Well… Maybe One Guy Would.

Competition over. done. We spent weeks trawling through literally two entries, and agonised over who would emerge victorious. it was tough, but we finally made it.
Oh, you guys. Clearly our little robot, El Mono, did not fill you with the gushing fountain of inspiration and give-me-more-gasm that we intended.
We have failed you. I would offer to throw myself on my sword, but then who would bring you tasty portions of video game delight? Robin, you say? RUBBISH! Look, next time I swear it'll be the best competition ever, it'll be like, i dunno, we give you a giant sack of cash and you have to take a picture of yourself swimming in it and laughing and laughing.
Anyway, until then, we can tell you that Arlenius won, with his wave of children, Mexican style:
See the video behind the prize!
See the pictures behind the video!
See the man behind the pictures!
Him and his buddies are winning stuff as we speak. It's totally awesome and that makes us feel good. It also makes him feel good. Quoted.
In other news: we are starting the pre-beta at the end of next week. This will be open only to a select few people, hand picked from our own loving community. After that, the full beta will be available for everyone to enjoy, just in time for Christmas! Bring a glorious death to your friends and loved ones TODAY!*
*at Christmas.
New Artiste…
Yes, I'm new! In fact this is my first day working at Beatnik. I've leaped into the role of Lead Artist, overseeing the visual development of Plain Sight as we head towards beta, and beyond. I'll be working tirelessly to polish and make shiny every aspect of the game, and make it look generally lovely.
But since it's my first day they let me draw a picture of a robot.

If your life sucks, this will make it better.
Ok, so it was a slow news week last week. Don’t worry we are doing stuff, however the most exciting stuff *coughpublisherscough* we can’t really talk about, so, here’s a brief run down on what’s going on.
By popular demand, Lawrence has been working full time on the camera. It’s now silky smooth and smarter than an Octopus (they're bloody smart). He’s telling me there still lots to do, so it can only get better. Alex is working on the ‘over the internet’ networking, it’s pretty technical and probably won’t be of much interest to you however it’s worth mentioning (to make him feel good)
News from the indie-games hemisphere; as previously mentioned, our good friend Tommy has made a better-than-kittens game called ‘Goo!’. No, not ‘World of Goo’ – just, ‘Goo!’.
Anyway, to celebrate the upcoming IGF (which, being suckers for punishment, we’ve entered Plain Sight into) here’s an awesome video he made last year.We approve.
[video:http://www.youtube.com/watch?v=YF4uIKDqI7w]
Speaking of the excellent World of Goo, there’s been some flame wars/controversy on the intertubes. According to the developers, 2D Boy, it’s estimated that piracy rate is a whopping 82%. This makes us sad on the inside. Yes, we know it'll never disappear entirely. However, pirating an indie game is kinda like stealing from the homeless.
If you did find World of Good on the torrent sites (and enjoyed it) don’t be tight - cough up. It’s only $20, that couldn’t get you 4 pints of beer in London.
Whilst we’re trying to flog you stuff; ‘This is a Cry for Help’ is indie developer/artist Edmund McMillen’s life work – 10 years worth - all on one CD for a piss-tiny $10. You may not have heard of Edmund but you’ve probably heard of Gish and, if you flick through this list of games, comics, and sketch books , you’ll realise that this mere mortal has had a significant impact on all us indie-types. Lose some more money.
Here’s some free stuff (made by our fwends) for you to play.
by Edmund:
Meat Boy
Aether
The Badlands
by Adam : Gravity Hook
by Dock : Tumble Drop
Competition!
After one of the most revolting post-birthday hangovers of my young life, it’s time to stick to my word and announce our second competition.
Up for grabs is the sole remaining Plain Sight poster from the Euro Gamer Expo as well as a free copy of Plain Sight. As promotional material goes, it’s about as sassy and sexy as you can get.
How can you get it? Simple, promote us.
To the right you’ll see a wonderfully pre-prepared Plain Sight image. You can find a silhouette here, and a high res version here. What you have to do is take this image and put it somewhere interesting. Then take a photo and post your adventures on the forums. The image/story that tickles our fancy the most wins.
While you could just print it, cut it out, and paste it onto a wall, feel free to be original! You could mow it onto your lawn, or decorate a cake with it, etc. Basically: just go nuts.
EDIT: Teams will receive group prizes. Sassier and sexier group prizes.
Things that’ll count:
1) Originality
2) Location
3) Size
4) How many people you roped in to help (the more the better)
5) Background story
We will announce a winner in two weeks.
Good luck!
Plain Sight: “Love Me”. Public: “Alright”.
Our bodies twisted and feeble, our souls full and buoyant, we have returned from the Eurogamer Expo 2008.
Clearly, the physique of a programmer is not made to endure the stress of standing and smiling for two full working days, but it was worth it! The Beatnik Games award for ‘Best in Show’ goes to you, the public. You came, saw, and conquered our hearts with a charming blend of child-like curiosity and affable psychotic malice.
As a new and unknown indie company, we felt rather like a blushing school girl showing off our goods behind the bike shed; nervous and excited at what the boys would say when they caught their first glimpse of soft, pink... [“Stop that” – Robin]. And, oh my, what a reception we got.
Best moments include (but are not limited to):
1) Someone in the crowd shouting “Plain Sight!” at the Rock Paper Shotgun Thinkosium, when fun and original indie games were being discussed.
2) Seeing people swarm around the booth just to spectate a heated game in progress.3) The guy who, when asked by a gaming TV crew what he liked best about the Expo, plugged us over everyone else.
4) Giving an entirely slapdash and surreal interview for the Idle Thumbs podcast.
To everyone who came and had a go, to everyone who gave us feedback (good and bad), to everyone who signed up for the beta next month, to everyone we met who cheered us up when our legs were starting to give way: thank you! You have given us the motivation to get straight back to work and pull out all the stops to make the game that we love and that you deserve.
As a kind of post-expo celebration, we will soon be announcing a competition for you to win this extremely limited edition (only two in existence) Plain Sight poster, which was stuck on the wall above our stand, surveying the gaming landscape like a kindly and benevolent god. With bombs. You want to have it, we want to give it away. Details to follow!
NEWS FLASH: stuff has happened!! (with gameplay video!)
Holy Moles! It’s London Games Week next week. That means if you’re a gamer with even the slightest shred of street-cred you’ll be hot-tailing it to the Eurogamer Expo next Tuesday and Wednesday. If you’re cooler than cold, you’ll be getting *bleep*-faced at the Rock Paper Shotgun THINKOSIUM on the Tuesday night.

So, what have we been up to? Amazingness, that’s what.
Basically Plain Sight is in a state now that we’re happy to send out and show to important people. Yes, it has a few bugs and yes, its missing quite a bit of the stuff we’re still working on but we think it’s a pretty good representation of what’s going to be hitting the interweb at the tail end of November.
This pre-beta build is going to be on show at the above-mentioned Eurogamer and pretty much anything else we’re invited to over the next few weeks.
However, as we know some of you lovely people won’t be able to make it to the event I keep continuously plugging so, as a Happy Friday The 24th Of October present, please find a link to a little video I recorded 15 minutes ago. It’s totally unedited and, as I’m using the mouse controls, you may find the camera a bit sharp – however we’re finding it great fun to play! Swank!
ENJOY!
PS: you may notice the new dash / attack mechanism – it’s awesome.
... in Japan
On the first day, after getting over some dirty jet lag, my brother, Little Ryu (to the left), and I headed down to Shinjuku. Some dodgy people, who can spot a tourist a mile away, wouldn`t stop pestering us with their vain attempts to lure us in a club. Eventually we lost them and found ourselves in the arcades and, boy, they sure love beat-em-ups and pachinko! Street fighter 4 looked and played awesomely and I managed to whoop one of the locals ...skills! Having said that I shall now become the root of all envy and jealousy for those who still have yet to play it.
There are a lot of bright signs and ads that are thrown at you left, right and centre, but it isn`t as high tech as I thought it would be. The myth that everything in Japan is more expensive than in England is a lie! Stuff may be more expensive than in America but definitely not as much as London (with the pants customer service).
OK more sightseeing to do. Japan is a very pleasant place to live and you don`t hear police sirens every 5 minutes like I do back home. I am very much not looking forward to coming back! *sob*
(right:SF4 skills!)
Ponderings of a beatnik…...

“It doesn’t matter what you’ve got now, these *bleep* characters – they look like postman pat- they’ll change. The game you’ll finally make will be something totally different to what you’ve got now – it’s just the computer games way.”
I didn't believe it at the time - but it's true.
For the first couple of weeks, Plain Sight was a multiplayer stealth based combat game with a super advanced mêlée fighting mechanic. It was gritty, it was mean, it was “the most amazing game in the world” and we couldn’t believe that it hadn’t been made. Unfortunately, it could never work. Firstly, because it would have cost about 10 million to make. Secondly because online mêlée is, and you can quote me on this, bloody hard
Let’s take an early build of Plain Sight. You press the button, the player slashes his sword. Looks great and, on level ground, works. Now, give those robots the power to jump around a planet and move at the speed of Thor, God of Thunder. The likelihood of your player being within a certain radius of your opponent is pretty darn small. This makes it hard work for the players involved and, as work is no fun, the game is no fun.
“But but but but” I hear you say “I was playing Soul Caliber and Heavenly Sword – and they were the awesomeness”. Yes - Soul Caliber = two axis and single player games have the enemy AI throw caution to the wind and swarm you. So, it’s a problem.
Have we fixed it? Yes. We think we have. How? Sea otters. Lots and lots of sea otters, working around the clock 24/7. I guess we’ll find out tonight at the XNA:UK show and tell.
PS: The above image was the first of Declans commissioned pieces for us... the original (found here) had a girl in the image. I personally prefered it without - what do you all think?
Do you like making games also?
If so, join us at this year’s –super awesome- TIG Source TIG Jam UK

What’s TIG Jam? Well, it’s a three day event where young and upcoming game developers get together, drink beer, talk rubbish and make games.
The person/team who makes the best game by Sunday evening wins a mystery (AMAZING) prize and oodles of the stuff known on the street as “respect”.
If you haven't got what it takes to join a gang, curb stomp a stray cat or give yourself a tattoo with a rusty razorblade, you can still be the pimp-daddy. Make a game in three days. Easy.
Tickets are £25. Due to space limitations, there aren’t many of them.
Click on these words to find out more information.
Have a great weekend!












