When it finally came to writing the review for PixelJunk 4am (just 4am from here on out), Greg Newbegin: had to ask himself – what makes a game? There are those that will argue that 4am is an instrument, a canvas, a tool – and in some ways it is all of those things. However, if he was to look at what the core of the title, then what you are asked to do as a player becomes very clear: experiment, create, and–in the purest sense of the word–play. So although he's not quite certain he can score this as a game in the same way as we do here normally at Stevivor.com, he is quite certain that the software provides the tools for play.
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GamaSutra - At the end of 2010, right after finishing PixelJunk Shooter 2, Q-Games president and founder Dylan Cuthbert pulls me aside for a chat.
"So we've kind of got this music visualizer using the PlayStation Move called lifelike on the back burner," he says. "You should make it happen."
I asked for some more details about the project. "Well, there's music," Dylan said, "And there's a PlayStation Move. Off you go."
PixelJunk 4am released in spring 2012 on PSN. It's not so much a game in the strictest sense of the word -- it's a Move-exclusive audiovisual composer, where all your performances are broadcast live around the world on PSN.