A terrible confession: I almost fell asleep during the presentation for Motion Twin’s Windblown. This wasn’t really Motion Twin’s fault. It was the afternoon of day four at GDC, my adrenaline reserves were spent, and there I was, in a warm, shuttered hotel room, with two men gently bombarding me with French-accented details of synergies, stackable trinkets and i-frames (I’m aware that the scenario I’ve just described is probably somebody’s kink – let’s move swiftly on).
Windblown itself is an airy, bright fusillade of Saturday morning cartoon vibes, a series of breakneck arena fights waged on procedurally generated island chains floating against a whirlpool sky. It’s all shaping up very nicely, and if I’d been playing the demo, I’m sure it would have woken me up better than any emergency deluge of instant coffee. But watching somebody else tear through this stratospheric world simply overloaded my depleted senses, and I came perilously close to nodding off.