And Yet It Moves: Review Roundup

And Yet It Moves has been out for a week and it has received rave reviews from the press. Let’s take a look at what the game journos have said about the game:

IGN made And Yet It Moves its WiiWare Game of the Month: “WiiWare has been getting a lot of cool indie PC game ports lately, and while And Yet it Moves is one of those, it’s also a game that is perfectly suited to the Wii. Using the tilt controls of the Wii remote, players rotate the entire world so they can climb mountains and cross huge chasms, and even defeat murderous horned toads with laser eyes. It’s a unique, fresh, and challenging platformer with a bizarre art style and a weird sense of humor. Credit goes to developer Broken Rules for breathing life into a stale genre.”

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September 2, 2010 in award, release
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Meet us at PAX Prime

The Broken Rules rocket science labs have extensively researched the effects of perceived abrupt changes of gravitational forces. The scientifically sound and valid results of this research was recently published on a game console near you. In the meantime, enjoy some images of our researchers in action.


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August 31, 2010 in Uncategorized, event
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And Yet It Moves to Europe

And Yet It Moves landed in the European Wii Shop channel today. Enjoy a weekend full of world-rotating, bat-herding and platforming!

In order to wet your mouth I’d like to point to some of the reviews we’ve got so far. So far, the reviewers are really enjoying the game. Get it while it’s hot:

“Whether bat-shepherding, banana-rolling or bee-fleeing, each task is obscure enough to warrant a eureka moment and physically exerting enough to serve as a decent twitch challenge.” EDGE 218 [8/10]

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August 27, 2010 in release
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And Yet It Moves is out on WiiWare

Have you noticed? The world spins a bit faster today than it usually does. And gravity behaves a bit weird, too. It used to point downward, right to the middle of the very earth you’re standing on. Not anymore. From today on, gravity points in the direction you chose it to. Because And Yet It Moves just landed on the Wii.

And Yet It Moves was not only ported to the Wii, the whole experience was custom tuned to the Wii’s unique features. Turning the world with the Wii Remote feels mighty (and snappy). The new levels are so hardcore that even the game designers have trouble finishing them without getting torn apart. The new game modes will make your head explode (which does not matter since it’s made of paper). We are proud of our game because it is awesome. Period.

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August 23, 2010 in release
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How long is the game?

Does game length matter? Is a hours per dollar metric telling anything about a game’s value? This is my personal take on game length. You’ve got to judge for yourself.

40 hours*
When I play Lumines it takes me about 20 minutes to submerge in the game and completely loose myself. After 50 minutes I can’t take it anymore. I can’t play Lumines at home. I only play it on the airplane. In fact, I only play it on long haul flights. Lumines is perfect. A round takes just as long as I can bear it. It is an in-flight entertainment system tailored to my needs. Game value: 40h/9$ (bought used copy) = 4.44**


80 hours
When I played Metal Gear Solid 4: Guns of the Patriots I was blown away by its attention to detail. It is a massive game with hours of cut scenes and dozens of missions. The hours flew by. I’ve personally enjoyed it more than any other story-driven game to date and invested much more time than I’d anticipated. MGS4 is cinema tailored to my needs. Game value: 80h/0$ (borrowed from friend) = ∞


1 hour
Canabalt stays in my memory as a game I only properly played in LA and on my flight back from IndieCade. In fact the experience was so tied to LA, I could never have played the game on the cold winter days that awaited me back home. It was a game I enjoyed for minutes and still it’s a game that I’ll never forget. Canabalt is a game tailored to my needs in LA. Game value: 1h/2.5$ = 0.4


10 hours
When I played Flow I handed over the controller to my girlfriend after an hour or so. Not that I wanted to quit – I was supposed to go for a beer with a colleague. When I returned 4 hours later my girlfriend was still sitting there playing Flow. I think she was in her third playthrough. About once each year she fires up Flow and enjoys it again. Flow is relaxation tailored to her needs. Game value: 10h/20$ (guessed, ’cause I don’t remember) = 0.5


0.083 hours
The first game by Jason Rohrer that I played was Passage, an experience that takes just minutes until it’s over. Every second is intense. A minute more and the game would have been less worthwhile. Passage is perfectly tailored to the needs of its story. Game value: 0.083h/0$ = ∞


50 hours
When playing Drop7 I usually only have time for one or two quick rounds. I prefer the so-called hardcore mode. Between those rounds my friends could theoretically beat me and I’d know the next time I’d open the game. Of course that never happens. But if it did I’d argue that the game does not stop while I don’t play it. It just stays in the background for the time between sessions. Drop7 is perfectly tailored for my subway rides. Game value: 50h/2$ = 25


120 hours
I admit it. I never played Fallout or Fallout 2. I tried to play the latter in an emulator but it just did not work out. Yet I adored Fallout 3 and played it through twice. I would guess that I invested about 60 hours into every playthrough. And it felt like a good investment because Fallout 3 (just like Oblivion) had the quality of a bad TV series and a better setting than most good TV shows. It replaced television for a few weeks. That was excellent. Fallout 3 is TV tailored to my needs. Game value: 120h/60$ = 2


Why would I talk this much about myself when writing about game length? Because if a game has the right length depends on two things: If the duration fits the story/gameplay and if it fits to you, the player. A well written game review can tell you whether a game is 2 hours long or 200 hours. But it will rarely tell you if the game length fits to your personal preferences – if the game has the right duration for you. And it’ll never tell you if the game fits perfectly to one of your habits. A lot of game journalists think that size matters and a game’s value can be measured in hours per dollar***. Yet there are enough examples of games where less proved to be best.

In other words:

by Martin Pichlmair

* Estimated total play time.
** I could never tell which of the above games has most value to me.
*** Which is just one aspect of the urge to rationalize gut judgements that is prevalent in games journalism.


PS: This article is part of a series about how long a game should be. Be sure to check out the other blog posts:

Ron Carmel of 2DBoy

Chris Hecker

Jonathan Blow

Dave Gilbert of Wadjet Eye Games

Cliff Harris of Positech Games

Matt Gilgenbach of 24 Caret Games

Noel Llopis

Martin Pichlmair of Broken Rules

Scott Macmillan of Macguffin Games

Peter Jones of Retro Affect

Lau Korsgaard

Eitan Glinert of Fire Hose Games

Chris DeLeon

Greg Wohlwend of Intuition Games

Jeffrey Rosen of Wolfire

Alex of TunaHQ

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August 17, 2010 in game design
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The penguin has landed

Last Friday we shot out And Yet It Moves for Linux. Our company penguin-lover Webs has done a tremendous porting job. We always wanted to support all 3 major Operating Systems. Now that we do, the game feels much more complete. As you know, consoles are next.


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August 9, 2010 in release
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Release Date: August 23rd

On August 23rd, the waiting for And Yet It Moves on WiiWare will be over. We’re happy to announce that the game will be available for 1000 Wii Points on that date. And just 4 days later, the European and Australian WiiWare stores will be graced by our game. Charge your Wii Remote’s batteries, load your Wii Point deposit with 1000 Points, download the PC/Mac/Linux demo to get a hint of what the game is about, and last but not least: practice gravitational shifts by standing on one leg for at least half an hour every day! By 23rd, you’ll be prepared to master the 20 levels of mind-bending physics puzzles that’ll await you.

A game release always means that we have to turn from making games to marketing games. We’ve sent out preview copies to all major magazines and websites. EDGE magazine was the first to print a review of the full game, favorably comparing us to Nintendo themselves:”Broken Rules shares Nintendo’s eye for new ideas” … “Whether bat-shepherding, banana-rolling or bee-fleeing, each task is obscure enough to warrant a eureka moment and physically exerting enough to serve as a decent twitch challenge.[EDGE 218], print

Follow our twitter feed to get infected by our excitement. We’ll keep you posted on all things And Yet It Moves.

One more thing:

The first prototype of And Yet It Moves was built in Autumn 2007. The PC and Mac version went online in April 2009. Porting And Yet It Moves to WiiWare took us 9 months. Felix was so occupied with working on the game that he forgot to shave for the whole period. Until today.

PS: Those of you who followed LOST will hear a familiar clicking noise when the numbers 23 and 8, that mark our release date, are mentioned. Yet don’t mistake coincidence for fate.

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August 6, 2010 in pr
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Why And Yet It Moves is on WiiWare

Last week Sean Murray was quoted with saying XBLA is a slaughterhouse for Indies. He didn’t mean it, but he does think that WiiWare REALLY is a slaughterhouse (http://www.next-gen.biz/blogs/cliffski-is-a-jerk)

Well, he’s not the only one, and I guess they all have a point.

You might want to know why And Yet It Moves will be out on WiiWare then.
Basically there are three reasons:

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July 27, 2010 in business
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One Up!

Last week we introduced Clemens, this week we would like to make you acquainted with Martin. He’ll fill a lot of roles here at Broken Rules, so I’d rather leave the introduction to himself:


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July 22, 2010 in Uncategorized
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Back from Madrid

Last Friday Jan and I got back from the iDÉAME conference at The Complutense University of Madrid – and what a fine trip it was! We met loads of people, stayed at an ultra-fancy hotel and enjoyed some fantastic Spanish food.

The trip started off quite frantic as we arrived a bit late at the airport and failed at the malfunctioning self check-in machine. After fondling with it’s terrible software for about 20 minutes, we only needed to confirm our seat numbers when the machine suddenly shut down with the message: Check-in closed. Noo!
For a second we thought the trip was over before it even had begun, but luckily a lady at the information desk smuggled us in, passing most of the security checks unnoticed and getting us on the plane just in time.

On the flight we had the chance to play around with our new DSi XL we got from Nintendo to do some WarioWare Do-It-Yourself games. Unfortunately the game/tool features an unskippable, three-hour tutorial made for seven to ten year old kids. We decided to play around with its camera instead:

Let us tell you something about game development...

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July 19, 2010 in event
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