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	<title>Hookshot Inc.Hookshot Inc. | Hookshot Inc.</title>
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	<link>http://www.hookshotinc.com</link>
	<description>Writing about the games that arrive via SPACE.</description>
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	<copyright>Copyright © Hookshot Inc. 2012 </copyright>
	<managingEditor>gozaimas@btinternet.com (Hookshot Inc.)</managingEditor>
	<webMaster>gozaimas@btinternet.com (Hookshot Inc.)</webMaster>
	<ttl>1440</ttl>
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		<title>Hookshot Inc.</title>
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	<itunes:subtitle>The Hookshot Inc. podcast on downloadable video games featuring Christian Donlan, Simon Parkin, Keith Stuart and Will Porter.</itunes:subtitle>
	<itunes:summary>Each episode the team from downloadable video games website Hookshot Inc. discuss a different issue or theme around the games industry, bringing their unique insight to the table.</itunes:summary>
	<itunes:keywords>videogames, video, games, ios, mobile, games, game, design</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Technology" />
	<itunes:category text="Arts" />
	<itunes:author>Hookshot Inc.</itunes:author>
	<itunes:owner>
		<itunes:name>Hookshot Inc.</itunes:name>
		<itunes:email>gozaimas@btinternet.com</itunes:email>
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	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
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		<item>
		<title>Hookshot Podcast #9: LAUGH</title>
		<link>http://www.hookshotinc.com/hookshot-podcast-9-laugh/</link>
		<comments>http://www.hookshotinc.com/hookshot-podcast-9-laugh/#comments</comments>
		<pubDate>Tue, 05 Mar 2013 12:30:17 +0000</pubDate>
		<dc:creator>Christian Donlan</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[hookshot inc. podcast]]></category>
		<category><![CDATA[laugh]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6736</guid>
		<description><![CDATA[The Hookshot Podcast finally returns, bearing the gift of humour. 

Well, bearing the gift of a discussion about videogame humour anyway.<p>]]></description>
				<content:encoded><![CDATA[<h1 align=center><img src="http://www.hookshotinc.com/wp-content/uploads/2013/03/podcast-header9.png" alt="podcast header9" width="630" height="290" class="aligncenter size-full wp-image-6741" /></h1>
<p>Could it be that the Hookshot Podcast has reached number 49 already? No, alas. I just fired up the CMS without my glasses on, and that hash sign confused me.</p>
<p>What a lark! Or rather, what a laugh &#8211; and that&#8217;s the subject of this week&#8217;s podcast. Pulling back the curtain a little, I think I can probably safely admit that we recorded this podcast a while back &#8211; it&#8217;s all Will&#8217;s fault &#8211; and I&#8217;ve completely forgotten the ground we cover. We&#8217;re talking about funny videogames, though, so I suspect Monkey Island and WarioWare feature prominently, and I bet I mention Robotron and then Keith tries to pitch a game of some sort. Then Parkin says something that has to be edited out.</p>
<p>Listen below, download using the link provided, subscribe to us on <a href="https://itunes.apple.com/gb/podcast/hookshot-inc.podcasts-hookshot/id568838127?mt=2">iTunes here</a> or use <a href="http://www.hookshotinc.com/category/podcasts/feed/" target="_blank">this link</a> to the site&#8217;s direct podcast RSS feed.
<div class="TweetButton_button" style="float: right; margin-left: 10px;;height:20px;margin-bottom:5px;"><a href="http://twitter.com/share data-url="http://www.hookshotinc.com/hookshot-podcast-9-laugh/" data-text="Hookshot Podcast %239: LAUGH"data-count="vertical" data-lang="en" data-related="hookshot+inc.+podcast,laugh""><img src="http://www.hookshotinc.com/wp-content/plugins/tweetbutton-for-wordpress/images/tweet.png" style="border:none" /></a></div>
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		<itunes:duration>0:33:04</itunes:duration>
		<itunes:subtitle>The Hookshot Podcast finally returns, bearing the gift of humour. 

Well, bearing the gift of a discussion about videogame humour anyway.</itunes:subtitle>
		<itunes:summary>The Hookshot Podcast finally returns, bearing the gift of humour. 

Well, bearing the gift of a discussion about videogame humour anyway.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Hookshot Inc.</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Hookshot Podcast #8: PREDICT</title>
		<link>http://www.hookshotinc.com/hookshot-podcast-8-predict/</link>
		<comments>http://www.hookshotinc.com/hookshot-podcast-8-predict/#comments</comments>
		<pubDate>Thu, 17 Jan 2013 10:33:34 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Hookshot Podcast #8: PREDICT]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6728</guid>
		<description><![CDATA[In this week's episode the Hookshot Inc. team lays down its predictions for 2013.<p> Handsome Keith Stuart guides the team through some of his ideas of what to expect, and the rest of the team pull them apart.<p> Can we expect indie horror to enjoy an upsurge this year? Will Kickstarter be found out? And if so, how on earth will Keith get 'Maths Bugger 2' funded?<p> Join us. It will be a good time, promise.]]></description>
				<content:encoded><![CDATA[<h1><img src="http://www.hookshotinc.com/wp-content/uploads/2013/01/podcast-header8.png" alt="hookshot podcast predict" width="630" height="290" class="aligncenter size-full wp-image-6729" /></h1>
<p>Goodness! Is it 2013 already? We can almost feel the vestiges of youth hardening as we glance at the calendar. </p>
<p>But! This is no time to be glum and mortal. Video games are coming. Lots of video games. Also, new hardware and peripherals and so many announcements and trends and winners and losers and business models and art styles and new ideas and old ideas and weird ideas and invention and reinvention and it&#8217;s all coming, coming, coming on the closing horizon. </p>
<p>This year the Hookshot Inc. team will be focusing more fully on our podcast output (hence the rather sparse updates lately) &#8211; but don&#8217;t worry: we&#8217;ve not disappeared, we&#8217;ve just slipped from the visual to the aural. There will be the odd post here and there too, but principally we&#8217;ll be <i>talking</i> about games, rather than </i>writing</i> about them (something each of us continues to do a great deal elsewhere) on this particular corner of the internet. </p>
<p>In this week&#8217;s episode we&#8217;re laying down our predictions for the year. Handsome Keith Stuart guides the team through some of his ideas of what to expect in 2013, and the rest of the team pull them apart. Can we expect indie horror to enjoy an upsurge this year? Will Kickstarter be found out? And if so, how on earth will Keith get &#8216;Maths Bugger 2&#8242; funded? Join us. It will be a good time, promise.</p>
<p>Listen below, download using the link provided, subscribe to us on <a href="https://itunes.apple.com/gb/podcast/hookshot-inc.podcasts-hookshot/id568838127?mt=2">iTunes here</a> or use <a href="http://www.hookshotinc.com/category/podcasts/feed/" target="_blank">this link</a> to the site&#8217;s direct podcast RSS feed.
<div class="TweetButton_button" style="float: right; margin-left: 10px;;height:20px;margin-bottom:5px;"><a href="http://twitter.com/share data-url="http://www.hookshotinc.com/hookshot-podcast-8-predict/" data-text="Hookshot Podcast %238: PREDICT"data-count="vertical" data-lang="en" data-related="Hookshot+Podcast+%238%3A+PREDICT,podcast,video+games""><img src="http://www.hookshotinc.com/wp-content/plugins/tweetbutton-for-wordpress/images/tweet.png" style="border:none" /></a></div>
<img src="http://www.hookshotinc.com/wp-content/uploads/2012/02/ico.png" width="25" height="25">]]></content:encoded>
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		<slash:comments>4</slash:comments>
			<enclosure url="http://www.hookshotinc.com/audio/Podcast8-PREDICT.mp3" length="54126884" type="audio/mpeg" />
		<itunes:duration>0:37:33</itunes:duration>
		<itunes:subtitle>In this week's episode the Hookshot Inc. team lays down its predictions for 2013. Handsome Keith Stuart guides the team through some of his ideas of what to expect, and the rest of the team pull them apart. Can we expect indie horror to enjoy an ups[...]</itunes:subtitle>
		<itunes:summary>In this week's episode the Hookshot Inc. team lays down its predictions for 2013. Handsome Keith Stuart guides the team through some of his ideas of what to expect, and the rest of the team pull them apart. Can we expect indie horror to enjoy an upsurge this year? Will Kickstarter be found out? And if so, how on earth will Keith get 'Maths Bugger 2' funded? Join us. It will be a good time, promise.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Hookshot Inc.</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Hookshot Podcast #7: REFLECT</title>
		<link>http://www.hookshotinc.com/hookshot-podcast-7-reflect/</link>
		<comments>http://www.hookshotinc.com/hookshot-podcast-7-reflect/#comments</comments>
		<pubDate>Mon, 31 Dec 2012 15:58:35 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[2012]]></category>
		<category><![CDATA[hookshot inc. podcast]]></category>
		<category><![CDATA[podcast]]></category>
		<category><![CDATA[reflect]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6720</guid>
		<description><![CDATA[It's the end of 2012, the year of Hookshot Inc.'s birth and what better time to subject oneselves to the WarioWare imperative: REFLECT!<p>In this the seventh episode, Will, Keith, Christian and Simon discuss eight of their favourite downloadable games of the year, unpicking the likes of Fez, New Star Soccer, Letterpress, The Walking Dead amongst others.<p>]]></description>
				<content:encoded><![CDATA[<h1 align=center><img src="http://www.hookshotinc.com/wp-content/uploads/2012/12/podcast-header7.png" alt="podcast header7" width="630" height="290" class="aligncenter size-full wp-image-6721" /></h1>
<p>It&#8217;s the end of 2012, the year of Hookshot Inc.&#8217;s birth and what better time to subject oneselves to the WarioWare imperative: REFLECT! </p>
<p>In this the seventh episode, Will, Keith, Christian and Simon discuss eight of their favourite downloadable games of the year, unpicking the likes of Fez, New Star Soccer, Letterpress, The Walking Dead amongst others. Hear about Will&#8217;s crippling gambling addiction, Keith&#8217;s willfully destructive children, Simon&#8217;s difficulty with words and the great many game developers that Christian stalks on g-chat. </p>
<p>Listen below, download using the link provided, subscribe to us on <a href="https://itunes.apple.com/gb/podcast/hookshot-inc.podcasts-hookshot/id568838127?mt=2">iTunes here</a> or use <a href="http://www.hookshotinc.com/category/podcasts/feed/" target="_blank">this link</a> to the site&#8217;s direct podcast RSS feed.
<div class="TweetButton_button" style="float: right; margin-left: 10px;;height:20px;margin-bottom:5px;"><a href="http://twitter.com/share data-url="http://www.hookshotinc.com/hookshot-podcast-7-reflect/" data-text="Hookshot Podcast %237: REFLECT"data-count="vertical" data-lang="en" data-related="2012,hookshot+inc.+podcast,podcast,reflect""><img src="http://www.hookshotinc.com/wp-content/plugins/tweetbutton-for-wordpress/images/tweet.png" style="border:none" /></a></div>
<img src="http://www.hookshotinc.com/wp-content/uploads/2012/02/ico.png" width="25" height="25">]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<itunes:duration>0:38:42</itunes:duration>
		<itunes:subtitle>It's the end of 2012, the year of Hookshot Inc.'s birth and what better time to subject oneselves to the WarioWare imperative: REFLECT!In this the seventh episode, Will, Keith, Christian and Simon discuss eight of their favourite downloadable games [...]</itunes:subtitle>
		<itunes:summary>It's the end of 2012, the year of Hookshot Inc.'s birth and what better time to subject oneselves to the WarioWare imperative: REFLECT!In this the seventh episode, Will, Keith, Christian and Simon discuss eight of their favourite downloadable games of the year, unpicking the likes of Fez, New Star Soccer, Letterpress, The Walking Dead amongst others.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Hookshot Inc.</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Hookshot Inc. Podcast #6: PRESS</title>
		<link>http://www.hookshotinc.com/hookshot-inc-podcast-6-press/</link>
		<comments>http://www.hookshotinc.com/hookshot-inc-podcast-6-press/#comments</comments>
		<pubDate>Tue, 18 Dec 2012 12:01:41 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[hookshot inc. podcast]]></category>
		<category><![CDATA[kinect]]></category>
		<category><![CDATA[press]]></category>
		<category><![CDATA[virtual buttons]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6686</guid>
		<description><![CDATA[This week the Hookshot Inc. team sits down to discuss 'Press'.<p> We ask what may have been gained or lost in video gaming's move away from physical buttons in recent times with the advent of virtual joysticks and motion controls.<p>]]></description>
				<content:encoded><![CDATA[<h1 align=center><img src="http://www.hookshotinc.com/wp-content/uploads/2012/12/podcast-header6.png" alt="podcast header6" width="630" height="290" class="aligncenter size-full wp-image-6687" /></h1>
<p>There are seven more sleeps till Christmas! Which means it&#8217;s nearly time for PRESENTS to be PRESSED into your hands. Which provides us with a tiresome and tenuous link to the subject of this week&#8217;s Hookshot Inc. podcast, in which the team discusses the act of pressing things in video games.</p>
<p>Are the virtual joysticks of planet smartphone acceptable replacements for a physical controller? Are there any motion controlled games which can equal the curious thrill of seeing a game character wave back at you on screen? Which is the Hookshot team&#8217;s favourite button? We press ourselves against these questions and more in the sixth (6th!) episode in the Hookshot Inc. podcast season one.</p>
<p>Listen below, download using the link provided or subscribe to us on <a href="https://itunes.apple.com/gb/podcast/hookshot-inc.podcasts-hookshot/id568838127?mt=2">iTunes here</a>.</p>
<div class="TweetButton_button" style="float: right; margin-left: 10px;;height:20px;margin-bottom:5px;"><a href="http://twitter.com/share data-url="http://www.hookshotinc.com/hookshot-inc-podcast-6-press/" data-text="Hookshot Inc. Podcast %236: PRESS"data-count="vertical" data-lang="en" data-related="hookshot+inc.+podcast,kinect,press,virtual+buttons""><img src="http://www.hookshotinc.com/wp-content/plugins/tweetbutton-for-wordpress/images/tweet.png" style="border:none" /></a></div>
<img src="http://www.hookshotinc.com/wp-content/uploads/2012/02/ico.png" width="25" height="25">]]></content:encoded>
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		<slash:comments>4</slash:comments>
			<enclosure url="http://www.hookshotinc.com/audio/Podcast6-PRESS.mp3" length="1" type="audio/mpeg" />
		<itunes:duration>0:23:48</itunes:duration>
		<itunes:subtitle>This week the Hookshot Inc. team sits down to discuss 'Press'. We ask what may have been gained or lost in video gaming's move away from physical buttons in recent times with the advent of virtual joysticks and motion controls.</itunes:subtitle>
		<itunes:summary>This week the Hookshot Inc. team sits down to discuss 'Press'. We ask what may have been gained or lost in video gaming's move away from physical buttons in recent times with the advent of virtual joysticks and motion controls.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Hookshot Inc.</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
	</item>
		<item>
		<title>Skrillex Quest drops glitch Zelda in your browser</title>
		<link>http://www.hookshotinc.com/skrillex-quest-drops-glitch-zelda-in-your-browser/</link>
		<comments>http://www.hookshotinc.com/skrillex-quest-drops-glitch-zelda-in-your-browser/#comments</comments>
		<pubDate>Wed, 05 Dec 2012 15:52:29 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Web]]></category>
		<category><![CDATA[skrillex quest]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6680</guid>
		<description><![CDATA[American dubstep artist Skrillex has put his name and music to a webgame produced by New York indie developer Jason Oda.<p> Hookshot Inc. takes a look.<p>]]></description>
				<content:encoded><![CDATA[<h1 align=center><img src="http://www.hookshotinc.com/wp-content/uploads/2012/12/skrillex.png" alt="" title="skrillex" width="630" height="290" class="alignnone size-full wp-image-6681" /></h1>
<p>American dubstep artist Skrillex has put his name and music to a webgame produced by New York indie developer Jason Oda. Skrillez Quest is <a href="http://www.nme.com/artists/skrillex" target="_blank">available for free in your browser</a> and mashes together the Californian&#8217;s music (in particular the tracks &#8216;Scary Monsters and Nice Sprites&#8217; and &#8216;Summit&#8217;) with a clutch of game influences from Zelda to Sword &#038; Sworcery. </p>
<p>The impressive game matches the glitchiness of its soundtrack with the high concept of a flickering game world, as if distorted by dust on the cartridge&#8217;s contacts. But the development was far from smooth. Posting on Facebook, game creator Jason Oda wrote: &#8220;Several months ago I was commissioned to make a game for Skrillex. It was a ton of work and a completely frustrating bullshit-fest along the way but I am so happy to say that the game is finally, finally officially live! </p>
<p>&#8220;I&#8217;m super proud of it and really hope you check it out,&#8221; he wrote. &#8220;I really think it&#8217;s the best game I&#8217;ve ever done. Remember blowing the dust out of your NES cartridges when they glitched? This game is all about that from the perspective of the people within the game.&#8221;
<div class="TweetButton_button" style="float: right; margin-left: 10px;;height:20px;margin-bottom:5px;"><a href="http://twitter.com/share data-url="http://www.hookshotinc.com/skrillex-quest-drops-glitch-zelda-in-your-browser/" data-text="Skrillex Quest drops glitch Zelda in your browser"data-count="vertical" data-lang="en" data-related="skrillex+quest""><img src="http://www.hookshotinc.com/wp-content/plugins/tweetbutton-for-wordpress/images/tweet.png" style="border:none" /></a></div>
<img src="http://www.hookshotinc.com/wp-content/uploads/2012/02/ico.png" width="25" height="25">]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Hookshot Podcast #5: DIE</title>
		<link>http://www.hookshotinc.com/hookshot-podcast-5-die/</link>
		<comments>http://www.hookshotinc.com/hookshot-podcast-5-die/#comments</comments>
		<pubDate>Mon, 03 Dec 2012 10:19:48 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[die]]></category>
		<category><![CDATA[hookshot inc. podcast]]></category>
		<category><![CDATA[permadeath]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6674</guid>
		<description><![CDATA[This week the Hookshot Inc. team turns up to the studio in black clothes and with ashen faces to discuss that most morbid of subjects: death (in video games). <p> Settle down with a stiff drink and a reflective soul as we stare the end full in the face and come away <i>invigorated</i>.<p>]]></description>
				<content:encoded><![CDATA[<h1 align=center><img src="http://www.hookshotinc.com/wp-content/uploads/2012/12/podcast-header5.png" alt="" title="podcast header5" width="630" height="290" class="alignnone size-full wp-image-6678" /></h1>
<p>This week the Hookshot Inc. team turns up to the studio in black clothes and with ashen faces to discuss that most morbid of subjects: death (in video games). </p>
<p>But wait! Is death in games such a big deal? Surely there&#8217;s always another life to replace the lost one, another credit to be pulled fro the depths of your pocket? Mario may fall off a cliff in 2-1, but he&#8217;ll be back for 2-2 with a stab of the button, no? </p>
<p>What of permadeath &#8211; the act of playing a game as if your virtual life has the same expectancy as your actual one: die and it&#8217;s all over. And what about the distinction between narrative death in games and ludic death? Can the two ever work in harmony?</p>
<p>More importantly, do you know which pop band Keith Stuart of The Guardian names his X-Com soldier after? </p>
<p>Settle down with a stiff drink and a reflective soul as we stare the end full in the face and come away <i>invigorated</i>. Possibly.</p>
<p>Listen below, download using the link provided or subscribe to us on <a href="https://itunes.apple.com/gb/podcast/hookshot-inc.podcasts-hookshot/id568838127?mt=2">iTunes here</a>.</p>
<p><iframe width="100%" height="166" scrolling="no" frameborder="no" src="http://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F69790664&#038;show_artwork=true"></iframe></p>
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<img src="http://www.hookshotinc.com/wp-content/uploads/2012/02/ico.png" width="25" height="25">]]></content:encoded>
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			<enclosure url="http://www.hookshotinc.com/audio/Podcast5-DIE.mp3" length="36391417" type="audio/mpeg" />
		<itunes:duration>0:25:16</itunes:duration>
		<itunes:subtitle>This week the Hookshot Inc. team turns up to the studio in black clothes and with ashen faces to discuss that most morbid of subjects: death (in video games).  Settle down with a stiff drink and a reflective soul as we stare the end full in the face[...]</itunes:subtitle>
		<itunes:summary>This week the Hookshot Inc. team turns up to the studio in black clothes and with ashen faces to discuss that most morbid of subjects: death (in video games).  Settle down with a stiff drink and a reflective soul as we stare the end full in the face and come away invigorated.</itunes:summary>
		<itunes:keywords>Podcasts</itunes:keywords>
		<itunes:author>Hookshot Inc.</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<title>Clockwork Racers – multiscreen Micro Machines action</title>
		<link>http://www.hookshotinc.com/clockwork-racers-multiscreen-micro-machines-action/</link>
		<comments>http://www.hookshotinc.com/clockwork-racers-multiscreen-micro-machines-action/#comments</comments>
		<pubDate>Tue, 27 Nov 2012 11:36:28 +0000</pubDate>
		<dc:creator>Keith Stuart</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Clockwork Racers]]></category>
		<category><![CDATA[pc]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6645</guid>
		<description><![CDATA[Oh man, I've been meaning to write about Clockwork racers ever since I saw it at the ExPlay Conference in Bath. It's a really beautiful top-down racer, in the style of Codemasters classic Micro Machines - except you're driving teeny-weeny clockwork robots rather than teeny weeny toy cars.]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.hookshotinc.com/wp-content/uploads/2012/11/clockwork.png"><img src="http://www.hookshotinc.com/wp-content/uploads/2012/11/clockwork.png" alt="" title="clockwork" width="640" height="290" class="aligncenter size-full wp-image-6667" /></a><br />
Oh man, I&#8217;ve been meaning to write about Clockwork racers ever since I saw it at the ExPlay Conference in Bath. It&#8217;s a really beautiful top-down racer, in the style of Codemasters classic Micro Machines &#8211; except you&#8217;re driving teeny-weeny clockwork robots rather than teeny weeny toy cars. </p>
<p>The principles are the same though: fact-paced multiplayer zooming action over gigantified backgrounds. There&#8217;s a science lab, a school desk, a dinner table, all littered with obstacles designed to catch you out as you bash your competitors about the narrow road ways. Unlike Micro Machines though, slow racers aren&#8217;t ejected from the game if they fall behind and off the screen: instead the camera pans out, so all drivers get to finish. </p>
<p>It makes for a more consistent, less vicious gameplay experience, and one that does&#8217;t stop every three seconds – which is better for a family audience, and for people who aren&#8217;t very good. It&#8217;s the family audience that Bristol studio <a href="http://opposablegames.com">Opposable Games</a> has in its sights, though. Clockwork Racers has been funded through a competition run by the University of Abertay and Tiga, looking for innovative projects that could be shared between friends and family members. Clockwork Racers features a technology that allows it to be played across multiple devices, including iPhones, iPads, PC and TV, all communicating with each other via Bluetooth, Wi-Fi or Airplay. Up to four robots race at once, and judging by the time we spent with it, the connection between machines is impressively lag-free. </p>
<p>It&#8217;s also a really fun drive. The robot handling is accessible and generous, but deep enough to allow decent tactical racing. If you didn&#8217;t think that blasting across a table covered in sweets and doughnuts trying to cut up a miniature droid would be hotly competitive you&#8217;d be mistaken. I also like the variation on the usual Mario Kart turbo boost at the start of the race: here you can actually wind up your clockwork racers by twirling your finger on the screen, giving them a short burst of power at the outset. A nice idea. </p>
<p>Clockwork Racers is due out on the Apple App Store in december. There&#8217;s a trailer <a href="http://www.youtube.com/watch?v=hiE-dLSNzaI">here</a> (We&#8217;d embed it but we can&#8217;t because Opposable has switched embedding off).
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		<title>Bringing LA closer to home with LA Game Space</title>
		<link>http://www.hookshotinc.com/bringing-la-closer-to-home-with-la-game-space/</link>
		<comments>http://www.hookshotinc.com/bringing-la-closer-to-home-with-la-game-space/#comments</comments>
		<pubDate>Tue, 27 Nov 2012 08:00:42 +0000</pubDate>
		<dc:creator>Simon Parkin</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[atract mode]]></category>
		<category><![CDATA[keita takahashi]]></category>
		<category><![CDATA[LA Game Space]]></category>
		<category><![CDATA[los angeles]]></category>
		<category><![CDATA[pendelton ward]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6655</guid>
		<description><![CDATA[Hoookshot Inc. has a soft spot for Los Angeles.<p> But that's not the only reason we're throwing our support behind the LA Game Space, an initiative that could benefit players around the world and not just in Hollywood.<p>]]></description>
				<content:encoded><![CDATA[<h1 align=center><img src="http://www.hookshotinc.com/wp-content/uploads/2012/11/Katamari_Damacy_wallpaper.jpg" alt="" title="Katamari_Damacy_wallpaper" width="630" height="290" class="alignnone size-full wp-image-6660" /></h1>
<p>Hookshot Inc. has a close affinity to Los Angeles. It was here that Simon <a href="http://www.eurogamer.net/articles/2011-09-14-cod-xp-the-bug-and-the-windscreen-article" target="_blank">danced the robot</a> a few meters from Kanye West and his taser-wielding bodyguard. It was also here that Keith drunkenly lunged at Teri Hatcher while blurting &#8220;lovely to meet you Miss Thatcher,&#8221; like a sozzled, groping old Tory. </p>
<p>Oh yeah, and <a href="http://www.eurogamer.net/articles/2012-10-09-night-and-the-city" target="_blank">Christian&#8217;s entire family comes from there</a>, where they mainly shoot criminals in the ass. </p>
<p>Also! Also: Los Angeles is where good friend of Hookshot Inc. Adam Robezzoli, founder of the site Attract Mode lives. Adam and his friend Daniel Rehn have a Kickstarter out. Wait! Adam and Dan aren&#8217;t trying to capitalise on your warm nostalgia for a 1980s computer game that he wants to modernize for a million dollars. </p>
<p>Rather, their plan is of a more public service bent. LA Game Space aims to become a &#8220;resource that will foster interesting, exciting games for years to come.&#8221;</p>
<p>Here is indie game developer Pendelton Ward to explain the idea:</p>
<h1 align=center><iframe width="600" height="315" src="http://www.youtube.com/embed/ypc0RA3w6RM" frameborder="0" allowfullscreen></iframe></h1>
<p>Is that clear now? Hmm. Well here&#8217;s Adam to explain a bit more.</p>
<p>&#8220;LA Game Space is a nonprofit center for videogame art, design, and research. It is a place for game innovation, education, and exhibition; where all of us can play and make and study and showcase games.&#8221;</p>
<p>OK. I think that makes sense.</p>
<p>&#8220;Our galleries will host large-scale EXHIBITIONS, interactive installations, performances, and retrospectives that can only be achieved at a space like this. We will be sharing catalogs, exhibition documentation, and the conversations surrounding gallery events online for everyone&#8217;s benefit.&#8221;</p>
<p>That sounds real nice.</p>
<p>&#8220;Our SPEAKER SERIES will feature new dialogues with both traditional and non-traditional game-makers. Our WORKSHOPS will introduce newcomers to the medium and explore new processes and perspectives with experienced creators.&#8221;</p>
<p>OK! This is something we can get behind. But wait. Despite Keith&#8217;s best efforts to move in next to Teri Hatcher, we don&#8217;t yet live in Los Angeles. What&#8217;s in it for us foreigners?</p>
<p>&#8220;The Space is in Los Angeles, but everyone online will be able to participate in our talks, workshops, and exhibitions,&#8221; says Adam. &#8220;All of our programs are open to anyone in the world.&#8221;</p>
<p>OK, that&#8217;s pretty sweet. Oh, and what&#8217;s that? We&#8217;ll get no fewer than 30 free games if we donate $15, including a new title from Keita Takahashi? WELL OK THEN.</p>
<p>Head along to the <a href="http://www.kickstarter.com/projects/lagamespace/la-game-space-a-place-for-re-imagining-video-games" target="_blank">Kickstarter page here</a> to get involved. </p>
<p>This is one of the important ones.</p>
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		<title>Tentacles: Gaaaah. But also: Mmmmmm!</title>
		<link>http://www.hookshotinc.com/tentacles-gaaaah-but-also-mmmmmm/</link>
		<comments>http://www.hookshotinc.com/tentacles-gaaaah-but-also-mmmmmm/#comments</comments>
		<pubDate>Mon, 26 Nov 2012 08:36:12 +0000</pubDate>
		<dc:creator>Christian Donlan</dc:creator>
				<category><![CDATA[iOS]]></category>
		<category><![CDATA[Must Plays]]></category>
		<category><![CDATA[WP7]]></category>
		<category><![CDATA[wp7]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6650</guid>
		<description><![CDATA[Have we talked about Tentacles yet? I hope not, because I'm about to talk about Tentacles, and I'd hate to be even more boring than usual.<p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.hookshotinc.com/wp-content/uploads/2012/11/Tentacles.jpeg"><img class="aligncenter size-large wp-image-6652" title="Tentacles" src="http://www.hookshotinc.com/wp-content/uploads/2012/11/Tentacles-1024x463.jpeg" alt="" width="1024" height="463" /></a></p>
<p>Have we talked about Tentacles yet? I hope not, because I&#8217;m about to talk about Tentacles, and I&#8217;d hate to be even more boring than usual.</p>
<p>Tentacles is a lovely smartphone game, see, where you play as a nasty little four-extendo-limbed thing crawling through someone&#8217;s innards. It&#8217;s a bit like InnerSpace, really, except you rip your enemies&#8217; eyeballs out with a rather unpleasant lunge move, and that lovely Dennis Quaid is nowhere to be seen.</p>
<p>Traversal, combat, and the occasional challenge sequence are all very well. What&#8217;s really lovely about this, though, is the way each tap of the screen sees you placing another limb and slowly dragging yourself through the world. The animation conveys a lovely sense of elastic movement, and the game feels very tightly rigged, if that makes sense. You know, as in rigging.</p>
<p>Anyway, Tentacles is available for iOS <a href="https://itunes.apple.com/gb/app/tentacles-enter-the-dolphin/id536040665?mt=8" target="_blank">here</a> for 69p. I gather it&#8217;s on Windows Phone 7, too, but I can&#8217;t find the link on their store because I&#8217;m stupid.
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		<title>How indie devs should talk to the press – by the press!</title>
		<link>http://www.hookshotinc.com/how-indie-devs-should-talk-to-the-press-by-the-press/</link>
		<comments>http://www.hookshotinc.com/how-indie-devs-should-talk-to-the-press-by-the-press/#comments</comments>
		<pubDate>Thu, 22 Nov 2012 11:15:20 +0000</pubDate>
		<dc:creator>Keith Stuart</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PSN]]></category>
		<category><![CDATA[Web]]></category>
		<category><![CDATA[XBLA]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[games journalism]]></category>
		<category><![CDATA[Indie development]]></category>

		<guid isPermaLink="false">http://www.hookshotinc.com/?p=6635</guid>
		<description><![CDATA[<p>Last week I did a talk at the Launch Conference in Birmingham about how developers should deal with the gaming press. As part of my 'preparations' I asked a bunch of my peers what they thought. Here's what they told me...</p>]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.hookshotinc.com/wp-content/uploads/2012/11/mespeech.jpg"><img src="http://www.hookshotinc.com/wp-content/uploads/2012/11/mespeech.jpg" alt="" title="mespeech" width="640" height="290" class="aligncenter size-full wp-image-6638" /></a><br />
Last week I did a talk at the Launch Conference in Birmingham about how developers should deal with the gaming press. In this exciting electronical age, one of the hardest things for a young studio to do is get some attention amid the torrent of smartphone, Steam and digital console releases. So I tried to provide a few tips.</p>
<p>Anyway, as part of my &#8216;preparations&#8217; for the talk, I emailed lots of really great games writers and asked them for their own advice. A lot of them got back to me in lots of detail – too much to use in the speech. I know we have a lot of smaller studios reading Hookshot so I thought it might be useful to provide all their responses here, so you can get a good idea of how you should approach games journalists in the wild. Here&#8217;s what they had to say&#8230;</p>
<p><strong>Rich Stanton, freelance writer, The Guardian, Edge, Eurogamer</strong><br />
What should a new studio do to get my attention?</p>
<p>First of all, look me up. I have a twitter, a blog with my email address, and I&#8217;m online every day &#8211; yet an indie probably contacts me direct once a month, if that. Tell me why you think your game&#8217;s different. If I&#8217;m going to look at it and just think &#8216;it&#8217;s an endless runner&#8217; I&#8217;m probably not interested, UNLESS you explain how your time-rewinding mechanic brings a new dimension to the genre. </p>
<p>Send me a preview build, or a download code. I&#8217;m a professional critic with hundreds of games on my to-do list, make it as easy as possible for me to give you my time.   </p>
<p>Think about the future, and be nice. I had a guy who got in touch with me about an iOS game which was unremarkable, and in an oversaturated genre. I politely explained I couldn&#8217;t pitch it to Eurogamer, and let me know about what you do in the future. I got a strident email back about how it was my job to get his game coverage. I won&#8217;t be wasting my time on his games in future. </p>
<p><strong>Guy Cocker, editor, Gamespot</strong><br />
Pick up the phone and talk to us. It&#8217;s usually easy to find our number, and is more personal than a mass email that we&#8217;ll inevitably ignore. And use social media.</p>
<p><strong>Jon Jordan, editor-at-large, Pocket Gamer</strong><br />
There are no silver bullets. </p>
<p>You will already be using YouTube, Facebook, Twitter, etc., to build a community around your game and studio, and PR is just one element of this. Think about what makes your game different to the 100 other games being released this week and talk about those differences. Include a short description of what your game is about, include screenshots and a link to a video of gameplay footage. </p>
<p>Start emailing people 6-8 weeks before you plan to launch. Don&#8217;t hassle people. Be professional but demonstrate your passion. Use your spellcheck. Don&#8217;t say your game is better/more popular than Angry Birds unless you can prove it. </p>
<p><strong>Alex Wiltshire, editor, Edge Magazine</strong><br />
Tell me a really short story about yourselves. Perhaps you&#8217;ve woven your life experiences into your game, or you&#8217;ve conquered adversity in making it. Surprise me, and show me how I can get our audience interested in your game.</p>
<p>Describe your game well. Not simply accurately, but also in perhaps two sentences. Boil it down to its essentials &#8211; good games really stand out even when the details are stripped away.</p>
<p>Talk to me at an event. Show me the game and tell me about it; even if it doesn&#8217;t immediately lead to anything, if I should hear about you or your game again, I&#8217;ll remember you.</p>
<p>This might sound obvious, but make a great game. Good games &#8211; beautiful, clever, original, fun &#8211; really do stand out from the rest. Concentrate on making your game genuinely great, and I&#8217;ll notice it.</p>
<p><strong>Ben Maxwell, online writer, Edge Magazine</strong><br />
Make a good game&#8230;</p>
<p>Press releases are all very well, but if you&#8217;re a smaller indie or &#8220;indievidual&#8221; (yeah, you can have that one for free), then try to personalise your emails rather than ape what you think a developer should be sending out. Journalists get many PRs, and respond much better to something that hasn&#8217;t been BCC&#8217;d to everyone.</p>
<p>Further to the above, try to identify a specific writer or editor you&#8217;d like to contact, don&#8217;t just fire your email to the generic inbox. If bylines are available, have a look at which writer/s have written about games similar to yours in the past, and are more likely to respond well to yours.</p>
<p>Include screenshots in your email, not just a link to your some password-protected zip file on an obscure FTP</p>
<p>Don&#8217;t contact journalists through their personal Soundcloud account (or any other such unrelated network) with news of your game. It&#8217;s sure to piss them off.</p>
<p>DON&#8217;T DESCRIBE YOUR GAME AS &#8220;AMAZING&#8221;, &#8220;MIND-BLOWING&#8221;, &#8220;UNIQUE&#8221; OR ANY OTHER SUCH POSTURING. THIS JUST SQUEEZES A JOURNALIST&#8217;S CYNICISM GLAND.</p>
<p>Don&#8217;t use all caps.</p>
<p><strong>Dan Dawkins, editor, PSM3 Magazine</strong><br />
Do something interesting that you believe in, and have a story to tell &#8211; that should go without saying. What does need saying, however, is how you plan to communicate that message to journalists and editors. Every editor has a jammed in-box, is probably inundated with administrative nonsense and doesn&#8217;t have the time they&#8217;d like to unearth something new. </p>
<p>So: make your pitch clear, and explain what you&#8217;re planning to do &#8211; and why folk should care. A considered email is a great start, but a polite phone call is even better. Don&#8217;t be pushy, just ask politely if they&#8217;ve received your mail and &#8211; better &#8211; be willing to offer something a journalist wants: like an exclusive interview, technical insight on development/hardware or your opinion on a broader video games industry issue. </p>
<p>A great example is Hello Games, who actively courted the press, and played to our ridiculous egos by <em>asking for help</em> since they weren&#8217;t sure what they were doing &#8211; or rather, knew what they were doing, and were appealing to our better nature. Hello Games also arrived with a pre-packaged &#8216;story&#8217;, that sort of thing journalists love: three blokes leave a big company, to risk it all for something they love. That&#8217;s a great narrative. Or, ignore all this advice entirely, and make something utterly, utterly brilliant that&#8217;s <em>sure</em> to go viral &#8211; but that process has to start somewhere. Above all: are you interested in what you&#8217;re doing? That&#8217;s a good start.</p>
<p><strong>Keza MacDonald, features editor, IGN</strong><br />
Three rules for press communication: Keep it short, keep it interesting, and don&#8217;t try to show a game before you&#8217;ve actually got anything to show. Most important of all, make a trailer. Even if it&#8217;s only 30 seconds long. If you&#8217;re talking about a game that people don&#8217;t know about yet, they want to be able to see it in action to determine quickly whether they&#8217;re interested in reading more.</p>
<p><strong>Jim Rossignol, co-founder, Rock Paper Shotgun</strong><br />
I&#8217;m very shallow, so I like to see action-packed (no empty space) screenshots that are illustrative of the game&#8217;s style. Beyond that, it&#8217;s good to see studios coming up with interesting names for their games&#8230;</p>
<p><strong>Stuart Dredge, freelance writer, The Guardian, Music Ally, more</strong><br />
First, never apologise for contacting a journalist directly. Quite a few independent developers do, as if I&#8217;d mind people wanting to tell me about their new games. I never mind!</p>
<p>Second, I get mountains of press releases and pitches a day, and while I do try to read all of them, time is very limited. So how can you boil your game down into a punchy paragraph explaining why it&#8217;s great/innovative? Rather than a page-or-more of text explaining it at length. If that paragraph is good, journalists will come back asking for the extra info.</p>
<p>Third, I find a YouTube video is often helpful, just to see a game running. Always include it if you have one, and if the game isn&#8217;t out yet, you can make the video only accessible to people who have the direct link.</p>
<p>Fourth: I&#8217;d suggest it&#8217;s fine to do one follow-up email saying, &#8220;I sent this, did you get it?&#8221; because things do slip through the net. Perhaps not more than one follow-up though &#8211; I would never get the arse about that, but some journalists would I suspect.</p>
<p><strong>Dan Griliopoulos, freelance writer and PR, RPS, Eurogamer and more</strong><br />
Communicate directly with me on Twitter about something not about your game &#8211; and from your personal account. Do it a few times. Don&#8217;t ever mention your game. I&#8217;ll probably end up following you anyway, if you&#8217;re nice to me like that, and that&#8217;ll subliminally affect my judgement. You&#8217;re terribly cynical, you know.</p>
<p><strong>Jon Hicks, Editor, Official Xbox Magazine</strong><br />
Pitch via email. It means I can consider it at my own pace, when I&#8217;ve got time. </p>
<p>Open with a brief praecis of what the game is, why it&#8217;s interesting to me and my readers, and ideally some images and video.</p>
<p>Don&#8217;t pitch games that don&#8217;t actually exist yet (people have tried this, even pre-Kickstarter. Although I&#8217;m not a big fan of Kickstarter pitches either, because there are so many of them and it&#8217;s hard to identify the most worthy or the most plausible)</p>
<p>Don&#8217;t nag for coverage. If it hasn&#8217;t happened, there&#8217;ll be a reason &#8211; not necessarily due to the worthiness of the game &#8211; and repeated bugging will not endear you. A few polite follow-up emails, sent over a couple of weeks, should be enough to keep you on the radar.</p>
<p>Approach us when we aren&#8217;t snowed under with the big blockbuster titles that our readers are really interested in. Indie pitches during E3 are likely to be overlooked. Those in August, or January, less so.</p>
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