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!

Haunt the House: Terrortown, Murderous Spiritual Mayhem!

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Not since Haunting starring Polterguy has there been a game this indirect about its approach.  In Haunting, you play a ghost who was recently rendered spectral by a careless family of fucktards that killed you while skateboarding, so you make it the purpose of your afterlife to rectify a vendetta against them.  Terrortown’s ghost is more of a motiveless malignancy that likes to kill people and scare the ever-loving piss out of them.  At least Polterguy had a purpose, granted his manifestations were exceedingly more graphic.  But he never killed anybody!  This adorable little ghost has a bloody, murderous core.  No wonder it can’t move on.

Everything in Terrortown starts in the clocktower in the middle of town, where the ghost lives.  After a brief tutorial on possessing and manipulating objects in the environment, you are set loose on the town like an apple-cheeked Mongol set on destroying families and lives.  A couple things of note in the clocktower, though.  During the tutorial, what they teach you possession with is a bell, of which there are nine, plus the one you possess.  There is also a large, out-of-focus painting that looks like it was painted in a JRPG with the bloom turned down.  More on these later.

The adorable little tent is where the ghost hatches his devious and bloody schemes.

The adorable little tent is where the ghost hatches his devious and bloody schemes.

Calling this game a puzzler is a bit of a stretch, in my opinion, since the only puzzle you are solving is how you will drive terror into the hearts of the town’s citizens.  I would call this more of a strategy game, considering you are tasked with manipulating circumstances and individuals to reach a specific outcome indirectly.  The ghost in this uses possession to its advantage.  By possessing the various elements of the environment, you are able to manifest the fears of people in the things around them.  Now the things you can make people see depend on the level of fear in the atmosphere.  At the base level – relaxed – everyone is milling about in “thumbs-up-asses” mode.  Starting from relaxed, you will only be able to move furniture or swing chandeliers, rattle bars, etc., but once you start to creep people out, the fear level rises.  Increase it to perform higher profile scares and soon you will have people leaping out of windows to escape the house.

Once you have the fear levels up to fever-pitch, people are twitchy if not outright terrified.  You are performing bizarre and ostentatious scares, people are running around terrified and the general populous is jumping out of window to escape.  Revisiting the bells in the clocktower, each level has a few haunts that get bloody.  Several people in the game are asking for it, seemingly pretending nothing is going on, and the scares you perform near these guys get them fucking killed.  This is where the ghost gets murderous: it’s already sucked the happiness and fun out of a room faster than Carl Sagan at a confirmation party, now you’re going in for the kill.  Each person you assassinate gets the esteemed position of haunting the fucking belltower with you, circling a bell themed after their purpose in life to haunt them forever.  How wonderfully sadistic.

That's right, shifty motherfucker, just mind your own business.

That’s right, shifty motherfucker, just mind your own business.

The goal of this game is to get everyone out of the public places.  Once this goal is accomplished, you win!  Seriously, though that is it.  There are 4 locations to haunt and you are done.  This is a little frustrating, but I get the feeling there is more to come.  At least there better be.  Even though the game is 4.99$ on Steam, I have played other, cheaper games that are, in fact, full and finished.  Don’t get me wrong, this game is great, especially since I was such a big fan of haunting on Sega Genesis, but it literally feels like you finish the first level and it’s over.  I have had farts that lasted longer than this fucking game, regardless of how awesome and adorable it is.  The only thing that takes a long time to finish with this title is figuring out who the last fucking person in the goddamn museum.  I had to look up a walkthrough to figure that shit out.  Overall, it is a fun game and worth some money, but until they add ore content to the title, it will always feel short and incomplete.  And if they charge for DLC, I will pitch a bitch fit.

Nuclear Throne, SHMUP Both Exciting and Frustrating

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Vlambeer is a Dutch game developer, and their stylish little Shoot-em-up, Nuclear Throne, is on my list today.  Better known for their works published through Devolver Digital, I am curious to see what their independently published projects look like.  While this title needs a little time to grow on you, it still has a certain charm and will definitely appeal to lovers of SNES and NES shooter titles like Smash TV and Contra.  Be warned though, this game is hard as fuck.

When you start up Nuclear Throne, you’ll be greeted by a badass theme that sounds like a fusion of western-style acoustics with post-apocalyptic metal influences.  It stopped me more than once at the above screen, and almost seems too awesome for this game, but it blends with the style perfectly and given what the game goes for, it is definitely perfect.  It’ll fill your ears and get you pumped up as you choose a character in the select screen, which portrays them all sitting around a campfire while one plays the guitar.

Each of the characters has its own benefit and special move, which is activated by right-clicking, but be careful since some characters have cons.  I will list them in order. Fish is a fishman who gets more ammo than the others and can dodge roll. Dodge roll is really useful in situations where you need ammo and have to traverse a field of fire to get to it.  Crystal is a sentient crystal that has extra HP and can morph into a giant crystal for increased defense.  Later, crystal can get a teleport ability with this. Eyes is a blue alien-looking creature that can see in the dark and pulls pick-ups toward him with telekinesis.  Melting is.. uh.. a sort of amorphous creature. He has shit HP, but gains XP faster than the others.  After death he can also use explosive revenge, but I found that thoroughly fucking useless since there are no extra lives.  Plant is a plant that moves faster and can grow snares to slow enemies. Y.V. is a one-eyed triangle reminiscent of illuminati symbolism that gets a higher rate of fire and can use an ability called Pop pop.  I tried using it, but I couldn’t figure out what it does.  Steroids is a muscle-bound character who starts loaded in each new level is less accurate, but can dual wield similar weapons.  Robot is a robot and he gets better tech drops and eats guns.  Eating guns is one of my favorite abilities by far.  Chicken is a samurai-chicken that starts with a katana, is hard to kill and makes everything go into slow motion upon right-click.  Once chicken gets to 0 HP, his head flies off and his body can keep shooting until it dies, too.  Gruesome, but kind of funny.  I also managed to unlock rebel, who has extra defense and can call allies into battle in exchange for HP.  There is one other character I was unable to unlock.

I brought marshmallows, but they upset Melting.

I brought marshmallows, but they upset Melting.

After selecting a character, you are thrown right into a chaotic arena full of enemies.  At the start you get a simple revolver to suit your slaughter-oriented needs, but that will be quickly replaced by a vast array of weapons from a screwdriver all the way up to a flame shotgun and more.  Grabbing a melee weapon in a “shoot-em-up” might seem like bringing a screwdriver to a gun fight, but that is only because it’s exactly what you’re doing.  In Nuclear Throne, however, it isn’t such a bad idea, really.  I mean, you don’t have to reload melee weapons, so if you are working with a character that has comparably lower ammo, it might not be bad to have up your sleeve.  Your inventory, however, will only accommodate two weapons, so choose wisely.  Luckily, some weapons draw from different ammo types, but given all the ammo drops look the same, there is no telling what you pick-up.  Since there is no weapons inventory screen or anything more complex than weapon 1 and weapon 2, there is no way to tell how much of each type of ammo you have.  It can be a bit frustrating, but it doesn’t fucking care.  The weapon mechanics in this game are intentionally bare-boned so you don’t have anything to distract you from the HORDES of fucking enemies that want to wallow in your blood and render your corpse a charred shell.

Tearing through hordes of enemies is fun, but, as I said, you will want to mix it up.  New weapons do just that, and they come in a healthy variety, packaged in chests throughout the game.  Walk over a chest and it pops open, press ‘E’ to equip a weapon.  Experimentation will help you survive in this, but watch your ammo.  Aside from just chests, there are also EXP canisters.  Originally I thought they were giving me ammo, but they leave a bunch of green shell-looking objects.  Everyone drops these, but noticing they did nothing for my ammo supply I wondered what the fuck they were for.  Eventually, I leveled up after collecting the green bits, so that solved that fucking mystery quicker than a bunch of stoners with a microbus and a mutated, talking great dane.

Did I just see Beetlejuice?

Did I just see Beetlejuice?

Between levels of play you will level you character by choosing a new benefit.  Sometimes these give you more ammo, help you heal, make you faster etc.  The best ones, however, enhance your special ability.  Personally, I like guns for breakfast, so I choose Robot fairly often.  Taking the appropriate skill will allow you to gain more nutrition from guns, healing you more and, I think, providing more ammo.  Each of the skills follow, too, but figuring out the related image is, at times, a matter of artistic interpretation.  The spinning black and purple vortex you see isn’t the door to Narnia, by the way.  Once all your enemies lie beaten and broken, a sucking hole pops up and whisks you off to the next level.  This can be frustrating, so I advise exploring the level as much as possible before killing everybody since this can prevent you from finding all the pickups in the level.  Missing XP canisters can seriously debilitate you for future levels, and dodging bullets becomes half the focus of the game.

Murder on a massive scale is often one of the best things to happen in the dark!

Murder on a massive scale is often one of the best things to happen in the dark!

This game is hard as hell and I couldn’t find a variable difficulty level.  Your choice of character will dictate the level of the challenge, but the massive number of unrelenting enemies make this game truly challenging.  Factor in the drop-off of everything you might accidentally miss after killing the last enemy, and you can see how I only made it up to level 6 after hours of play.  A lot of restarts, yes, but the game makes it easy to restart with the same character, so this is not one you are meant to beat in one sitting.  After drilling away at it, you will find combinations that work for your style of play and get you further and further.  The most aggravating element of this game is the fact that there is no fucking save!  Initially I was mad and wondering why the fuck you would damn your player to infinite restarts, but then I remembered that Dungeons of Dredmor originally had you play through the entire game before you could reload from a death.  Granted, you could at least save after you exit, but when you died your saves were all deleted.  Nuclear Throne doesn’t even possess that decency, and feels like a really well put-together flash game, which makes it a little more disappointing that it appears on Steam.  It is fun, though.  Overall, a good game, just a little too aggravating and definitely a title made for those who got through any of the original Contra games solo and without cheats.  It also has a unique charm that cannot be denied.  Its graphics are fun and don’t lend themselves to over analysis.  They harken back to the old age of 8-bit gaming where it was difficult to even tell what you were seeing at times, but it doesn’t detract from gameplay.  Gameplay is smooth and fast-paced, if missing any form of gaming respite.  Since it is early-access, I can definitely say that this is a game worth buying at its 12.99$ asking price,  even if just to see where they end up going with it.

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’

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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!

Boogey Boy, Preview of Fears

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You know that dream where you are running and running, then suddenly you look back and there is a giant black demon horse chasing you? Goon Studios made a game about that and it is not nearly as terrifying as the dream.  Frustrating at times, but still a lot of fun.  Granted, it’s not completed, so this game is a preview version, but the good news is you can play this preview, too, on Indie Database!  Don’t want to commit to the download?  here are my thoughts on it as it is so far.

You character is a kid in his dreams, which end up having the same exact mechanics as an endless runner, like Canabalt or Crazy Critter Dash.  Interesting that I should compare it to mobile games, since this little blue-haired fucker will be charging his way across PC monitors, Idevices and Androids.  As he runs, his arms flop behind him like he was dreaming about seducing an anesthesiologist prior to arm surgery, then the running started.  His art reminds me of a combination of Coraline, carrying some similarly creepy vibes, and Adventure Time.  Nothing on this fucking Earth would get me to watch that show, but the art looks similar from what I’ve seen on posters at the mall.  You are being chased by a rotating cast of silhouetted eldritch horrors across the terrain of your dreams.

Gonna die!!

If I was being chased by Cthulu’s drinking buddies, I would look like this too.

While you are running, there is the ground itself, which undulates wildly.  Stay on the ground and you’ll be dead in seconds, since the nightmares, I’ll call them, run fast, and you really don’t for the most part.  When they catch up to you, you roll under them like that guy in Ben Hur.  To avoid this, there are a number of floating platforms you can leap to.  Jumping is a lot of fun, and this kid is apparently the blood relative of an ancient ninja: he can double jump.  And his double jump is fucking fancy!  He’ll jump, then double jump and end it with a travolta.  It’s wild and fun, and the best part is that this game is fucking creative.  Sure, you have the usual platforms, floating pieces of road, clouds etc.  But there are also things like beds to bounce on.  As you might expect, this enhances your jump, which can already be enhanced by holding down the jump key.

But you have to move fast, since the nightmares toss platforms aside as they pass under them.  Of course, you don’t control your run so much as struggle to cope with it.  The only way to increase your run speed is to grab stars, which seem to make you speedier the more of them you have.  Much like other running-centric heroes, you will lose your shiny collectibles if hit by an enemy.  Enemies are pretty surreal, too.  They run the gamut from helicopters and frogs to cars with spring-loaded boxing gloves in them.  Most of these you can ‘defeat’ by jumping on them, but sometimes you can run along the top of them to escape.

Aside from stars, there is an array of powerups you can grab, and I have no idea what any of them do.  I will tell you, instead, what I do know about them.  The batteries you grab fill up your batter bar at the top of the screen, which makes me feel good when I get them.  I have not been able to fill it and posit that its effect would be known if I could get the third battery slotted.  Unfortunately, runners are not my natural habitat.  There is also a kid-style superhero cape, which seems to actually be a blanket. You can’t trample my dreams!  There are also dog, bubble, sister and teddy bear pickups.  See if you can uncover their secrets!

Jump on the magical unicorn to briefly escape a horrible death by trampling!

Jump on the magical unicorn to briefly escape a horrible death by trampling!

This is a really fun game.  I have only played a couple unfinished levels, and I am really interested in this title, despite my neutral emotions toward its genre.  Honestly, most of my love for Boogey Boy comes from the art.  The look is really dream-like and surreal:  enemies make a sort of vague sense, platforms are creative and neat.  Another thing is the music.  It leaps and frolics around with you while still leaning on you to keep up a solid pace or be stomped into dream dust.  The controls are simple and the UI is a bit random, but coherent.  Overall, I would be alright paying money for this game.  Its early stages of development generate their own ire, but it is to be expected at this point.  The most annoying thing about this title is the lack of fucking exit button on the menu.  There is also the issue of no pause menu’, so you only get the choice to return to the title menu, but even there you have no exit option.  Again, though most of that title menu is non-functional because this is an early early development preview!  Check it out, but don’t be judgmental.  It’s a great work-in-progress that deserves to have an eye kept on it.

Flem, Sticky Little Preview

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This game is the most adorable game about a booger I have ever played.  Your main character is a little pixel snot, and the style of this game reflects the silliness having such a main character implies.  Its retro-style pixel art and chiptune music make it feel like a long-lost classic from the SNES, but its divergence from the usual recipe of those older games is what makes this game so much fun.  It is also a title appearing this week at Gamescom in Cologne, Germany at the Unity 3D stand.

Flem is a booger.  The first title I saw when I loaded the game read “One day in your nose…”  The tutorial takes place in a little alcove of someone’s nose where other little boogers teach you everything how you will interact with the game.  First there is your basic movement: left, right and jump.  The most important feature of movement is the roll.  Using roll is similar to running in that it increases speed, but it’s a toggle, so you don’t stop rolling until you hit the button again.  When I started, I was as careful as I could be; but once I realized how to progress in the game, I realized I had to step it up.

Final goals tend to define a game, and the goal here is timing.  Each level is a timed race to get past treacherous terrain, flora and fauna.  This is why I found myself rolling through most of the game, since you need to make a good time to progress.  I died a lot, mostly because platformers are not my strongest suit, but also because this game’s squishy exterior is only skin deep.  This is not a forgiving game.  Sure, each level is short, but that doesn’t change the fact that starting from the beginning every time is a pain.  I have cursed Flem more times than any other game in such a short period of time, and he can really be fucking frustrating, too.

Behold! The nostrils!

“What the actual fuck..?”

As you roll along through the game, you encounter a variety of obstacles, with the most common being spikes.  Spikes are literally fucking everywhere.  It’s like Flem got launched from the warm safety of the nostrils into a nightmare world of demon spikes and bizarre animals.  I wouldn’t call the creatures in this game enemies, since you don’t really fight them.  By all means, this game is almost Buddhist in its treatment of other creatures.  That I have found, there is no means to kill enemies, mostly because that is not what Flem is about.  Rather than sterilizing the environment of it natural fauna, you are tasked with slipping by them.  And they are weird.  There are yellow jumping bugs (dust mites, guess), cactus-like plants that launch pellets into the air, flying purple bugs and a myriad of other obstacles, but again, you are not there to kill anything: you just want to get past quickly.  At the end of the level, you’ll be graded, and the faster you completed it, the better your score.  Of course, there are only three scores, noted by different-colored gems.  One of the biggest points of frustration are the buttons to continue the game.  For now, it seems selection randomly flickers from one button to the next, making it equally possible to restart, continue or return to the menu by accident.  It’s really annoying, but in a preview this early, it is good to see so few flaws.

In order to get past, you are given some interesting abilities, too.  One of these abilities is gathering up little purple bubbles to float around.  Of course, there is a gauge that displays the amount of time that you have to hover, which can be refilled by grabbing another purple bubble.  This gets difficult, too, since your ultimate goal is to get to the end quickly, not to collect pick-ups.  There are also orbs that give you speed boosts, let you jump and these are trickled into the game slowly enough that you get a handle on them, and the game ramps up the difficulty at a rate that is challenging and still fun.

Older games have a more specific motivation with an interference-oriented goal.  Mario would vanquish goombas, beat on turtles and kick Bowser’s butt to save the Princess.  Flem is a booger.  He isn’t nearly as committed to combat as the suspenders-clad knight of the Mushroom Kingdom.  There isn’t even a definable enemy, just this sense of displacement that drives Flem onward.  In the very beginning, rather than some foe drawing you out into the world, you are launched out of the nose by a sneeze.  It’s a beginning as goofy as the main character, but it sets a tone of enjoying the pixels of the game rather than selecting and neutralizing targets.  As I have come to expect and enjoy from Norway, there is a talent for creating a fun environment that you pass through and enjoy, rather than tear through like a tornado full of missiles and chainsaws.  I’ll bet that’s the next sequel to Sharknado.

What the fuck is with all the deadly spikes?!

What the fuck is with all the deadly spikes?!

The art in this game is spectacular, despite the simple concept.  The tutorial, which is currently pretty basic, is delivered alongside a gallery of pictures that seem to tell the story of dissenting opinions between the denizens of the nose.  Some ended up leaving, others stayed to cultivate some kind of snot garden.  The music is always whimsical and echoes the style of the environment.  It’s not some kind of modern, pulsating techno-mix of chiptunes; it’s just plain simple bit-tunes suitable for a game on the SNES.  I would expect this title to appear on Ouya and other simple platforms.  Alongside those, Henchman and Goon are trying to get this game voted up on Steam!  I would expect this to be another fun little title for a low-ish price, so go vote it up on Steam and lets play!

Of everything that bothers me about this game, nothing drove me up a fucking wall like the spikes lining every single wall in sight.  I mean seriously!  Is the world descending into the worship of some bizarre demon-god that covers everything in tiny spikes?!  What would the point of that be?  Does he want you to just be permanently uncomfortable?  I mean, spikes are spikes, but at this size it might be, at worst, like laying on toothbrushes.  That might even tickle.  It’s like the world was infiltrated by the most effectively strategizing and bizarrely quixotic aggressor in the world.  Maybe he was invented by Woody Allen?  I dunno, just seems like something he might imagine.

X-Tactics, Genre Fusion By AAA Veteran Devs

 

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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

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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.