fara

Latest

  • Cheriss May/NurPhoto via Getty Images

    NSA surveillance expansion bill moves to House for a vote

    by 
    Jon Fingas
    Jon Fingas
    12.02.2017

    Intelligence officials might not get the permanent surveillance powers they're looking for, but they could get some key concessions all the same. The House Intelligence Committee has passed the FISA Amendments Reauthorization Act of 2017 in a partisan 12-8 vote, clearing it for an eventual vote in the House of Representatives. The bill is ostensibly about renewing the FISA Amendments Act's Section 702 for 4 years, but it also expands the list of eligible spying targets.

  • The Joystiq Indie Pitch: Fara

    by 
    Jessica Conditt
    Jessica Conditt
    12.04.2011

    Indie developers are the starving artists of the video-game world, often brilliant and innovative, but also misunderstood, underfunded and more prone to writing free-form poetry on their LiveJournals. We at Joystiq believe no one deserves to starve, and many indie developers are entitled to a fridge full of tasty, fulfilling media coverage, right here. This week, Andrew Strickland and Brett Estabrook of Pixel and Texel show iOS developers how RPGs are supposed to be done with their title, Fara. What's your game called and what's it about? Fara is an iOS Action RPG where you play a scientist stranded on a bizarre island full of vikings, wise-cracking blobs of goo, magic and disgruntled monsters. What's the coolest aspect of Fara? Brett: Probably our favorite aspect of Fara is the way we've integrated physics gameplay with classic action role-playing. This gives the world a really exciting, dynamic feel and gave us the opportunity to try new mechanics that would only work on iOS. In Fara, you swipe to control flaming arrows, tilt the screen to steer a suit of armor, or slide your finger to smash obstacles with a battering ram. Andrew: A combination of physics, the touch screen, and the retro mechanics was a design we wanted from the beginning with Fara. It's the sort of "something old with something new" mentality that makes the game feel like it was made for iOS, rather than shoehorned onto the platform.