How One Truly Weird Shooter In Video Games’ Future Is Getting Bigger

Last year at E3, I took a look at the trippiest first-person shooter I’d ever seen. This year, the game that lets you change the size of anything in the gameworld looks even better. Shinier. Stranger. And more inviting than ever before.

I caught up with designer Steve Swink at PAX Prime this year to see the changes he’s made to his indie game Scale. You can get a look at folks playing it on the show floor while Swink talks about the weirdo story people will experience in the game and the inspirations he’s drawn on while making it. You can keep your BFGs; I’m excited about the GTMYFG (Gun That Makes You Freakin’ Giant).


  • Hmm, I like that they did develop the narrative a bit, but as someone who started making games (programmer of 14 years) about 2 weeks ago this seems like one of the laziest mechanics possible.

    Scale within the engines i’ve been experimenting with (Unity3D and Three.js) is literally a single variable, and animating growth or shrink of that is another.. The coolest example I saw was the lemon rolling, but even in that he couldn’t change direction or anything – it was just a static motion.

    I’m all for playing with game mechanics, and without giving too much away it’s very much at the core of my own game – but this just seems too simplistic.. And the fact that he wants to do a kickstarter and a prerelease for such a simple game that realistically one person could make casually in their spare time seems greedy at best.


    • Yeah, with you there. I’ve seen student projects more polished after 6 months, with more complex mechanics.

      Still, I stand to be impressed. Maybe they’ll really surprise us!

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