Data Realms)
Osmos (Hemisphere Games)
The Maw (Twisted Pixel Games)
Incredibots (Grubby Games)

Nominated games will available in playable form on the 2009 Game Developers Conference show floor, and will compete for nearly $50,000 in prizes, including awards for Innovation, Excellence in Design, and the coveted $20,000 Seumas McNally Grand Prize, as well as the new Direct2Drive prize.

Winners will be announced on stage at the prestigious Independent Games Festival Awards on Wednesday, March 25, 2009, at the Moscone Center in San Francisco. The Independent Games Festival Awards are held along the Game Developers Choice Awards at GDC, which is run by Think Services (as is this website).

A separate set of finalists for the Student Showcase award, will be announced during the week of Jan. 19th, with the finalists for the IGF Mobile competition following in late January. Full festival information, including more details on these finalists and winners, is available at the official IGF website.
 
   
 
Comments

Julian Spillane
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I absolutely love that "You Have To Burn The Rope" was nominated in the Innovation category. This year's IGF nominees are all quite awesome and I'm looking forward to playing them all in March!

Benjamin Quintero
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Sad that I didn't make the cut but I'm happy for all of you guys; I wish you the best of luck in March.

I just wish there was a distinction between large teams of full-time office employees with private funding and true garage developers squeezing in their nights and weekends... "indie" is getting to be a really fuzzy word these days. Not that I had a chance against other games in a true indie category either, LOL. Lots of good games this year.


Samuel Chan
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I second that. Years ago I had a friend that worked at an "indie" office with a game at GDC. They had publisher backing, and millions poured into development. I was never sure where the "indie" part came from, they sure as hell weren't working from their garages.

Ryan Meyer
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Does anyone know why "You Have To Burn The Rope" was nominated? I understand the humor, but isn't it disrespectful to the teams who actually put a lot of effort into their games?

Simon Carless
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Ryan, since I also help run the IGF, I'll put what I just replied in a similar thread on TIGSource:

"Here is Kian’s commentary on being nominated:

http://www.mazapan.se/news/2009/01/07/independent-games-festival/

I think it’s an interesting response.

As for why it was nominated - hey, it was empirically voted one of the most innovative titles by the judges. It’s as simple as that.

But it’s a cheeky innovation of concept, rather than gameplay innovation, and I can understand why that rubs some people the wrong way.

I stand by it, just as we and the other organizers stand by the IGF. It’s what the judges thought, after all."

Dylan Cuthbert
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We are truly chuffed at getting three nominations for Eden!

To address Benjamin's concern - "Indie" has nothing to do with whether you are working from a garage or not (same goes for indie music), the definition is closer to describing non-publisher or non-externally controlled creativity. The PixelJunk series has been an enormous financial risk for us here at Q and is fully self-funded - it really embodies our independence from publishers because we saved and scrimped for 5 years in order to be able to strike out by ourselves with PixelJunk.

I agree a category could be added for "best student game" perhaps, which can only accept titles submitted by people who don't have jobs in the games industry yet.

Benjamin Quintero
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@Dylan

So by that logic Dylan, idSoftware could submit Rage, Epic could submit GoW if they felt like sweeping a competition... I guess it's just a difference of opinion but the term "garage" implies to me a certain fundamental financial struggle, not the physical act of sitting in a garage =). I don't doubt that you saved and scrimped for a long time, that could be said for any indie developer however.

I'm not trying to take away anyone's thunder and Q does good work, but you have to agree that the golden rule applies to games 90% of the time (who has the gold makes the rules). With growing complexity of modern games a solo developer just doesn't stand a chance against a paid team of full time employees.

My original point was that I feel that there should be some kind of division of categories based on financial restrictions (or it should at least be an officially weighted factor in judging games). The current system is designed for the rich to get richer with a random anomaly that sneaks in each year. There are $1M budget games competing with $0 budget games. It's Trump vs. the hobo down the street; who has the slight advantage here? =). Are you really okay with that?

Oh well, like I said; a difference of opinion.

Teri Thom
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Categories in a field so large and diverse could have helped.


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