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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

BioShock Review Review

The issue of PC Gamer with my BioShock review in is now on-sale in England. I wrote it mostly with lunatic fans like myself in mind, so I don’t spend a lot of time saying what really should be the first thing you say about BioShock: holy shit! Someone made a game about a subaquatic capitalist utopia for the intellectual elite! And it’s going to sell? This is a game in which you have to know some of the history of Versailles to understand one of the villain’s insults to you.

There are ways in which BioShock does more with its subject matter than any other game I can name, but mostly it’s just amazing to have something to sink your brain’s figurative teeth into. It has ideas. There are themes. I think I even saw a paradigm.

I’ve started capitalising the ‘S’, you’ll be riveted to hear, because a) it’s correct, and I’m a fan of correct, but also b) it’s very System Shock 2. You can even draw a line from each of Rapture’s districts to each of Shock 2’s decks. They might not be able to say so legally, but there is a Shock series of games and this is one of them. The best, in fact.

I was slightly bemused when I first heard that they wanted to make a game set somewhere “more interesting than a spaceship”, because Shock 2 did such an extraordinary job of making that ship a vast and exciting place to explore. But yeah, I get it now. This is an order of magnitude more artistically exciting.

I’m not talking about the bits where you kill children, because they’re not very good and they don’t need to be. Everyone will fixate on them forever and ever and it will be boring and terrible and that’s a shame. They’re not important, either emotionally or mechanically, and the game has so much more going on that is provocative and brave and weird and brilliant.

Bioshock Gatherer's Garden

The lunatic fans seem to be satisfied, by the way – although they frantically crave documentation of every microsecond of the infanticide. And one called me a ‘filthy worm’ for giving it a score as low as 95%. While I was away in France last week, the first copies were delivered to subscribers, and one guy on the official forums got to be a mini-celebrity for a few days by being the only person who’d read the first ever review of their holy game. People grilled him for info and implored him to type in the first few sentences. I love being a part of something that inspires that level of excitement, even if I’m just riding Irrational’s coat tails.

There’s a line in my review that starts “So kindly avoid any…” I would just like to say, for the record, that this line originally read slightly differently, and you will probably be able to guess precisely how once you’ve completed the game. It was a very obvious and weak in-joke that hinges on something enormously spoilerific but invisible to the uneducated eye. I couldn’t ask Tony to make sure he kept it intact when he was sub-editing my review because it would have entirely ruined the game for him, so I’m just going to have to ask you to come back here in a month, sneer slightly at my failed attempt at a bad joke, then switch your neural interface back over to whatever Zero-G Hyper Sports event the future will presumably be full of.

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