Legend of Grimrock, Tearing Out RPGs by the Root

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Before all the cutesy, fluffy shit that inhabits most RPGs these days, before Final Fantasy and JRPGs had infested every corner of the genre, there were dungeon RPGs.  And they weren’t the Diablo-style one-button RPGs that breed tactical laziness; that’s right tactical fucking laziness.  Diable RPGs are allow for a wider range of motion and strategy, so you can hem enemies in with firewalls and nuke them with fire or something.  Tactics requires the careful execution of a concerted attack effort.  A small group of doomed warriors in a massive dungeon have a solid understanding of tactics.  They know if they break ranks and get isolated, they are doomed.

The first and last of these types of games I ever played was Eye of the Beholder, a game we played on SNES.  In the game, you play a group adventurers exploring the sewers of a place called “Waterdeep” to cleanse some ancient evil.  We did not understand the alignment system although we often chose whatever we wanted and joked about it like kids.  When we were in the game, we never got the gist of how to play.  We would throw our gear at enemies since it was the only way we knew to deal damage.  Eventually it got to where we were disrobing and throwing our clothes, desperately trying to kill the foes.  That never ended well… But we were idiotic 8 and 9 year-olds.

Grimrock makes a lot more sense to me.  Controls are easy and you barely need a tutorial.  Just click around, left click picks up an item and releasing it mid-screen will throw that item. Right-click to attack or to throw a weapon.  Everything is a pretty straight-forward RPG style and this makes combat more exciting, too.

Wait! I left the garage door open!

Wait! I left the garage door open!

When you start the game, your characters are assumed to have performed some transgression against King and country.  The vague nature of the opening titles leave you to think you could have raped the Princess all the way down to eating the last piece of strawberry cheesecake.  Doesn’t matter.  You’re fucked and they push you down a hole.  Best part is, at the top of the mountain Grimrock your crimes are all forgiven and you are free.  But the only way down is to descend into the bowels of Grimrock.  Oh, by the way, no one has ever fucking survived.  That’s ok, I don’t usually come for the accommodations anyway.

Down in the dungeons, you have to navigate labyrinthine corridors filled with unspeakable monsters, like giant snails, gargoyles, mushroom herders, little magic-casting mushroom guys, undead soldiers etc.  Each creature adds its own challenges to combat, and one should consider combat a feat akin to dancing.  If you just take two warriors and attempt to plow through, axes and swords swinging, you will end up a dusty pile of bones.  Many enemies are able to out-number you, out-damage you or can take a hell of a lot more punishment than you can.  Did I mention you are all prisoners?  Yea, this means they pushed your ass down in the pits with aught but your chapped asses to defend yourselves.  As you progress you’ll find the sparse weaponry left behind by other bands of hapless adventurers, so you’re not exactly a keen-eyed fighting force armed for rigorous combat.  The most common early ranged weapon is a rock while the most common melee weapon early on is a fucking torch.

When enemies come at you, the best thing to do is to lure them off one at a time where possible.  As they round corners you can stab them before back-pedaling toward an open area.  As you back pedal, you can throw rocks at them and ready up a spell.  Spells are a devastating way to deal damage, but you can’t unlock spells with the spellbook until you find the appropriate scroll, which can be frustrating.  Once you get them, though, they are profoundly useful.  Be careful, too.  If someone in your party dies, you’re all fucked.  Sure, you can keep going, but you’ll be needing the full group throughout the game.

Spartans!! Fuck this place.. tonight I'm eating at Denny's...

Spartans!! Fuck this place.. tonight I’m eating at Denny’s…

Character customization is excellent, and you can choose between human, minotaur, lizardfolk and insectoid.  I usually pick two humans, a minotaur and a lizardfolk.  I like having two rogues, as this allows me to have a ranged rogue and a dps rogue.  You know, for extra damage for the rogue since rogues prefer it from behind.  Then there is my mage, human female full of glorious spellcasting magery, and likely the smartest of the entire group.  Finally, I like to take a tank, too.  That is my minotaur.  He has a trait called headhunter where he gets extra damage for collecting skulls.  Finally a use for those useless collectible items!  I also use the minotaur for a pack animal, since they also get major strength bonuses.

The ambiance is terrific, and you get the sense of an ever-present evil throughout the game.  All the time some dark whispers can be heard in your ear, muttering in a chthonic  language some horrid curse, luring you deeper into the dungeon.  The music in the title screen also brought a tear to my eye the first time I heard it and filled me with the glee of a glorious adventure.  Throughout the game there is little more than ominous noises.  Sometimes you can heard the groan or squeal of some distant creature lurking about, waiting for its next meal to come trundling down the corridors.  There is also the fantastic element of eating whatever food you find lying all over the ground, like some kind of mad baker was damned to imprisonment here and he found some magical means to leave bread everywhere.

Hm.. I guess the Keebler elves didn't make it too far either...

Hm.. I guess the Keebler elves didn’t make it too far either…

One of the things this game does really really well are secrets.  Notice how the walls are all constructed of a similarly-colored, moss-grown mortarless masonry?  Well, every once in a while you will see a chink in the stone or a brick out of place.  Click that shit!  Somewhere nearby a door will open and permit you access to a secret room and you’ll get some badass loot, much needed food or a magic scroll!  It takes me back to the old days of Wolfenstein 3D and Thief: The Dark Project where you had to just run along the walls at a certain angle to open secret doors or cut down every wall-hanging you could to unlock secret doors.  I find the best way to search for secrets is to stand in the corner of a room and look from afar.  Secret switches are pretty obvious if you know what you are looking  for, but they can often be just as easily over-looked, so stay sharp!

Probably the only thing that bothered me about this game was the straight-forward manner of the enemies.  This game could be very well served by some wall-lurking enemies that you don’t see until you are right up on them.  Granted, the current combat system would make that a tad difficult, but putting in enemies that climbed out of grates as you walked by or changed from statues into flesh and blood foes when you walk past them would make this spooky game into a fantasy-horror adventure.  Don’t mind my little intrigues, though.  This game is worth every cent you can throw at its creators.  It is a load of fun in a genre that I have not seen since I was disrobing for battle.  On Steam this game is an overly-reasonable 14.99$, but wait there’s more!  This game has a community of dungeon-dwellers who create new content and new levels and games with the map editor of Grimrock!  It’s fucking fantastic.  And THEN you have Legends of Grimrock 2 to look forward to!  Just in time for Halloween!  You can pre-order it now!  Screw trick-or-treaters!  Crawl the dungeons and unlock the treasures within!

Dwarfs!? Man-boobs of Glory

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Tripewire, the same looney bastards behind Killing Floor and Red Orchestra, are the ones that made this game.  It still has me scratching my head, but I try not to think about it too much.  This game, like basically everything else they’ve ever made, is a lot of fun.  It is sn RTS simulator that really lets you sit back, relax and control a colony of dwarfs.  As per the usual mythology, these dwarfs all seem to be male, though the thought of a bearded woman just kind of creeps me out.  Either way, you are talking about a magnificently man-boobed populace out for some digging!  Check out more about the game on Steam or the game’s site!

Ale, Gold and a Pickaxe are the three things necessary to sustain life for a dwarf.  These beardy little buggers probably eat dirt, since it seems to disappear and mysteriously produce gold.  So the game starts with the town hall, which produces the only two types of dwarfs in existence, diggers and warriors.  Your town hall sits on the only green patch of land in a massive cavern and just produces diggers via spontaneous generation, most likely using the combination of dirt, gold and ale.  As each of these dwarfs magically appears, they begin wandering aimlessly around digging randomly with their pickaxes.  At first the game feels like an ant simulator, but then you realize that these dwarfs have no real system and they live only to dig like robots and find shiny objects.

For the most part, this game is peaceful, but there are spontaneous issues you might experience like a subterranean version of Sim City.  First there are the natural disasters: lava and water.  Both of these have the same ultimate solution, but each poses its own version of the same problem: stopping the flow before it destroys everyone in your colony.

MUST FIND GOLD... MUST FIND GOLD...

MUST FIND GOLD… MUST FIND GOLD…

That is pretty much a visual representation of what happens every time your dwarfs find water or lava.  This is glowing and hot!… but there might be GOLD!  The reason you don’t just stop them yourself is because you really don’t know, although the outward signs should be pretty obvious in real life.  Of course, it’s a fucking game, so get over it.  As your dwarfs dig out into the.. um.. earth.. they will find small pockets.  These caves can contain nearly fucking anything: treasure, enemies, lava, water etc.  When your dwarfs break through one of two things happens: something comes rushing out, or the digger goes rushing in.

Water is fast, and that is really the biggest challenge that comes with its discovery.  Building a wall will be enough to block it off from the front, but a digger could still break through on another side and you’ll be right back where you started.  To prevent this the game lets you solidify dirt into rock. With beer-magic, I guess.  Once you build the wall, you have to solidify the dirt on all sides of a water cave.  Once that happens, you have to blow a hole with dynamite in front of the wall because.. fucking… IT COULD STILL LEAK THROUGH OR SOMETHING MAYBE!!!!  Not really, but that is how you effectively trap an underground lake.  I thought that dwarfs might use it for plumbing or maybe making ale.  Fuck no.  They trap that shit off and never fucking talk about it ever the fuck again.

Next is lava, which poses its own collection of threats.  Lava moves slow as shit, but it can burn through walls.  Normally, when breaking through into a lava cave (after the unlucky digger has been burned to a cinder), I fill up the cave leading to the cave with walls.  Why the fuck would I do this, you ask? Well, it’s not in case the digger gets wise and decides to run, though it might be fun to watch him shriek in horror as he realizes the hegemonic overseer has condemned him to death encased in liquid rock, that is not the case.  The lava burns down the stone walls, and with the way the dwarfs randomly dig, chances are that the nearest other digger is miles away.  I will need to buy him some time to get there and set off the dynamite to trap the lava.  The best part is that you lose two dwarfs for sure when finding lava or water.  One that finds it and the other that traps it, since the dynamite dwarf runs in like some kind of madman with a heroic martyr complex and kamikazes on it.  I guess these dwarfs haven’t progressed past bite-activated igniting mechanisms.

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That’s right. Dig to your death, you little maniac.

Dealing with random water and lava hazards wasn’t enough for the sadistic Tripwire team, though.  They had to throw in some enemies because, realistically, what kind of game doesn’t have actual enemies?  Well, aside from those super-boring simulator games.  I gave up on humanity when I saw rock simulator.  Anyway!  There are goblins, too.  They could be just one or two hiding in a cave, or you could find six of them.  They are pretty easy to deal with though.

Your town hall will let you generate 8 warrior dwarfs, which you can allow to patrol around your town hall or you can divert their patrol to wander out into the caves.  If they get too far out there and you’ve an impending attack, hit the bell to recall your little troops.  A base-level dwarf warrior is usually enough to take on goblins one at a time, but if you have a tribe coming, get those fuckers back to base!  If they destroy your town hall, that’s the end of the game!  Of course, having eight little dwarfs can be limiting if you have a massive army of diggers wandering around an endless map.  At that point, you’ll need to create outposts, which expand your warrior army by 4 more dwarfs.  Doesn’t sound like much, but the outpost can also train them up so they’re powerful as heck.

Another main feature comes in handy when you discover a shaman, which is a giant goblin boss that has the power to summon goblin minions, perform cone area attacks and change the music into a doom dirge.  Often you’ll have to create an outpost just to deal with a new boss.  Once you have it in place and the warriors trained up, though, you can fire the whole squad out of a cannon on top of the outpost.  This springs a little surprise attack on the shaman and they surround and annihilate him!  Make sure you are quick to kill him, though, as he can summon up so many enemies that it becomes impossible to deal with, and you become overrun!

Kill them! Kill them all!

Kill them! Kill them all!

Other than that, this game is drawing arrows for retardedly simple AI and mining gold and minerals.  It is a little on the simple side, but it is still a lot of fun.  I often find myself wishing there were more to it than just all that, but the endless mode makes it a lot of fun.  I feel like there should be a way to trade with other cities, or a way to contact the outside world.  There are little objects that randomly appear, too, but it might be more fun if we could actually build a small city that had some purpose?  Maybe go to war with some sissy dandelion-eating elves.. mimsy fuckers…  If you really look at this game though, there is a dark undercurrent.  Think about this a second.  You are the dwarfs, living underground on the only piece of fertile land in this entire cave system.  You have these goblin, which probably need to cultivate some mushrooms or something to survive, but your dwarfs can just eat dirt, as long as they have their ale.  So you go on, killing the goblins and depriving their starving children of food until you have consumed everything.  Terrible. Tragic.  Oh, well!  Let’s go dig for some gold and get wasted on ale!  Definitely a lot of fun, and it’ll cost you 9.99$ on Steam.  Worth it, I’d say, but I love dwarfs in general.  So yea, a little bias there : P

Double-Up Discussion: Taekwondo Global Tournament, Bucketman

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It is starting to happen.  Games are coming out on mobile platforms that aspire to be more than just quick little solo challenges.  Mobile gaming is starting to earn its stripes as a “real gaming” platform.  Don’t believe me?  Check this game out.  It’s based on the ancient Korean martial art, and it utilizes the fighter concept to pit players against one another.  It is still deep in development, if you go to the game’s website, you can sign up to receive updates about its release!

So right now you get to choose between four character, two male and two female.  There are also two different arenas to battle in, but the “space” in the arenas are pretty small.  Really the goal is to get up on your enemy and deliver blows to their helmet or to their waistband.  This scores you a hit and lowers their health.  There is also a stamina bar that lowers depending on how many moves you do, and attacking and blocking will lower it briefly before it refills.

You stepped in a poop...

I can see you stepped in a poop…

Controls are simple, back and forth arrows allow you to scootch in close to your enemy.  Above those there is the block button, which makes your character drop their shoulder.  There are two attack buttons, a low and high attack.  Low attacks are aimed at the waistband while the high attack is aimed at the head.  Experimenting with the attacks in combination with the move buttons causes your character to perform a variety of different style attacks.  It is a lot of fun.  It is pretty fast-paced and a lot of fun, even though there were only two different arenas that I could choose from: Dojang and Iran.

The background and art of the game is rather stunning for a mobile game.  Taekwondo Global Tournament really took me by surprise!  Right now there is no sound, but with the attention being paid to the rest of the game, I don’t doubt that it will be spectacular when it’s released!  You can watch the teaser on you tube!

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Bucketman is a bizarre game that takes the location information about your neighborhood and turns it into a game.  Just the introductory levels, which all take place in Palo Alto, California, are frustrating and difficult, but the game has its charms.

The story is that there are Artificially Intelligent Vehicles, or AIVs , roaming the streets and you have to take on the form of a sentient bucket to stop them.  Probably related to the Kool Aide Man.  In this battle for chromatic dominance, you control your bucketman with a concentric joystick pad.  You can also jump over the AIVs and there is another button, but I was having some trouble getting to the use of that thing.  It is a fun game, though a bit trying on the patience.

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The game gets more and more complex as you play, and the goal is to battle it out with the AIVs.  You collect different color paints to raise your stats, such as walking speed and air-time for your jumps.  An easier way to put is you can get more ups so jumps last longer.  There is also water that you have to collect throughout a level, which comprises the main goal and gets you more time.  So run around collecting more paints and waters.  You can also buy more paints and such with in-app purchases, but they are pretty well hidden in the menu, almost as if the developer is ashamed to ask.  But no worries, it isn’t in your face or forced, so it makes me feel really good about these guys.  You can get this app free on Google Play!

Bucketman is a great location-based game that deserves some credit, even if the concept is bizarre and the story is goofy.  I mean who would believe that Google cars could take over the world..? wait a minute…

Elysian Shadows, Preview of 2D Paradise

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You backed it on Kickstarter and now it’s happening.  We were excited about the mechanics, but what about the elements we’ll all fall in love with?  Who are the characters? What are their struggles?  What is their world like?  I wanted to know, and Falco Girgis and the Elysian Shadows Team agreed to tell me.  So what’s behind the game?  Find out with the Crotchety Old Gamer!

I am excited as anyone about playing this game, but who will be our window into the world?  Who is the main character of Elysian Shadows, and what drives him?

“The main protagonist of ES is named Julien. He is the son of two famous “diggers” who were well known for their research of the ancient ruins scattered throughout the land of Elysian Shadows. Julien grew up traveling with them on numerous expeditions and learning about the different ancient cultures of the past. He was well on his way to following in their footsteps as an accomplished digger, when the two mysteriously wound up missing during an expedition. An adolescent Julien was then sent to live with a family friend, the local museum owner, where he grew up despising the ruins that claimed his parents. Rather than exploring them with a passion and thirst for understanding as he had in his youth, he now scours them for a means to survival, plundering and looting their treasures just to make ends meet. 
Julien has virtually no motivation to take part in the party’s quest in the beginning. He is thrust into the action by necessity rather than choice, and it’s initially the other party members who drag him along on the journey. For Julien, this is a quest of personal growth. It’s him having to come to terms with his traumatic past and face the ruins that caused him so much pain, and his struggle to reignite a long-lost passion that died along with his parents. Julien’s character represents crawling back up and trying again after suffering an extreme loss or emotional defeat. Whether this be a metaphor for learning to love again after heartbreak or learning to try again after seeing your dream project crushed on Kickstarter. Heh heh.”
Julien and the other diggers have to rely on physical weapons when excavating ruins because magic is a power reserved exclusively for the religious. While the technology for Julien’s time is not particularly advanced by today’s standards, many of the weapons and artifacts the player encounters within the ruins from civilizations long past are far more advanced than those found in his own time. The diggers and the scientific communities rely on these kinds of manufactured and uncovered weapons for combat while the religious are strictly magic-users. But what if Julien and his friends somehow discovered a way to use magic as well?”
Dark, mysterious caverns where treasures and danger abound...

Dark, mysterious caverns where treasures and danger abound…

Julien, like most people, is dealing with a  secret pain.  His struggle might be unique to himself, but each of us has our own climb from the bottom.  Each of us has a cave of terrible darkness and untold treasures unique to our souls that we must brave before we are free to be who we are.  Joseph Campbell wrote Hero of a Thousand Faces, which concerned itself with the way characters like these resonate in each of us.  What about the world, though?  What is the story told by the world Julien and his people will inhabit?
“Elysian Shadows is a world caught in constant conflict between magic and technology. Magic is associated with faith and the religious. Technology is associated with scholars, scientists, and explorers who have turned away from The Creator’s divine gifts in an attempt to better understand the world around them. The technologists are seen as heretics, while the religious are seen as sheep, following blindly. Julien and Eryn, who both work for a museum, are sent on an expedition to uncover a valuable artifact for a new exhibit. The two quickly find more than they bargained for in the ruins. They stumble upon a discovery that thrusts them into the middle of this mounting conflict between magic and technology, forcing them to unlock the mysteries of ancient civilizations and prevent their own people from sharing this fate.
The storyline of Elysian Shadows was heavily influenced by the moral dilemmas of our own technologically advanced society, especially with recent advances in bio-engineering. With stem cell research, cloning and the human genome sequence, science challenges religion on a fundamental philosophical level. Science is beginning to encroach upon powers that many people argue are reserved exclusively for God. Do we have any business modifying our genetic make-up? Is it moral to alter a fetus before its birth? Is it wrong to artificially produce life in a laboratory? Science claims that these advances could drastically benefit all of humanity, while religion claims that we are meddling with things that we have mo business meddling with. We wanted to create a story that was more than just a superfluous JRPG experience. We wanted something that would make the player think; something that would engage them intellectually and emotionally.”
Lovely vistas!

Lovely vistas!

Elysian Shadows seems like it will strike a chord that resonates with our own lives, possibly even a few nerves, but who would we be if art never asked hard questions?  And how we answer these questions are part of what make us individual from one another.  Our varied ways of thinking and how those come together for a common goal are part of what has made America what it is today: a center for all people to share ideas freely, and sometimes those ideas reach back out to the people that created them.  So how will the characters accompanying Julien contribute to the game?
“Julien is initially accompanied by the lead female protagonist, Eryn, who is a tech-savvy university student. Eryn helps her father run the local museum, showcasing various exotic and mysterious artifacts from the surrounding ruins. While Julien’s past has rendered him jaded and disinterested in discovering the secrets of these ruins, Eryn explores them passionately in hopes of uncovering their secrets often dragging Julien along for the ride. She is a strong-willed tomboy and often the most level-headed and responsible member of the party with a ruthless pragmatism. 
The two adventurers find themselves in the company of one of Eryn’s professors after his lab is ransacked and his research is destroyed ( presumably because he was getting too close to a breakthrough with his work ). While Professor Rand is brilliant, he’s also infamous for dysfunctional antics and living a life of excess. His peers in academia generally disapprove of his hedonism, but they are often forced to concede to his genius and gift for piecing together puzzles. Rand serves as a non-traditional guide for the party, and he is well-versed in the ancient ruins and their technology. Unfortunately Eryn finds herself having to guide Rand just as much throughout their journey, keeping his arrogance in check and ensuring that his decadence doesn’t get the party deeper into trouble along the way.”
...And when you look at what they want to accomplish, it is hard not to drink the koolaide.

There is a big adventure out there for us

Allies and enemies and what separates the two is a major point of reference in how each of us live our lives.  It says something about who we are and what we want.  Note that Julien is already surrounding himself with those that spend their time largely concerned with the ruins, the very thing that he blames for the loss of his parents.  This means that, despite his feelings on them, somewhere they are still very much a part of him, maybe even one he wants to love again as it would be the only emotional link back to those happy days of youth exploring with Mom and Dad?  Eventually he will have to face those emotions, and his friends will be the ones to help.  So, what about the game itself?  How will each of these characters actually work together?  I was allured by the claims to an inventive new system for skills and jobs – How will these systems work and how will they be reflected in each character?
“It’s actually a mixture of two different systems. We ran into a kind of design dilemma early on when we were dreaming up skills and abilities for characters. On one hand, we wanted each character to have their own unique feel and play style. We didn’t want every character to feel completely interchangeable, and we wanted to give each their own innate strengths and abilities. But on the other hand, we are huge fans of job and class systems, and party customization is something we very much wanted to do with Elysian Shadows. We really wanted to give the player the freedom to customize their party as they see fit.
So we wound up with a hybrid system where each party member learns their own unique set of skills and abilities during combat and storyline progression. They each have their own unique skill trees and pools that are independent of the other characters, which is how we intend to make our characters unique and interesting. Then  each party member can be assigned to a certain class wherein they unlock class-specific skills and abilities. This allows the player to really fine-tune their party, offering a considerable amount of strategic freedom within the combat system, while still allowing us to create unique and interesting characters.”
Giant swords and power help, too!

Giant swords and power help, too!

This means the class you choose for each character determines what role they will play, and allows you to dictate how the party reacts to challenges.  Alongside this, one character might have access to certain elements within there skill tree that other characters simply cannot get to – the same way Falco and myself might both become developers, but we would end up using those skills to completely different ends and learn different, though equally useful, methods of making games.  Well, damn, I am glad I contributed to the Elysian Shadows Kickstarter!  Of course, there are still 5 days left to contribute to the ES Kickstarter, but what about those that miss the opportunity?  How much will they have to pay and what outlets will the game be available on?
“Since we’re targeting so many different platforms with completely different indie markets and economies, we can’t really set a fixed price point across each. The price of ES will most likely be adjusted so it’s comparable to other indie games available on each platform. Currently, digital copies of ES for Steam and OUYA can be preordered for $15 through our Kickstarter. This also includes our development tools, ESTk and ESGamma. The standard edition of Elysian Shadows for the Dreamcast will be $49, which includes a professionally produced jewel case, color instruction manual, and pressed disc thanks to our publishers at Watermelon Corp. The game will look like a 100% legit Dreamcast release picked up from a commercial retailer back in 1999. You will also be able to choose between PAL, US, and JAP style packaging so ES will match the rest of your DC collection no matter what region you’re in!”
Painstaking attention to detail, thorough skills and class systems, complex characters and a complex storyline balancing the the beliefs of a world against the pain of one kid: Elysian Shadows is going to have something for everyone, and a little extra to boot.  I have never been this excited for another modern retro game; not Shovel Knight or any other mainstream title.  Elysian Shadows, however, is more than just a modern retro 2D RPG: it is our modern 2D RPG.  More than just this game, I look forward to the ripple effect that this game will create and how that will resonate across the industry.  Here’s to hoping it contributes to some interesting developments all the way around.  But whether or not it does, either way, it’s going to be an awesome game!  As always, you can check the Elysian Shadows website for more about the game!

Why is Bojan Brbora Merging Film and Gaming?

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At the end of July I reviewed 4PM, a game that you might say takes games a little too far.  Receiving mixed reviews, this game boldly stares down such topics as alcoholism, adultery, drunk driving and suicide.  While I can say that  topics with this gravity don’t typically feature in games, it is a trend that is on the rise.  Today Bojan Brbora, the serbian cinematographer behind 4PM, discusses his motivations with me and sheds a little light on what is driving this dramatic explosion of artistic games.

For those not entirely familiar with Bojan and his work, he gave a little personal background:

Cinematography used to be my full time job up until two and a half years ago, when I came to the UK from Serbia and earned an MA in Game Design at the National Film & Television School.  This is where I made 4PM, as well. I worked full time in the Film industry back home for about 8 years before deciding to take a break and learn this new medium.  Currently I try to split my work 50/50 between Film/TV and Game Design, and I am quite keen on continuing to work in both areas.  The projects that I mainly seem to work on are drama related, which is probably why 4PM is in the same category.

So Bojan has years in the Serbian film industry, but what would make someone take the step into gaming directly from film?

Around three years ago during slow periods, I was playing things like Mass Effect and Deus Ex and realised how much I had grown attached to the characters, especially after making choices and changing their path in the story.  I really felt like I was participating in the narrative, and being responsible for what happened on the screen; something which you rarely get in other media.  I thought this was really interesting.  What if one applied the same thing, but created a more contemporary and contextually relevant narrative?  Since this isn’t commonly done, I decided to give it a go and signed up for the course here in the UK.

(beware of spoilers) In 4PM you play as a reckless alcoholic named Caroline, who is grieving over the loss of her father.  Granted, she is personally responsible for his death due to her inebriation at the time of the car crash.  After another rough day at her soul-sucking deskjob, Caroline decides to sneak down to the bar for a drink.  On her way, she runs into a man who throws her a listless glance and continues past her to the roof.  You then get to decide to follow or go to the bar.  Following him you can learn the truth about yourself and save him.  Going to the bar gives you a front row seat to his suicide, as he lands on a taxi parked in front of the bar.  Atop the roof Caroline learns that recently she has been having an affair with a married man – the jumper on the roof – whose wife is leaving him.  Despite Caroline failing to remember any of this, she does have moments of recollection where the past comes trickling in to haunt her.  On that rooftop she faces down herself, the truth of what she has become and where she wants her future to lead.

Given the gravity involved, I wondered at the inspiration behind the narrative Bojan concocted to accomplish the task he set out for himself.  His answer sounded like the beginning of numerous indie films.

4PM started out as a situation, a meeting of two strangers on a rooftop at sunset with some sort of mystery element bringing them together.  Extra tension was provided by having one character on the ledge, ready to jump.  It was a very simple setup, from which I wanted to expand and see who these characters are, and why they are really there.

A very humanizing situation

A very humanizing situation

So why create a game that is more a dramatic narrative than an actual game?

I think the reason why I made more of an interactive story than a game is because I really wanted to expand what the medium can do and try to attract people who are not gamers; hence the removal of most classic game elements and introduction of film language, which is more recognizable and an easier transition for most people.

Bringing non-gamers into a game like this is a challenging task.  Interactive media are the only ones in which you take part in a story, driving its significance deeper into the player.  Each action taken in-game is part of a developing story, which makes the internalizing of story elements that much easier via Suspension of Disbelief.  Such internalization is made even easier by games since the player doesn’t just see it happening to people on the screen, they experience it happening through their decisions as they play out via the avatar of their own conscience: the primary character of the story.  Of course, if the end result doesn’t accurately detail what the player might be working toward, the story could be rejected outright.  So, what this cinematographer proposes is an immeasurably more difficult task than what film sets out to do: film shows you a story and ask you to think, such games challenge you to live a story and see where your decisions lead it.  This process is profoundly more difficult since the interaction between game and player is exceedingly more intimate than that between film and viewer, and the interaction itself largely occurs in the mind of the player.

So this becomes a natural obstacle for the creation of such narrative games, making the player navigate events and emotions that they might altogether avoid themselves.  But as movies challenge viewers to place themselves into a character and understand the context of their lives, so, too, does 4PM.  You wake up in bed as Caroline, and her life and decisions become post-it notes and empty bottles on the floor.  Her life becomes yours for a short time and learning who she is becomes a large part of the curiosity of 4PM.  Then, by making decisions that control Caroline, you adopt her as the chosen form to explore the story.  And it is a tragic story.  So why make a game that is this tragic?  Is there a greater message here?

Through developing the details of the story with my writer, Stefan Kaday, something kept pulling us down this very dark path and outside of just typical thriller material.  We stumbled onto some very real and difficult themes, but in my view, this could only be a good thing as it felt like something novel; a place where few games want to go.  It is a difficult thing to research, as nobody really likes talking about things like alcoholism, guilt, suicide and compulsion, so most of the conversations with people that had gone through them had to be indirect and were quite often emotionally draining.  I don’t believe 4PM has a direct message, it is more an exploration of how complex human relationships are and that a lot of us suffer every day, but we rarely face or talk about this due to some ridiculous social stigma.

Pick your poison

Pick your poison

So the nature of the game itself is its topic: exploration of these themes rather than a judgment on them.  The player decides the path that Caroline takes, and decides what they see.  Therefore, it is ultimately the player that dictates the message conveyed by the narrative.  For this reason, 4PM was victorious in its task.

Games like this are not uncommon, though, and have recently been cropping up everywhere: Depression Quest, Papers, Please and Brothers: A Tale of Two Sons.  Bojan was happy to provide his thoughts on the rise of the dramatic narrative in games.

It is a sign of the medium finally growing up and having a big niche in serious, adult themes.  This is a good sign, and I hope developers continue to do more projects relating to real world issues, though there is still quite a bit of work to do in making these experiences more subtle and entertaining to a wider audience.  This is only a matter of time though, and I am sure the next few years will bring some ground-breaking work.

And that is solid logic.  People seem to be buying these games, so it would follow that more of these games are forthcoming.  Can we expect more of these games from Bojan Brbora?

I am currently doing some work for other people to survive in the UK.  I also needed to take a break from being in charge of absolutely everything on a project, as it left me psychologically drained. I am developing a few ideas and prototypes, though, and VR seems to be quite an interesting new platform, one currently worth exploring.  I’m also working on some film ideas.

Games, of course, take a team of developers given the enormity of their content.  Who were the people on 4PM’s team?

While this was essentially a one-man student project, I did work with a few people from the film courses to make the project really unique.  Stefan, whom I already mentioned, fleshed out the story and plot, wrote the dialogue and served as an excellent fresh pair of eyes and counterweight to my crazy ideas.  Neo Peterson was instrumental in filling out the world with sound and audio atmosphere.  Terence Dunn was the main music composer, and did an amazing job putting together the orchestral and some electronic pieces.  I am also very thankful to the guys from “Kazoo”and “et_” for letting me use their music as it plays a huge part in making 4PM what it is.  These are all extremely talented and kind people, and I look forward to working with them again in the very near future.

What was you favorite part of developing this game?

My favorite part of creating this game was working with other creative people, bouncing ideas off them and learning these complex, new tools to make the project happen.  It also brought me to a new country, where I met so many new, talented people and expanded my horizons.

Games like this really have the potential to make games something more, and help us explore our world in ways we never expected.  Although some dissenters fail to visualize the potential of such experiences, games are moving into the realm of true art, a modern art that is just as powerful and relevant as any film today.  Bojan had some final thoughts to leave readers with regarding this.

I would like to urge people to support projects like these, both socially and financially, as it is the only way to move the industry forward and avoid stagnation.  They are currently experimental, and rough around the edges, but the end goal is something spectacular, so we really need your support.

Hopefully we can develop these games into something spectacular. 4PM is available now on Steam for 4.99$. Thank you for reading.

 

Please note that material has been lightly edited for flow and coherence.

Zeno Clash 2: Much More ‘What’, Equal Parts ‘The Fuck’

ZC2_logo

 

Zeno Clash 2 is a perfect example of what happens when an imaginative group of talented developers find a publisher and can make a game the way the always wanted.  Granted, it is fucking bizarre as pink dancing hamsters in tutus tearing apart two cows having a threesome with a Scottish midget, but there is just as much fun and blood involved as the above description.  This game is fun.  It is a ton of fucking fun heaped into a bizarre surrealist world and topped off with guns.  Not to mention, the storyline is interesting as fuck.

So Ghat makes his comeback in this sequel by doing the opposite of what he did in the first one.  Literally, the fucking opposite.  Where before he was trying to kill father-mother and break up the family in order to avenge FM’s baby-thieving, now he is trying to save FM from a much-deserved ass-kicking and reuniting the family.  I honestly think this guy just likes to fucking beat shit up and kill motherfuckers.  I mean, that is what he did as a Corwid, and he hasn’t changed anything but the fact that now he no longer wears a mask.  I would hypothesize that this shows that Ghat is willing to face who he is and give into his dark, true self, but that would almost be too fucking involved.  I think he just likes to fuck shit up.

City of Halstedom, pronounced Hal-stom.  See also churning homestead of wanton fucking insanity.

City of Halstedom, pronounced Hal-stom. See also churning homestead of wanton fucking insanity.

Halstedom has been taken over by the North Golem, Kax-Teh.  You know, the guy you brought to Halstedom to deal with Father-Mother?  The North Golem, the guy with the Rubick’s cube from ZC, has built a jail, the colonnade-adorned head building, to incarcerate criminals in the town.  Makes sense, guy’s a natural fucking philanthropist.  Except one thing.  These people have no idea what this concept of “law” is.  It is literal anarchy.  Whoever wants to rule can, if they can get enough support from other thugs and people in the area.  So he is literally forcing these foreign concepts of law and order onto a city of people that have trouble with the concepts associated with a can-opener.  They are children, and he is ruling them with an iron fist from his head-palace using concepts none of them can understand.  Very little about any of this makes much sense.

With FM behind bars, you would assume that everything should be alright in the world, but Ghat is a more motiveless malignancy than Iago, so he gets tired of starting bar-fights all the time.  Luckily, Rimat, a woman wearing a rice paddy hat from FM’s family, decides to start some shit.  See, after everyone found out about FM’s treachery and baby-stealing, the North Golem told them who their real parents are and where they could be found.  Many went to him, but a few did not.  Rimat was one of those who didn’t.  Her opinion was that you cannot change the past, so she cannot change the fact that she was raised by a giant, hooded man-bird.  And, honestly, she has a compelling point.  This is something that many adoptees have to come to terms with, but Rimat, given the chance to go back to them, prefers to stay with the familiar.  She chooses to stay with those that she grew up with.  Very interesting.  So together with Rimat, Ghat helps to break FM out of jail and seek out the various members of the family.

After they’ve found all their brothers and sisters, they then turn their goals against the golems.  As it turns out, the golems are just the servants of some infinitely wiser entities, and they were put in place to keep the Zenos from leaving their land of Zenozoic.  The term “zenos” is used to describe anyone from this place, too.  I would want to keep these guys out of my backyard too.  I mean fucking look at them!

Ugly is a polite term for these people

Ugly is a polite term for these people. I mean, the police force wear flour sacks on their heads leaving you to imagine the horrors beneath!

Above is one of my favorite features of this game.  Normally, the gameplay is something like a free-roaming RPG, but there will be these areas where you’ll be pitted against a ton of enemies.  Unlike other games such as Half-Life 2 or any FPS by Flying Wild Hog, these arenas are not resolved with a sword or by gutting people with a machine-gun.  These battles are most often resolved with combo attacks and flying double-fist strikes.  Massive battles like this are resolved like street thugs would back in the 1920’s:  Everyone has a nasty brawl and the victors are the ones who are right.  Sometimes you will have some assholes sitting back, picking people off with a rifle or a grenade launcher, but hit them hard enough and they will drop it.  Of course, if there are weapons like rifles and grenade launchers, why even get into pitch brawls like that?  Simple, the guns in this game are few and far between and there isn’t oodles of ammo laying around.  It’s actually somewhat realistic in this way.  Of course, why not grab a club?  Those are around too!  This game forces you to deal with someone via fisticuffs.  Weapons that you have to strike someone with, including guns without ammo, will break and shatter.  The most reliable way to deal with your issues is to beat them to a bloody pulp with your bare hands, as God intended.

The landscapes in this game are absolutely magnificent and always always always have elements that make you curious, intrigued and outright confused.  As you wander these landscapes, you might be wondering if you are on Mars.  Actually, the game gives you ample reason to believe that it might be Earth, but the game has numerous regions.  Each region can be explored and explored freely.  Some are more open than others, but each area has its own unique look and feel, and each area has its secrets and stashes.

The two-headed monkey riding on the back of a fire-spitting vulture made the muculosaurus in the desert seem low-key.

The two-headed monkey riding on the back of a fire-spitting vulture region made the muculosaurus in the desert seem low-key.

Two features adding to this are stashes and skill points.  Stashes are places where you can find items (food to heal, totems to fill the special attacks meter, weapons etc) which fulfill a variety of uses, mostly combat-oriented.  These stashes look like giant, horned clamshells and function much the same way as chests.  The art director for this game should be drug-tested hourly.

The other feature are the skill point totems.  These appear as skulls hanging from a crude stand and can be found nearly everywhere.  A couple time I revisited regions only to find a new skill totem that wasn’t accessible without equipment I found elsewhere.  These totems are well-hidden too, almost as if they hired someone from Flying Wild Hog to put in the secrets.  When you interact with these totems, half the present skulls disappear and you get points equal to the number of skulls obtained.  Once you have the points, you can go ahead and start pouring them into the various skills: health, stamina, strength, leadership. Health is health, stamina dictates how many punches you can throw before getting weak, strength is how hard you hit.  Leadership is the most interesting skill, though.  Throughout the game, you will switch out between various characters that will help Ghat and Rimat on their journey.  The higher your leadership, the more powerful the allies that you can recruit to your quest with you.  These guys are useful, too, especially when you find yourself suddenly confronted with a massive mosaic of faces as seen above.  You will be fighting ALL those fuckers, often in close-quarters.  With little space to run and twenty mother-fuckers trying to kick your ass, you will need some friends to mix up the melee.  I poured nearly all of my points into leadership.

The skills are accessible from the map screen, where you can also find some collections.  There are a variety of things to collect, all of which are random and make little sense.  They are a ton of fun, and when you play, you’ll likely see how they add their own pieces of flavor to this game.

Make a left at the canyon filled with testicle-chinned shrimp, pass by the butthole-licking tribe of barbarians and we'll arrive at the city of mechanical, two-headed monkey people.  Remember to pack sandwiches!

Turn left at the canyon of testicle-chinned shrimp, pass foot-collecting barbarian tribe and arrive at the city of mechanical, two-headed monkey people. Remember to pack sandwiches!

Do not play this game thinking you will not be saying “What the fuck” every five seconds.  This game is just as whacky, if not moreso, than the first, but its gameplay is memorable and awesome.  I honestly hope they take this formula and apply to a remake of Double-Dragon or Final Fight.  Can you imagine what it would be like to have a fighting-style free-roaming first-person RPG like this one in a vast post-apocalyptic, future cityscape where gangs tear eachother apart?  You could have some guns in there, but they might be so rare that they are almost a form of currency, so battles are largely solved with blades and fists.  Just food for thought to give Ace Team.  This game itself is a hell of a thing though.  It feels like the greater narrative of morality and law being waged by the golems is the true story, and the rest of the world is made to be ridiculous so a seeking mind is almost forced to latch onto the golems and interpret their story.  Then Ghat comes in and fucks shit up, believing, I guess, that true freedom requires the death of law.  Whatever you glean from this game, it is likely to be memorable.  And the best part is that its Special Edition currently on sale for 2.99$ on Steam, although it is deserving of every cent of the 24.99$ usual asking price.  Go get it now! Seriously!  It’s fucking awesome!

X-Tactics, Genre Fusion By AAA Veteran Devs

 

XT_130

 

Generally, I like to promote games from indies in need, but this is a story too deeply bizarre and intriguing to pass up.  Veterans of the AAA gaming industry have broken off and teamed up to create X-tactics (pronounced Cross Tactics), a game that will link gaming across mobile and PC platforms for an exciting blend.  Honestly, the anime art might not be my usual bag, but the concept behind this game is so vast and exciting that only the Japanese are crazy enough to do it right.  Ingress better watch out, shit’s about to get real.

First things first, who the fuck are these people?  Our developer in question, GAMKIN, is the product of minds from Square-Enix, Sega and Capcom.  Those names drop harder than Skrillex does his bass, but still it stands.  This is a game that will be rendered by veterans from three legendary household names in gaming.  Fuck.  These guys got together in late 2013 and they have spent most of their time in Japan away from the warm lights of our hemisphere.  Mostly they’ve been working with interactive children’s television and collaborating with local game schools to cultivate next-gen game devs.  So these guys are legit philanthropists with a serious mind for our future.  Now they turn their thoughts again toward gaming, and this beast, which they’ve gotten fully funded with 33 days left on their Indie GoGo clock, threatens some formidable levels of awesome.  For a little perspective, the campaign launched on the 8th.  This means they achieved their primary goal in just 6 days.

GAMKIN has a lot on their plate when you look at their plans.  The platforms they will be releasing on include iOS, Android, Kindle (2014), PC, Mac, Linux and Google Glass  (2015), and none of those are stretch goals.  The features of the game are complex and paint an exciting picture of gaming interaction.  First off, this is another genre-fusing game.  Its main components are tactics, fighting and urban exploration, with a 50%, 25% and 25% split, respectively.  In their own words:

When we set out to make X-Tactics we didn’t want to make just another tactical game, nor attempt to create some sort of perfect tactical game. Instead our goal as developers here is to create something new. We combined equal parts of tactical gameplay of classics like that of Final Fantasy Tactics and Valkyrie Chronicles, together with fighting game mechanics and aesthetics, like those found in the Street Fighter series, to create a new gameplay experience, that we at least have not seen done before.

– GAMKIN on Xtactics, Indie Go Go campaign

 

Now this doesn’t explain the other 25% of the game, but let’s stop a minute what this means for PC gamers, as PC and MAC will be options for the game.  The game itself will use turn-based tactics to create a high-speed gameplay environment that focuses on treacherous close-quarters combat, as you might find in an urban setting.  Your heroes won’t be able to take ridiculous amounts of damage to the face, so you will need to make quick moves and calculated risks to achieve victory rapidly.  Failing to do so finds you at the business end of some purple alien’s psychic attacks…

 

... and that suit screams "business time"

… and that suit screams “business time”

Each battles takes up the full screen, and each mission will be comprised of several battles.  With one screen active fights will be tightly fought, so bonuses like flanking, support, destructible furnishings in the environment and traps will give you a serious edge and change the battle’s dynamics every time you play.  X-Tactics will also utilize an initiative system, which they compare to that of Final Fantasy Tactics, but I will translate that to the American readers: shit’s going to battle like DnD.  Initiative will be based on speed and turn order will be thereby determined.  This will also open up the ability for seasoned players to fine-tune their initiative-order to get their team members to unleash dual combos and team combos.  Not to mention, enemies will come in waves each battle, so you really have to get that ass in gear and wipe out your foes before more arrive!

What does this all mean for mobile users?  Honestly, this part looks to be the most exciting.  GAMKIN is going to use GPS information to create a variety of missions that will allow you to defend your neighborhood, school or workplace from outbreaks and other dangers.  Each character you have will even have locale-based storylines that will be unlocked depending on where you are, so the exploration is highly encouraged.  Where this game will really shine is how it will use the GPS of your device to investigate your surroundings, reveal hints and uncover treasures.  This will open up to more modular features where users can organize their own location-based events and treasure-hunts with friends.  In addition to all this, the game will be sensitive to the time of day, moon cycles and even weather to unlock events, initiate outbreaks and influence character abilities.  Having the mobile functionality will also allow for 4-player co-op missions, so you don’t have to be anti-social with this title.  And for those of you guys who shelled out the outrageous amounts of cash to join in on the googe Glass explorer program, the team will also have a companion app that will assist with the urban exploration part of the game.  If that isn’t enough, they will also be updating weekly with episodic content for the game, including missions, items and new heroes all at no cost to players.  If they throw in anything else, my brain might explode.

O, no, wait.  That's just my aunt's baking.

O, no, wait. It’s just my neighbors’ cooking.

This is all well and good, but what is the fucking story here?  Well, it takes place in a story like our own, if our world was controlled by top-secret government agencies and secret societies.  It isn’t, right?  You’ll control a motley crew of secret agents, treasure hunters and adventurers that are working to keep the truth in check.  This means you are more “Men In Black”, less “defenders of the people”.  I expect we’ll likely be killing those free-minded liberators of information, and that makes me laugh with dark, dark relish (enjoyment, not condiment).  And the game is perfectly ok with this.  In fact, the creators have said that it will use dark humor and anime punk art styles to put a new spin on conspiracy theories and urban legends!

And this got funded seemingly over night.  I have known about this game for four days, and it has already gotten its Indie GoGo funding, and they are into stretch goals.  Literally, they got a money enema.  They have 6 hunters with 2 more listed for stretch goals, including some badass ninja panda and a thick list of additional concepts.  Go and check it out for yourself, and wait with bated breath for the release!  Congratulations to these guys for getting their funding goals!  Now get in there and see if we can help them meet a few more stretch goals!

A bit of gameplay for ya ; )

A bit of gameplay for ya ; )

 

How Elysian Shadows Team Plans to Revive The 2D RPG

ES_logo

 

In 1998 I spent my time roaming the castles of Thief: The Dark Project and watching The Matrix, but I also have a strong memory of hearing about this mythical console set to ride an eastern wind to our shores.  Its name was the Dreamcast and it was Sega’s final all-or-nothing bid to take the game console market by storm.  It had numerous features that were well ahead of its time.  Unfortunately, it was too far ahead, like trying to explain electricity to cavemen.  By the time the Playstation 2, Xbox and Gamecube were released, it was just a shadow of a memory from a glossy magazine page.  After the Dreamcast, Sega didn’t die, it just slid out of the limelight and settled for publishing games instead of consoles.

Many did not get to experience the Dreamcast, but for those that did, it was more than just a console, it was a lost piece of gaming history.  Even today, developers are putting out titles for Sega’s last console, and the Elysian Shadows Team proudly stand among their number.  Falco Girgis is the Engine Architect and Team lead, and he explained his motivation to me when I asked why develop a game for the Dreamcast in 2014?

” I found my way into the Dreamcast scene at around the age of 14.  I had always loved video games, and I had done a little bit of programming, but when I discovered there was an entire community of crazy fuckers out there developing their own apps, emulators, and games for the console, and I had the opportunity to also do that without being part of a huge studio, I fell in love immediately.  You have to realize this was before Steam, smart phones, or any kind of indie support on consoles.  The Dreamcast allowed the average guy with a dream to develop for a platform.  I taught myself to code just for that little white box.  I fell in love with it, and what it represented as Sega’s last console.”

So, it was a console Falco loved immensely as a teenager and he learned to hone his craft on it.  That just means it has a special sheen, right?  It’s a dead console, though.  So what?  I was still wondering if there was even still an audience for the console as Mr. Girgis continued.

“It’s so underappreciated, and it innovated so much in gaming–poly counts in the millions, hardware support for bump mapping (PS2 can’t do that), memory cards with screens, online gaming.  It also had an insane amount of AAA titles for a console with such a short lifespan.  It really felt like Sega knew it was their last chance in the hardware market, and they poured their hearts and souls into it.  For those of us who were able to experience the Dreamcast, it’s kind of an immortal thing, and it shows.  Most of our money from our Kickstarter is from Dreamcast sales.  There are still gamers everywhere who have not forgotten the Dream, and I have made it my personal quest to realize my childhood dream of releasing a game for the console.”

Honestly, I was taken aback.  Jump over to their Kickstarter and tell me what you see.  As of right now, I see 90,448$ with 760 backers.  Doing the math, that would have to be about 119$ from each backer, and considering only 182 backers pledged 100$+, that means there is a formidable Dreamcast audience.  Granted, some of those backers gave 1k$ – 5k$, so this game has a spirited group of supporters…

...And when you look at what they want to accomplish, it is hard not to drink the koolaide.

…And when you really look at what they want to accomplish, it is hard not to drink the koolaid.

Everything I see on their page makes me flash back to the numerous hours I had when I discovered Chronotrigger, Secret of Mana 1 – 3 and (US) Final Fantasy 6 on emulators.  There is a lot on that kickstarter page, but seeing everything made me wonder, what are they really trying to accomplish?

“Our overall goal is pretty multi-layered, haha!  The biggest thing we wanted to achieve with Elysian Shadows itself was to reinvent the traditional 2D RPG formula in a manner that makes it new, exciting and relevant by today’s standards.  We don’t want games like Chrono Trigger or Secret of Mana to be a thing of the past, and we certainly have not been too thrilled with the slow demise of the JRPG itself.  Most of our team members can be quoted saying that they want to create the game they wanted to play most as a young gamer, including aspects of games that they grew up loving as children, and trying to use them to create a unique RPG experience that could appeal to an audience beyond just RPG players.”

“I have found myself,Falco, really wanting to make an emotional connection with our audience through ES.  I want to create a game whose story and characters are relatable, and whose struggles are relevant to the lives of our players. I feel like this connection is really the ultimate goal of any form of art, and this is especially true for video games as they’re an aggregate of every other art form: writing, art, music, etc.  I’m really an introverted guy who loves to play the outgoing extrovert, but I have very few close friends and I tend to not have much in common with most people.  The older I get the more I feel like my contributions to ES artistically are some kind of attempt to connect with players and fans on a deeper level.  I’m sure Freud would have a field day psychoanalyzing that.”

That really explains everything.  Elysian Shadows is a collaborative piece of art interpreted through the hearts and souls of its creators.  Each of them has something unique to put in and being indie developers lets them do this the best they can.  And when you look at what it adds up to, you can’t help but feel the passion and love there.  You can’t helped but be awed.  Personally, I think it’s moving.

I love the shadows and how the game looks like pixelated life.

I love the shadows and how the game looks like pixelated life.

I really enjoyed taking in everything that Falco and the team were telling me, but what is the rest of the team like?  What do they do and who are they?

“We have 7 team members total:

Falco Girgis

Falco Girgis

 Falco Girgis is our engine and toolkit developer, and he’s also the one who developed the framework, allowing us to target so many platforms (including the Sega Dreamcast).  He’s basically the team mad scientist.  Falco loves the Zelda franchise, pretty much anything on the Dreamcast, and obviously all of the 16-bit JRPG classics.

Tyler Rogers

Tyler Rogers

 

Tyler Rogers is the gameplay engineer, who basically takes the art, music, and levels then puts everything together into a cohesive gameplay experience.  Tyler is very into Legends of Dragoon, Castlevania, and Final Fantasy tactics.

Daniel Tindall

Daniel Tindall

 

Daniel Tindall is our web developer and level designer, and he has been very much a secret weapon for creating our Kickstarter and Steam pages.  Dan’s favorite series is Metal Gear Solid.

 

Patryk Kowalick

Patryk Kowalick

Leandro

Leandro Tokarevski

 

Patrick Kowalik and Leandro Tokarevski are our two pixel artists, both self-taught and classically trained traditional artists who decided to get into game development to broaden their horizons through pixel art.

 

 

 

Connor Linning

Connor Linning

Connor Linning is our team rock star and audio composer, bringing with him a background in rock, metal, electronica, and survival horror music influencing his musical direction with Elysian Shadows.  Connor is obsessed with the Resident Evil and Silent Hill series.

Eddie Ringle

Eddie Ringle

 

Eddie Ringle is the team mobile developer, who has been the guy working on the OUYA, Droid, and even Google Glass builds of Elysian Shadows.

We aren’t just retro gamers either.  Falco is totally into the new adventure-style games: Uncharted, Tomb Raider, The Last of Us.  So good.”

It feels like I just put up a description of the A-Team, or something.  Hopefully each of these pictures gives you an idea who we’re dealing with here.  Each of these guys is immensely talented and putting everything they have to make something amazing.  I hope Ebert is rolling in his grave because if this isn’t art, nothing is.  Of course with the influence each of these games has had on the Team, what games have a direct influence on Elysian Shadows?

“There really is no single inspiration behind Elysian Shadows, and I kind of feel like that’s why it’s so special.  It’s why our team is so emotionally invested in the project.  We have all found our own ways to endow Elysian Shadows with a piece of what we like best in gaming, each of us growing up with different backgrounds and inspirations.  Obviously games like Chrono Trigger, Secret of Mana, Dragon Quest, Final Fantasy, and Phantasy Star have deeply inspired our direction, but there are quite a few more inspirations that aren’t even from the RPG genre.  Falco and Tyler grew up loving the Megaman Legends series, and it has influenced their direction with the whole “ruins” concept.  Even portions of the storyline.  Connor is a huge survival horror fanatic and, oddly enough, he’s found ways to endow ES with that kind of emotional tension through dynamic lighting.  Once we added jumping (initially inspired by Mario RPG), we quickly found ourselves able to design levels with influences from games like Super Mario and add combat moves from games like Megaman X.  I feel like there’s little pieces of numerous games influencing what we do with ES.”

So Elysian Shadows, almost literally, draws its lineage from the DNA of a widely-ranging gamut of games without any single influence dominating completely.  The more I hear about it, the more excited I get.  This isn’t just a game, it’s a love letter.  The kickstarter page has an amazing set of features.  Elysian Shadows Team has partnered with Pixellamp, which allows for impressive pixelated shadows.  The combat is set to be real-time and the gameplay will have a strong feeling of freedom.  Splicing 2D RPG and platformer elements, this game will go boldly where other games are limited from going.  There will also be a complete class or “job” system where characters’ innate strengths, weaknesses and gameplay styles can be augmented through a wide array of job-specific abilities and talent trees.  A lot of this is straight off the Kickstarter page, so you can go there and get the complete feeling for what backers are getting out of this.  They have samples of the music, the art and descriptions of various details planned for the game up there, too.  The initial goal is to reach 150,000$ with stretch goals all the way up to 800,000$.  And considering that last one would make this into an MMORPG, I hope we get as many additional backers as humanly possible.  They also have an entry on Steam Greenlight, so if you can’t put any money in, vote them up on Steam!  This is one vision that is extremely close to meeting its funding, and it threatens to shake the boundaries of games as we understand them.

 

A lot of this article has been lightly edited to flow as neatly as possible.  The message conveyed has been kept the same in all respects.

Lantern Forge, Dr Sandbox and Mr Hack ‘n’ Slash!

LF_logo

 

I swear to fucking god, if I play another goddamn sandbox again it will be all my fault, because I like sandboxes way too much.  Granted, last week was the unofficial “week of sandboxes” for me, so I am getting some time in with something more violent after this.  For now, this was a game that persisted in surprising the fuck out of me.  Seriously.  Every time I thought I had gotten to the furthest extent of content in this game, I got hit with more.  It isn’t listed as a pre-release title on Steam, but the devs are still adding content, Terraria-style, so it must be an Early Release.  Either way, this game could have fucking fooled me, because it has more flesh than my own personal ass post-Thanksgiving.

When you load it up, you are in the middle of tabula rasa, a clean slate just waiting for creativity.  One of the first things I noticed was how pretty the UI is.  I mean LOOK at it!  It has everything necessary for an RPG and a sandbox while having some high-speed options for quick-paced combat, and it plays well, too.  It focal feature is a little mode-toggle that is wedged between the hotbar and mana bar like my brother’s face in a dancer’s boobies at a strip joint.  Hit that baby and you go from fun-times-with-Mr-Rodgers sandbox to fuck-me-in-the face Hack ‘n’ Slash.  No joke.  Everything is pretty colorful, beautifully detailed world and a skillful procedural generation that somehow hides itself at first, but that button flips half your menu into blood-stained weapon of death!

It's a beautiful day in the neighborhood, mother fucker.

It’s a beautiful day in the neighborhood, mother fucker.

Take a gander around and you will notice that my house, the log building, and the workshop, the stone building with castle walls, have no floors.  One of the perks of a (sort of) pre-release.  That is ok, though.  And here is why.  Above you can see a fraction of what is possible in ths game, attained in about a full day of gaming.  You can build houses that are basically walls, windows and doors.  Your bed is the binding point where you respawn after death, and incidentally a time-warping machine of the future.  When you sleep, night turns into day, but it looks like you just walk over and look at the bed as time changes.  Given another efficiency feature of the game, you can do this through walls.  This feature is one of the elements of the sandbox.

Next to the blue toggle are four buttons.  The first makes visible your character’s range of influence, which is how far away you can touch things.  Educated guess puts this distance at about 10 fucking feet.  This guy rivals Garrett in the “characters with the longest arms” category, but again, this makes things like harvesting a grove of trees easy, so you can avoid being at dick-distance from each tree to cut it.  At first I thought I found a glitch, but then I stared to look over the buttons, and it all made sense.  The next two buttons say they rotate objects before you place them, but don’t be deceived by this low-down, dirty deceiver; it actually morphs the physical form of items being placed.  For instance, a log fence could become a single section, a corner of fence or  just a goddamn post.  Test this out with various items as the results are titillating.  Last is the sub-subterranean article induction rectifying selector or the STAIRS button because the only fucking thing you place between levels are the stairs!  I mean, if you want to get down to the shrieking charnelhouse of nightmares that is the underground, you’ll need to take the stairs.  Press the mode-toggle before you go, though, as you can’t fight in placement mode.

Blizzard called, they want their orc barracks back.

Blizzard called, they want their mercenary camp back

Granted, before you venture in the dark abyss that lies beneath, you’ll want good gear.  You can craft a wide range of items from the beginning, but the items you may craft are limited to what you can pick up off the ground.  And by “pick up off the ground” I really mean “beat into submission with your bare hands” as the animation seems to display.  Still, you can get loose stones, sticks (which are in fucking everything), logs and food on the surface, and the list goes on.  You can feasibly get a few levels before needing to venture downward, especially since it feels like there is an entire game up top.  Eventually you will want to make stairs down.  Now if you start near stairs, DON’T FUCKING GO DOWN THERE!  I did and I got my ass torn open by goblins.  Luckily the animation just has you pulse into nothing in a flash of light, presumably as Scotty beams you back to the Enterpr.. I MEAN.. your bed.  Building your own staircase is likely to lead down to a single claustrophobic space where you claw your way through the walls for air.. or you could just craft a stone pick and dig your way out, fucking lunatic.  Down here on the first level you can find copper, albeit sparsely populated, which will get you the necessary components for some workbenches.  Materials increase in availability the deeper you go, too, but so does difficulty.  Eventually you need to go down, but be prepared when you do and craft yourself some solid gear on a workbench.

Imagine there are half a thousand artistically detailed workbenches in this game, each with their own function and an impressive array of craftable items and you’ll be imagining… uh.. this game.  I even found a workbench that uses workbenches as crafting components.  It gets intense, but as you need to go deeper, so too do you need to get crafty.  My first workbench helped me combat my hunger bar through agriculture.  The gardening workbench lets you use fruits and flowers to make seeds and potted plants.  Now many things in Lantern Forge also have numerous uses: food-bearing plants can be turned into seeds, sticks are in fucking everything and stones are always useful.  It pays to never throw anything away, so it is a good thing there are as many types of chests as there are types of crafting materials.  Granted, eventually you will have more stuff than you know what to do with, so one really cool mechanic among the pile of awesome elements in this game is the Town Center.  The Town Center is that giant ominous lantern over a bottomless pit in the first screenshot.  This uses workbenches to craft shops that are associated to the functions of those workbenches.  Over-simplified example: a gardening workbench lets you build the farming supply shop.  This can then be placed to buy food, tools, seeds and plants for farming.  The best part is the shopkeepers rotate their stock, so the items in there always change as you play.  Honestly, I am not sure what Hearthfire Studios is trying to pull, but my brain almost exploded with all the shit there is to do in this game.

What Seuss-Lovecraftian nightmare did I just acid trip into?!

What Seuss-Lovecraftian nightmare did I just acid trip into?!

Just when you think you have seen it all, they come up with this shit.  A giant haunted dollhouse in the middle of a pink and purple field spewing out knitted doll-beasts that chase you into the next fucking biome.  Great.  Combat is pretty tough at first, but as you get higher in level and secure a handle on it, it becomes manageable.  You have three combat trees to pour skill points into: hunter for ranged, knight for melee and mage for magic.  They also threw in an adventurer tree and filled it with a variety of passive abilities that make exploration, sandboxing and everything in the fucking game better in general.  On the surface, you are less likely to run into enemies, unless you are a stupid screenshotting asshole that runs into the weirdest shit possible and takes pictures while evil dolls poke him with giant needles.  Yea, that’s me.  At night, however, the forest becomes populated with all sorts of enemies.  That’s why gear can really be important.  While you can only make stone tools at first, eventually you will get to iron and mithril.  These items are, in turn, used to get even more items which can open up new varieties of craftable items, both practical and cosmetic.

Everything about this game is fun.  The art and music work symbiotically to generate the ambiance of this game: colorful and bright at first glance, but as night falls, things get dark and ominous.  And at first, it feels like a winsome frolic in an idyllic land, but as you get deeper and deeper, you will realize there is really more to it.  To give you an idea, I was playing this game for nearly a full 24 hours and still only got to the second tier of technology, crafting in copper.  Granted, I like to really explore things, so I was going all out and getting loot, farming, cooking, crafting and making a town.  This game is gradual sandbox gameplay combined with challenging combat, which spikes in difficulty to keep you on your toes.  Overall, this game is worth every cent of the 9.99$ asking price on Steam and is a lot of fun for those with this taste.  It splices two genres into a coherent and instant-switch whole that holds its own on either mode.  I am not even a fan of anime, but this game’s subtle JRPG tones really bring out the lively feelings of this game and give it a unique flair that really entertains.  Even considering everything I have said about this game, there is still so much to explore and experience about it.  Play it yourself to see.  Thumbs up to the developers on this one; Lantern Forge deserves an adoring fanbase of its own.

The Forest, Sandboxing With Naked Cannibals

TF_logo

 

When in Rome, do as the Romans do.  When in The Forest, you run like a Kenyan or die like a dog.  In fact, I am pretty sure most dogs have better deaths, but I am not here to debate that shit with you.  The Forest is fucking brutal, and you feel it every bleeding second.  It starts with your character pulling himself from a plane crash covered in blood and it ends… well.. I haven’t seen it end happily yet.  But the title screen shows two heads tied up on a stake with intestines that connect through the mouths and wraps around the necks.  And they are upside down.  Yea, shit gets nasty.  This game is also in pre-release, so remember that there is a lot that is still missing.

At the start you are on a plane ride from a presumably civilized location to god knows where when the plane is ripped in half rather suddenly.  It’s not exactly like there is a fucking smidgen of turbulence, just a loud bang like something hits the plane.  I am going to venture a guess here and say that someone threw a homing spear and it tore the plane in half.  With all the bodies and everything that seem to litter the forest, the locals have some kind of vastly successful marketing campaign that lures in hapless morons so they don’t go hungry.  Cause cannibals can’t eat each other!  That’s how they get diseases!  On the plane with you is a little kid.  He is cuddling your arm until the plane breaks apart, then he is white-knuckling the arm rests.  When you come to, you are laying in the aisle and this mostly-naked wildman is standing over the kid.  No worries, he picks up the kid’s bloodied body and carries him off into the untamed wilderness.  It’s ok, though.  Plenty of happy-endings start that way, right?  I am sure he ends up in a Disney-Pixar plot line where his father’s death in the plane crash is the tear-jerking opening.  And the fucked up reality is that I am really fighting cannibals and mutants in the woods for years to come.  Magical.

Don't worry, kid.  It's more aero-dynamic without the front!  We'll just get there faster!

Don’t worry, kid. It’s more aero-dynamic without the front! We’ll just get there faster!

Once you are able to get up, you need to look around you.  This is likely the last solid chance you get to search the wreck.  All about you there is soda, booze, some food and a cellphone.  This cellphone is very important because it sets a keynote for what useless, shitty inventory items look like.  It doesn’t really do anything except tell you the weather, the temperature and how far you’ve walked.  Let me repeat that: In a game where you spend your time OUTSIDE IN THE FUCKING WILDERNESS you are given a goddamn cellphone – a separately programmed mechanic – that tells you if you are cold and what the weather is like.  Of course, that step-counting feature is the major point, I think.  It lets you know just how many steps you take to get between the forest line where you cut trees, spot natives and run for your fucking life.  Naturally, useless.

Now, I died numerous fucking times right out of the gate.  The game tells you to page through a survival guide and see how it might help you, and it does at first, but it fails to mention there are cannibals creeping up behind you preparing to gnaw your ears off.  Like chewy little snacks…  I started right next to a cannibal village the first few times, and walked right in just like “Hey guys, nice grass huts!”  They tore me apart.  The second time I kept my distance, and they overwhelmed me before I had the chance to build a fire.  Strangely, fire is what keep these loonies at bay.  They see it and back off like, “SHIT! He has gypsy magic!!”  Before getting the fire together, though, the guide has you build a little stick shelter to sleep in.  This is how you save your game, so it’s important, but don’t sleep right away.  You’ll wake up at night with cannibals gnawing on those delicious ears again.  The last tutorial shows you two plants: a blueberry bush and a bush with black-colored berries on it.  I specify because the first is edible, the second will fucking kill you.  Important.  And these are not the only edible plants in the game, just two of them.  The rest you have to figure out by trial-and-error!  And I mean, most survival books are specific to a section of the world or a continent and give you a wide variety of things to eat in those places.  Whoever wrote this book just kind of implies that there are other things out there you can and cannot eat: either madly sadistic or profoundly lazy.  Not to mention, you can eat certain animals in this game but not others.  Why can I eat rabbits and lizards but not the fucking frogs and birds?  And why not the shark that washed up on the beach?  I know I would be using that for days.  Just cook it up really really well and add some salt from distilled seawater.  Maybe some seaweed for flavor.

Each year hundreds of people survive in the wilderness, except you.  You're fucked.

Each year hundreds of people survive in the wilderness – except you.  You’re fucked.

This is one of those places that the game is still vastly unfinished.  I am sure that there will be more added to this book given time, but right now it is pretty useless for finding food.  Your best bet is killing animals for food anyway, clearly not a game made by vegans.  Although there is a vegan mode where the cannibals won’t eat you.  Makes it a little easier.  The primary role of the book is to help you build things.  Those ghost-walls you see up there are what happens when you place something.  It creates an image of what you are building and you bring materials over to it, building into the image.  Really neat, overall.  Of course, you need to be careful where you place things.  A ghost-image cannot be removed right now, not that I could find anyway.  Then there is the matter of cancelling an object.  Say, you want to build a fire.  In your panic to avoid slipping into the stomachs of cannibals, you accidentally select the head-on-a-stake effigy.  You’ll have to go back into the book and then exit or select something else to cancel the head.  Now I was panicked, and that is the story of how I got a head-on-a-stake next to my cooking pit.  It’s a little unsettling, but it’s a great conversational piece that adds seasoning to my skinned rabbits and lizards.  The most frustrating element of building is you have to look back into the book every time you want to plan out a section of wall or build a fire.  This makes sense the first time, but it gets old after the thousandth fucking time.  I would have memorized the best method for building a fire after having to read the book a bazillion times.  Early on all your construction should be fueled by soda and candy bars you got from the crash and luggage around it.  This gives you food and energy enough to get a good bit of a citadel plannedand built before the cannibals become too much of a problem.

O, yea, effigies?  That shit is fucked up.  One way to keep cannibals at bay aside from filling your camp with campfires is to set up little effigies.  Effigy is a nice term though.  Really, you are creating survivalist outsider art with the limbs of your fallen foes.  Fucked up and brutal.  The best part is, they only keep the fuckers back as long as they are on fire, which they stay lit for like, an half hour at most?  Then there was this problem I had where it was raining almost constantly.  So, apparently I am in a sub-tropical rainforest.  Those aren’t fucking common, but they exist.  This might help me pin point where The Forest takes place.  There seem to be no tropical plants that I can determine, and there is a shore.  The natives like taking body parts and wearing them like feathers plucked from a peacock.  The animals tend to be small and there are a lot of lizards.  At first I would think Russia, but there aren’t any wolves and it can’t be Africa since no one is black.  That would be racist.  Then again, nobody looks asian, but some pacific islanders look white, right?  Best guess, this takes place in Oceania, not too far from New Zealand.  What likely happened is all the hipsters and vegans banished the meat-eating people to an island and there they went fucking crazy and started eating people.  Of course, that was years ago, so they’ve all but forgotten about them except in stories and tales.  This is why you find hikers and campsites out here where no one in their right fucking mind could ever consider camping.  I assume they are hikers because they are miles from any roads and there aren’t any off-roading jeeps or anything.  Then again, they could have come in by plane, given there is a lake nearby and the seashore is accessible.

There is also an interesting crafting system that reminds me of the Zork games where you combine different things to create something else, like a bottle of booze and a rag makes a molotov cocktail.  Of course, there aren’t a lot of recipes to figure out at the moment.  The survival book naturally doesn’t tell you how to build any of these things, either.  I remember reading the military Field Manual on wilderness survival, and that shit is comprehensive.  I would have bought a better manual if I were this guy.

Welcome to my home, you can have a seat over by the head-on-a-spike.  His name is Wilson.

Welcome to my home, you can have a seat over by the flaming head-on-a-spike. His name is Wilson.

Of course the cannibals in this game are the early enemies and the source of a lot of fun.  Before the mutants come and ruin your life, the cannibals are just funny as shit.  First off, they run around shrieking and generally acting like they think they’re zombies.  They’re all naked, including the women, so seeing some boobies every once in a while is nice, even if they are weird and dirty.  Remember all the booze from earlier?  Use a few of those bottles to make molotov cocktails, and let it rip.  These things take out cannibals like nobody’s business.  You’ll need the rest of the booze to make bombs for use against the mutants.  When you die, you also go to this fucking cave full of terrifying shit, but I don’t want to talk about that again.  The least the bastards could do is just let you die.  It really does say a lot about a game, too, when you can take one guy’s arm and smack his friends to death with it.  There is a little problem with killing enemies with fire, though.  The enemies will die and their corpses remain standing.. and breathing.  You can smash them apart with your axe, and the legs even stay there.  Then there are the women.  Sometimes you will kill them with fire and they will change from a hairless weirdo to a woman with hair.  Then you smash them apart like a blood balloon and their body parts turn into male body parts.  It is just a little weird.  All the mechanics are there, but the models and art have to catch up.  Generally this game screwed up where Minecraft excelled.  The Forest chose some spectacular graphics not realizing that all that detail leaves HUGE fucking holes.  There are so many graphics bugs in the game that going into them at length is its own fucking essay.  Minecraft had crappy graphics that were ridiculous by comparison to other games at the time.  But it worked and did its job so well that it is a gaming sensation.  The graphics were simple and clean.  This allowed the developers to move on to other, more important things, thus Minecraft had more to start with than The Forest.  Right now, this is a great game, and 14.99$ on Steam is pretty reasonable for where it is in development.  I would wait a bit on this game, though, if you expect a good and complete game.  Should you choose to invest right now (and I would advise waiting until it goes on sale again), don’t wander too deep into The Forest and it’s still pretty fun.