This first time I tried out BEATBUDDY was a long time ago, or least a year. They had a pre-alpha demo on STEAM that was designed to literally just get you excited and it did. It looked really cool right away and was fun with awesome music.
I devoured every news tidbit that came in as the game went into full flung production. From the first trailer designed for PAX EAST 2013 to the announcement of the stunningly beautiful and brilliant writer Rhianna Pratchett of Heavenly Sword, Mirror’s Edge and the extremely well written 2013 game Tomb Raider joining the team to help out. The fact that Austin Wintory had provided music for the game had also made me excited.
They released an almost finished preview copy of the final build and that blew me away. Yet then I got my hands on a finished review copy of BEATBUDDY: TALES OF THE GUARDIANS and that is when problems started rearing their head. I am ignoring any and all bugs I encountered and just focusing on the overall difficulty. This game just amps its difficulty more and more but doesn’t really ever give you chance to get better before the difficulty hits. One second it’s smooth sailing, suddenly you’re having to zoom down with enemies hitting you, avoiding spikes and trying to grab a key at the bottom of a pit with the door you need to open at the top of the pit and all the while the pit has a spike ceiling which is coming down at you.
There’s another section where you’re in a ship and another ship is coming uo behind you. Your job is to protect this ship, but this ship can take hits and you can’t. Yet there are obstacles the whole route and the ship keeps trying to get ahead of you, so if you don’t destroy those obstacles or get stuck behind and then, well, death. This could be fixed in the final build, but it was the most headache time I had the whole game. I only beat it because of a bug which suddenly that ship I was transporting disappeared completely, so it was easy.
SIDE NOTE: The final released version of the game fixes these glitches I discovered, but obviously doesn’t fix the difficulty, that’s still pretty damn high, but that’s part the course for action platformers.
When the game isn’t being impossible than it’s absolute joy with charming visuals, a story that makes you feel compelled to continue and some of the coolest sounding music ever in a game. In terms of praise there’s very little more to say… I mentioned the writer, one of the musicians and that the game looks great. If difficult action platformers that are beautiful is your thing, you can’t go wrong.
One of the best things that THREAKS, the company that made BEATBUDDY did was it’s campaigning of the game. They were open creators, answering questions, and being just a fun company. On top of that early preview copy they released a year prior, they kept fans up to date with press releases AND if you really followed along? You got your hands on a Beat Buddy plush. Beat buddy is so damn cute, I could’ve hated the game and I’d still love him. You should play Beatbuddy just to LOOK at Beatbuddy and listen to the music because who doesn’t love cute and music? Well, somebody, but no body that I like.’
If you still aren’t sold though there’s a demo available of the first two levels on Steam right now.
One of the biggest things that have become a regular part of life over here at Pop-Culture Spectrum is mobile gaming. I’m grabbing my iPhone and playing things like Robot Unicorn, Whale Trail, Punch Quest, Middle Manager of Justice, Eyelord and even Angry Birds. What we haven’t done though is discuss these games and that stops NOW with the following.
The Game Bakers have made three awesome, intriguing, cute and fun games. These three games are not without their flaws, but as mobile games trying to give the feel of what mobile and touch is truly capable of they have surpassed their goals each time. With their first two games SQUIDS and SQUIDS: Wild West they combined RPG with pull physics to create something very unto itself and yet infinitely playable with a quest, bosses, story and lovable characters.
In their latest they seemed to go a new path, gameplay was the main focus here, although story and character still shine. The new game is COMBO CREW. Inspired by 80’s arcade games like Final Fight and Streets of Rage in which the longer you can hit without getting hit the higher your combo score goes up and the better points you they’ve delivered something just as fun as those games and yet equally as frustrating.
One of my biggest issues and problems with those old arcade smash em-ups was being fast enough to hit the counter while in the middle of a combo. The same issue exists in COMBO CREW. As my chosen character is unleashing a combo on an enemy I get warned that another enemy is about to attack but I’m either not fast enough OR the game is not fast enough to recognize my tap to stop the attack. Not always, but when it happens I get tempted to throw my phone across the room. I would never do that, because… it’s just a game. A good game that when you die and get a game over make you go “ARGHHH!” but just a game. No worries about this argh happening in public either. I’d almost be scared to play it in public with the furious finger swiping it takes.
The game has a co-op but being a solo gamer means I’ll never experience that, but the idea of it is pretty good.
In terms of replayability it has it in spades, as you’ll automatically get better with time, you’ll score higher and unlock more combos and additional characters.
There’s two modes as well, a “story” mode and an endless mode. Once unlocked endless can help you in story to get stronger, faster, better to get to the top of the tower.
In terms of developing something that really was made for the idea of touch, Game Bakers has succeeded again immensely and this is one of those games that if you have an iPhone, iPad and yes, even an Android. Of course if you don’t have one of those and only have a PC you’re out of luck!
Yet, you can still experience some Game Bakers with a PC version of SQUIDS.
Through three chapters the saga of Erica Reed, a paranormal detective in the series of COGNITION has grown in amazing ways. In episode three brand new developments to gameplay as well as story bring things to amazing climax which in the end will have any fan (new and old) salivating for the final chapter.
As an FBI agent focused mostly in serial killer investigations, Reed tends to find herself in dangerous situations and unfortunately for her years ago, a serial killer chose to attack her family. This killer was never caught and years later this event seems to be a constant to everything happening to Reed within the confines of the games narrative.
Working as a traditional point n click, COGNITION is all three episodes is just as good as any, with good dialogue, well thought of puzzles and plot structure that pushes the game along. Yet when Erica Reed’s power of the mind comes into play the game takes a solid turn at being something different.
In the first game the basics of being able to see into the past give you clear understanding of the mechanics without anything being too complicated or overwrought. Sometimes it even seems like your hand is being held, but with such a new game mechanic in place to this type of genre and the very intense, gory, and distressing story it tells this was necessary.
In the second chapter all seems fine, the hand is let go, your training wheels are removed and off you go flying trying to put together the puzzle pieces and solve the mystery before time runs out, even in some cases time has run out for everyone. It’s smooth sailing till the final puzzle, when the game falls off the rails and takes a detour into “Hey, I know you just learned how to ride a bicycle, but here’s a unicycle, also juggle these flaming bowling pins”. It’s a deep turn of puzzle difficulty which while it does not break the game nor deter you from wanting to finish it does put a damper on things. Nonetheless you are compelled to move onto the third chapter.
This third chapter takes things to another level adding to your power abilities as well as adding a second playable character. To fully explain this would create major spoilers, but it works really well and to the plot of the game, the way it has progressed and such. I will say story structure wise that if you are used to paranormal mystery stories nothing really comes as a shock or surprise here. If you’re one of those this is more about getting to read a well crafted, although as cliched as ANY of them and really, they’re ALL cliched… betrayal, unfocused love relationships, people not appearing to be who you thought they were, all these stories are exactly like COGNITION. What makes COGNITION different is the fact that not only is it a game, but a well made game.
It’s not just the gameplay though. The art is superb, between the 3D esque normal play and the painted cut scenes everything shines. The music composition really shines, swifting you through the tale with just the right emphasis and notes, but what really makes the game is the lead voice acting by singer/actress, Raleigh Holmes, who is also coincidentally step-daughter of the game’s consultant Jane Jensen. Okay, not a coincidence, but Raleigh would be right for this part even if she didn’t already have a connection to it. There’s just something about her accent, her gruffness, her delivery that adds a gravitas to the entire game and makes it a must play.
I’ve said before in this blog that I look forward to the next chapter and once again, there is no mistaking I look forward to seeing what the final chapter The Cain Killer brings to COGNITION and how they decide to twist things again gameplay wise to keep it all interesting.
(images shown are from COGNITION: THE ORACLE)
I have never been good at word finders, and I actually not even really good at Scrabble. I miss those large scoring words, because even though I know them, the scrabble part of it always confuses me. Yet I play Scrabble, but not online. I never got into Words with Friends or anything like that, but I get the appeal. I like developer Ryan Creighton have always wondered what a game like that if brought to something even bigger. Ryan was inspired by a game that he thought was going to be that and wasn’t. I see Ryan’s game as pretty close to what I’ve always envisioned a word finder game at a larger scale where the word building wasn’t just a game but a function of the story telling.
That in a nutshell explains what SPELLIRIUM is. A word finder/builder with a story that is enjoyable and intriguing. One of the best things the game has going for it is the art design, from the characters, the backgrounds and the cut scenes. In simply still an alpha state this is blowing my mind. Being able to actually play something in Alpha is always fun. You’re not actually a playtester but you get to really see where a game is at before completion. I’m getting ahead of myself here, so let me rewind a tad.
Untold Entertainment is doing a special way of pre-order for their game in which isn’t a Kickstarter, but a kickender. This game is happening, it’s coming out. The question is how good will the final product be? Production costs money and while kickstarter is meant to do just that for projects, SPELLIRIUM has funded itself along the way with grants, funding and out of pocket and has a long way in its development. Despite being a point n click game and 2013 being definitely The Year of Adventure Games Return To The Mainstream it is also a niche game. It is not your traditional puzzler with fetch quests, inventory options and more, no it really combines two genres that you wouldn’t expect to work but in your mind want them too.
This isn’t to say that the Alpha isn’t full of flaws, but the promise it shows makes the Pre-Order completely worth it. Certain bugs are causing at least for me an impossibility to beat a certain puzzle, or maybe I just am not good at this stuff. It’s also about predicting vowels and consonants and understanding a structure of charges and combos and all that jazz. If you love things like Bejeweled, etc. or supposedly some game called Bookworm, then you’ll love this and you’ll enjoy the fact that it’s not just a word connecting. There is definitely still that point n click aspect and there’s the entire figuring out what to do next/where to go next thing going on as well.
In terms of seeing games always changing, evolving, taking the next step while staying in their roots of fun, good graphics, fun, good stories, interesting gameplay, fun then you can’t go wrong with SPELLIRIUM (even if admittedly my difficulty with a puzzle I can’t beat because of my skill level/bugs within the game).
So if you’re still staring at the screen shots, or reading this, stop. Just go and pre-order the damn thing already. You know you want to. Flaws and all!
Also… how can you resist a campaign that gives you something like this?
Come mothers and fathers, come sons and come daughters,
come graduates sprung from your old alma maters
come lovers of words, come adorers of books,
come peer at these pages, come take a good look
For today at long last, you will finally play
the game we’ve been building for many a day
(i’m so proud to say it, it’s making me teary some)
this is the day that you’ll all play Spellirium!
While it’s not fully finished, it’s come well along
we’re ready to let you all play, you big throng
and with your support, it will end perfectly
and we’ll make it the game that we meant it to be.
So open your wallets! Un-mattress your cash!
Donate all your savings, and empty your stash!
Dig deep, and find money, and give it all here
And then yell to your friends so that they overhear
And THEY give us their money! And THEIR friends do, too!
and then when it’s all over … just what did we do?
We shut down the banks, and we took all the bucks
and every last dime in the world went to us
The people of Earth will all turn out their pockets
And hope, beyond hopes, that we’re gonna rock it
And rock it we will, for the price you did pay
Oh, the game that we’ll make. OH, THE GAME THAT YOU’ll PLAY!!
In 2012 the point n click adventure game of yesteryear saw a true resurgence. This return to a beloved game form that had been more cultist and present over in Europe for the last few years started making mainstream breakthroughs with the success of Double Fine’s Kickstarter. That success brought forth a lot of other old guard to bring their games to life such as Jane Jensen of Gabriel Knight fame, Chris Jones & Aaron Conners of Tex Murphy fame, The Two Guys From Andromeda, Al Lowe, all popped up on Kickstarter. Not to mention a bunch of other folks with new ideas for point and click adventures with new Ips such as The Last Door, Homestuck Adventure, Jack and The Necronauts and more. Some games on Kickstarter actually preceded DFA successfully and they’ll be discussed shortly as I analyze some of my favorite adventure game experiences of 2012 and early 2013 with a look forward to what the rest of the year will bring. In some cases I’m thinking it might be best to just link to my review that already exists with maybe a single line from it.
Resonance: “Hit it out of the ballpark with a few fouls. I absolutely loved using all four characters to figure out different puzzles, the clues and development of the long term and short term memory, the variants in puzzle style and design that kept things interesting and yet never stopped one from being able to continue on.”
It was also one of those games that got its support on Kickstarter and before DFA, so it was a long time coming and came out great.
Cognition-An Erica Reed Mystery: Two chapters of this game episodic game from Phoenix Online Studios (creators of the excellent Silver Lining which started as King’s Quest fan game) that also found its backing on Kickstarter. The first chapter “The Hangman” introduced a great world, story, characters and intriguing gameplay. Chapter two kept up the great writing and story, but the mechanics and puzzles definitely suffered. I have more to say on this and hopefully will, but despite many flaws in Chapter 2’s “The Wise Monkey” I am still excited and interested in the continuing story and how it will all come together in the end.
The Cave: Double Fine’s first new game of 2013 and it’s first to launch on PC, Xbox, PS3, etc. on the same day is a strange creature. Not fully an adventure game despite it’s marketing, not completely a platformer even though it works like one, it’s got its great own little niche. The kind that one has expected from a games company whose yet to make a game that can actually be classified as they all had elements of adventure, puzzles, platforming, action and other gameplaying tecniques. The Cave’s graphic design and abstract puzzle design shows that the team is still rooted in its Lucasarts beginnings even as it branches out from there.
Kentucky Route Zero-Act 1: Another project that started out on Kickstarter, it is less point n click adventure and more interactive visual fiction, but that doesn’t take away from it’s amazing use of art, game mechanics and storytelling to create an excellent “game”. If you haven’t given this one a go you’re really denying yourself an experience worthwhile.
Primordia: “This game presents a very large and over encompassing story about a post apocalyptic (or seemingly so) world in which only robots remain and these robots live in a 1984 lifestyle in which your character invades, upturns and rearranges in surprising ways. All along the way you’ll laugh, cry, be amazed and question your choices.”
The Ballads of Reemus- When the Bed Bites : I amazingly never wrote an actual review of this, but I did shoot an unpacking video showing my pure excitement for it. Made by Clickshake games this was the promise of an epic after many successful flash games and they delivered on their promise. Amazing artwork, great vocal work, intelligent puzzles, amazing humor. I wish there was a way they could do their games like this more often instead of simpler although that takes nothing away from their more recent production Wentworth which must been played.
Screen 7 Summerbatch: This amazing bundle offered four games of varying style, but all old school point n click. I loved everything about this. This is one where I must direct you straight to my review. Unfortunately only one of the games in the bundle are available (and for free), but the creators of the games have other games they’ve made that are available and if you go the main website and click on each developer you should find something worth your time if you really look.
Botanicula: The weird, fun, awkward work of Amanita Design followed up on Samorost so nicely. This isn’t your typical point n click, but it’s still totally a point and click game in that there are puzzles to figure out, things to click on and even “conversations” in its own strange way. Visually it might be my favorite of all the games I played in 2012.
Papo & Yo: It’s hard to argue Papo & Yo as an adventure game as it has platforming and action elements, but it really is an adventure game as well as interactive fiction. Unfortunately it’s also a Playstation exclusive and a PSN exclusive at that. I could see the game easily ported one day to PC though here’s hoping for all those who didn’t get to experience it.
Da New Guys: This humorous wrestling classic point n click was another awesome exciting adventure for me in 2012. I just had a lot of fun with it, but my review will let you know even better.
Secret Files 3: Animations Arts out of Germany has been making the Secret Files series for all while and Part 3 was another excellent example of the company understanding how to make drama filled pont n click traditional with comedy. As excellent as Secret Files has been, their Lost Horizon game was
Shadows on the Vatican Act 1: Part of this episodic drama is a balance of easy and hard with comic book style art and old school point n click, along with some of the newer additions to the genre over the years and some of the less appreciated puzzles of yesteryear as well, but none of them so bad that you’d not want to continue the tale and see where it is headed. Like Cognition, a big story is being told here in long chapters instead of one enormous game and it’s a story I’ll be following.
Deponia/Chaos on Deponia: From Daedelic, another Germany company with a track record of well animated, classic style point n click, these two games are the first two chapters of a trilogy of a steampunk comedy fantasy. Daedelic’s games are actually quite difficult, with puzzles that can really stump you and scratch your head. This isn’t a bad thing, but it has meant that I haven’t even beaten by Chaos yet and I might not by the time their next game comes out.
Yesterday: The last game from Pendulo Studios before focusing on remakes of their older games and trying to find the eventual funding for their next and possibly largest adventure, this horror themed adventure had a lot going for it. Albeit short and obscenely easy from a puzzle standpoint, it still had the great CGIesque art Pendulo has become famous for as well as their unbalanced, but funny and intriguing storytelling. It’s not one to be skipped.
As the rest of 2013 and even 2014 comes there’s a lot to look forward to in the adventure gaming genre, especially with many of the old stalwarts coming out of the proverbial woodworks even. Here are just some of the games coming that have me excited (even if I didn’t jump on their kickstarter bandwagon):
Double Fine Adventure/REDS: I’ll have lots more to say about this in a forthcoming much delayed Kickstarter experience article, but a quick note to tell you this is going to be one to look out for. This game in my mind will definitely be coming out and while The Cave has received mixed reviews, I expect the gaming community to really fall for this in a big way.
Moebius: The first game from the new Jane Jensen spearheaded Pinkerton Road feels like it’ll really one to watch for. Jane never really disappeared from games making, but her last game as full on writer was the much muddled and production delayed Gray Matter. Other than that she’s helped direct and design lots of casualesque adventure games as well doing consulting for Cognition. This is her first big return to the stage making the game she wants to make. It should be exciting.
Kentucky Route Zero Chapter 2: As it’s planned to be released in chapters, of course I am very excited to see what the next chapter of this will look, sound, feel like.
Reincarnation-Root of All Evil: The flash games for the series about a little purple demon who takes the souls of evil for hell have all been amazing. I really look forward to seeing what a full fledged game will be like. The last truly classic feeling point and click he did was years ago and it was awesome, yet hard, which their small games are as well, but they look great and are fun.
Shadows on the Vatican Act 2: I feel really grateful that I got a free pre-order on this through a bundle as a secret surprise bonus, but if I hadn’t I’d totally ended up buying it when it came out. Really good story, awesome art and in part 2 the promise of controlling two characters for the whole game instead of just a portion? Sold.
Lifeless Planet: This was a project that launched on Kickstarter before the DFA explosion so I missed it, but as doing research this sci-fi 3D epic looks promising.
I could go on and on with games such as the new Broken Sword, the new Tex Murphy, Beyond Two Souls from the makers of Heavy Rain and more. I just love that my favorite genre is alive!
Independent video games have tons of soul, but finding ones that truly call to me are difficult. Finding video games that I want period are difficult, but they do exist. I generally enjoy point n’ click adventures, third person action games (not shooters) or side scrolling platformers. As I said, they exist, but the prevalent gaming still is the FPS, the multiplayer insanity and the MMO RPGS and they get the focus. Here using the entries to the IGF I found a share of games that I enjoyed and I think you might too.
Bollywood Wannabe: I don’t tend to like rhythm games myself, but if they’re your thing this is the one to look into. The graphics are superb, an amazing art style that truly pops. The concepts of adding a bit of platformer style to the game is awesome too. One of the main issue missing is being a keyboard only game from what I can see, but if you actually like games that test your hand eye coordination with high quality graphics and funny script this might be up your alley. Try out the demo in the very least.
JazzPunk: This looks like a really fun first person action/adventurer with fun graphics and lots of humor, since well that is how it’s being advertised, but the current video teaser shows it to be just that. Definfitnetly one I’ll be keeping my eyes on to see how the final product is.
Pavilion: Best described by their own words. Pavilion is a fourth person exploratory experience about guidance, influence and subliminal control. Manipulate the surrounding environment, influence his sense and guide the main character on the path towards truth.
Spoiler Alert: I highly recommend this innovative but simple platformer available for the PC and Mac and being developed for mobile. It’s a two button game with the main mechanic that you have actually ready beaten the game and you are playing in reverse, having to actually recreate the game you played. It’s actually quite hard to properly convey, but it’s a great idea and this little game gets it just right. Best of all the complete game is free.
The Insulines: A traditional point n click adventure with finding a way to make the mundane actually fun. It’s meant to be part rock n roll comedy/part insulin&diabetes PSA. As someone who has more than a few friends with diabetes I can see how as the story goes along it”ll grab me more. I really like the art style, it’s quirky. The song “Sugar Free” which you can hear through the chrome demo and linked through their twitter is also really worth checking out.
Back to Bed: An intriguing and slightly difficult puzzle game in which you must make a man not fall of the path. You control a dream dog or something who must lay the path out on a dreamscape with added difficulty each level. It’s esoteric and challenging and it’s free.
Owlboy: A pixel art platformer with really high quality pixels, an awesome looking main character, awesome conceptual art and based on what they consider an outdated demo from 2011 really quality gameplay mechanics. This definitely one to check out. Grab that old demo, enjoy it and then just wait with baited breath for the final version.
Beat Buddy: A platformer swimmer with music mechanics that looks great and sounds great as well. There’s a pre-alpha demo up on Steam right now which just needs to be played. It’s a full level and really shows off the promise of what can be a very fun game to run around in and experience.
Contrast: An upcoming action platformer with puzzle mechanics and more based in 1920s France under the allure of performing arts and using shadows mechanics to tells it story. No demo available, but the teaser trailer is amazing and it was greenlit on Steam, so the expectation and excitement is high.
OIO: Intriguing well designed puzzle platformer with a cute lead character a great art design. There’s a demo to make you want it which really accomplishes this goal. A well polished indie gem for PC/Mac.
Douse: This simple, but elegant project from students at Digipen is like platforming version of Flower for PSN. There basically no challenge, it’s pretty much an art game, but it is really beautiful experience.
A Cat’s Night: A very classic style point n click that is cute and fun because you play a cat who is trying to save his shelter from being destroyed and thinks he can do it all without leaving the shelter. The art is really cute and it’s another free one.
What came first? Robots or Man? Was there even Man? Is Robot Man actually Man Robot? Can a Robot wear a Monocle? Can a machine have emotions? Is anyone above the law? Is the law truly the law? If you don’t know your own past, does it really mean you aren’t who everyone thinks you are? Can a robot fly, be sarcastic, and funny, but still really helpful and a great friend?
All these questions and more are asked, but not answered in PRIMORDIA... or more exactly they are given multiple answers, in which your own spiritual moral code will let you decide the answers.
In my preview of Primordia I said it reminded me of Beneath A Steel Sky, but once you really get into the crux of the game it feels both its own beast and yet even more a true predecessor and that is an actually great thing. There’s no denying the genius of Beneath A Steel Sky, no matter how hard one might try and there’s no denying the genius of Primordia.
It is an excellent point n click adventure with truly inventive puzzles that make you think as much inside the box as out of it. You are introduced to Non Player Characters who become extremely fleshed out as the story progresses, maybe more fleshed out than any I’ve seen before and in some cases more fleshed out than even your protagonist. In that it’s more link hints, little smattering, things to put together the puzzle together yourself.
All together the game presents a very large and over encompassing story about a post apocalyptic (or seemingly so) world in which only robots remain and these robots live in a 1984 lifestyle in which your character invades, upturns and rearranges in surprising ways. All along the way you’ll laugh, cry, be amazed and question your choices. These are meant more to convey the impression, they are not red herrings. There is no way to not finish the story. Actually there are multiple ways and that is just an added bonus to everything.
As a perfect ending to this short, succinct, but loving review I thought I’d share with you my also short but with brilliant answers via e-mail interview with the developers of Primordia and an extra bonus question for publisher Dave Gilbert of Wadjeteye.
1.) How much of Beneath A Steel Sky was an inspiration? It felt throughtout the game and up to the ending even that it was being heavily referenced, but that could be my own nostalgia fog invading.
Vic: Yes, Beneath a Steel Sky was definitely an inspiration for me during the conception of the game. I recall that in some respects I wanted to make something in a similar vein, tonally. Metropol I think had the most direct graphical influence from BASS, but that said, I don’t really think of Metropol as representative of the art style in Primordia, which I feel is essentially more of a kind of Ray-Gun Gothic style you see around the UNNIIC and the Dunes – a melange of technologies flowing into ruin.
Mark: I played Beneath A Steel Sky years ago, and I remember somewhat liking it, though less so than Revolution’s later games — the Broken Sword series — which had a definite influence on my puzzle design. Of course, people subconsciously assimilate ideas all the time, so I’m sure I drew from BASS. Still, the strongest connection that people have been noting — Crispin to Joey — is misplaced. Crispin is directly inspired by another sidekick, but it’s not Joey. It’s Morte, from Planescape: Torment (along with some others like Cedric in King’s Quest V, Orko in He-Man, Zzyzzx in Sacrifice). I don’t remember Joey at all from BASS, other than that there was a robot sidekick. By contrast, I can can point to a lot of Crispin that was directly inspired by Morte — his refrain of “boss” (from Morte’s “chief”), his implausible amorous declarations, his skepticism of epic motifs. But if people want to draw comparisons to BASS, I’m certainly not going to complain! It’s a beloved game with a strong following. I’m even more perplexed when people say that Crispin was based on Wheatley from Portal 2, a game I didn’t play until after the Primordia writing was done. But, again, that’s a nice comparison for people to draw!
2.) What was the development process, did you complete the world/history/background before designing puzzles or was it a side by side creation. Is there a large bible detailing the whole Primordia world?
Mark: There is a design document, but frankly the game is probably more expansive in content than the design document. I spent a lot of time thinking about the world, of course, but like Sean Connery says in The Rock: “It was in my head!” All along, we wanted the puzzles and the setting to complement each other, so we designed them in tandem. One of the reasons why I didn’t do some vast setting bible — which I’ve done for other games — is that I would rather that players fill in the blank areas on the map with their own imaginations, which I see some have already done. We tried to include a lot of evocative references to places the player never goes, but left them vague enough that, say, Steeple’s Cathedral or the fractal network of robots in Civitas or the vast Factor complex are left to the player to create.
(Added side note by RHC post interview: The actual quote is “The blue was in my head”.)
3.) What was the creation style for the pixel art still paintings? Are they originally paintings and then pixelized or straight from “sketch” to pixel? Is there full on beautiful concept art that was done before all the pixels?
Vic: Almost all of the graphics and sprites for Primordia are hand painted in high resolution, then re-sized and touched up to create what is seen in-game. I did a lot of concept art and illustration for Primordia too, both to work out specific designs in detail, and also to create works that would inform the style and the overall look of the game. I probably did a lot more illustration than was necessary for Primordia (I even did some aerosol art toward the end too), but with all the low res graphics I had to do, it was a nice break to be able to make something a bit more, well, illustrative once in a while. I still think my best work in Primordia was the in-game graphics though. For me, an animated environment with characters etc will always win over a still image; at least in my mind and when it comes to my own work.
4.) We now have another sci-fi inspired Wadjet Eye published game with multiple endings… are we creating a pattern? Is there any chance this style could influence Blackwell?
Dave: Hah – I’d love to do multiple endings in a Blackwell game, but since it’s an episodic series that could get very problematic. Maybe in the last installment!
With almost a week and a half of work done, over nine days days of streaming footage, six documents of daily work edited by the team at 2 Player Productions and many many Double Fine forum and tumblr posts with concept art, music, programming and development discussion I felt I’d do my own quick personal viewcap on the Double Fine Amnesia Fortnight. This is for myself, the Double Fine team, the people already as invested as much as I am in the progress and those who have not yet joined in and can still do so within the next two days or possibly longer.
The breakdown will be by games and my own insights and reflections.
AUTONOMOUS: Not long into the game I came up with calling the production team of this prototype PETTY CROOK. This being a what I thought a clever combination of Project Lead Lee Petty, and Lead 3D Modeler/Artist Ray Crook. While equally the team could also be called “MOO-AR PETTY CROOK IS SOULLESS” to add some more team members in to the name, that leaves out the awesome music guy Camden Stoddard, programmer Oliver Frankze and all the rest of the excellent team working on this, so…
AUTONOMOUS is A Petty Crook production…
That music by Camden btw is amazing, but is also the only music that can’t be heard outside of the twitch.tv or downloadable 2PP eps as of yet. That’s okay though as added to the Humble Bundle has been a soundtrack and as each prototype has been given it’s own cues and original music this soundtrack itself will be worth being in the bundle grip.
Brad Muir has truly been the star personality wise of this whole deal, between his recording of the Jersey bot for voices and jokingly, but not completely stating the game sucked (as it exists at the time, because the bots were just being dumb, so it became some fun to mess with, but not fun to actually play). Still I understand why so many want to to play. I personally kind of just want to mess around with it, and feel it’ll need to prove itself to me in knowing my final goal.
BLACK LAKE: Levi Ryken’s sketches and concept art are still the most top notch part of this game. Of all the games this is the one I’d want a collected concept art book
(speaking of concept art book… Double Fine actually will finally have one soon. That will be the BRUTAL LEGEND art book. It is in the current PREVIEWS Catalog in a full page spread from UDON, and comes out in February.)
I’m also really enjoying how this game is coming together, the idea of scanning for smells and sounds and then following clues to your next spot in the tracking of an animal while also trying to avoid enemies really sound intriguing for a game that from a gameplay standpoint was the weakest at first and now seems conceptually the best.
In terms of music we know that Dax Tran-Caffee has recorded accordion parts for a mechanism of gameplay which I can only assume shall also come into the actual soundtrack as well and that makes me assume that the Doublefine employee who brought him in Brent Andrew Shinn is also recording some original guitar pieces.
HACK N SLASH: While the concept art for Black Lake blows me over, especially the early sketches, it’s the final look of Hack n Slash that is really calling me. Mark Hammer’s final version of the protagonist is awesome, but even better is the work Razmig Mavlian has put in. While inspired by Zelda he’s created his own awesome background that would work well as prints, wallpapers, or whatever. Raz also did the utterly awesome logo.
I’m still unsure completely n what the game playing will be like. I’m intrigued by the ideas originally presented and seeing how they finally find their way into the prototype and how easy or difficult they’ll be to understand.
On the music end, Paul O’Rourke has outdone himself creating as of now three amazing sketches that invoke an old school feel yet at the same time being completely modern. They really should be heard and along with Camden’s tracks will make a seriously awesome soundtrack.
SPACEBASE DF-9: This actually coming together in a way that I’m actually interested in seeing the final product. While many were excited by the concept alone it has taken seeing how much work has gone into it to make me want this as much as everyone. From the choosing jobs for your individuals to the fact that Bagel is doing sitting and eating animations to the Facebook style status updates it all looks really nice.
I get a vibe of them really trying to find a way to make this gameplay that for a sim that allows even the biggest sim hater to appreciate. I really hope they pull it off, because I always had issues keeping my excitement with things of the ilk.
In terms of music, I’m really impressed by what Chris Remo has put together. It’s very atmospheric, it has the most feel of being something you’d hear in a TV show instead of a game actually.
THE WHITE BIRCH: The platformer is coming together really nicely. We’ve seen her leaps on ledges, run across a bridge, climb ropes, and all in an almost finished 3d character. Over these last two days they should be able to accomplish a lot and make something that feels like a really complete minigame that if expanded could be even crazier and wild.
The only thing I don’t think we’ve seen yet is how the original idea of different prizes from climbing the tree and different pathways causing multiple playthrough has been implemented or if possibly scrapped for this prototype, only trying to prove Double Fine could make a working 3D platformer that was fun and innovative.
In terms of music, long time adventure game video game design Brian Min is really outdoing himself. On stream we saw/heard him recording live. Of all the music folks at Double Fine he’s the one I’d want to interview most. His sound career goes back to the days of Sierra at its limelight till today at Double Fine and I’m sure he has great stories. Even if he told them in instrumental musical pieces. Btw, listen to some White Birch suite.
In conclusion, as I finished writing this the Monday Standups have begun on the Stream, which is fun stuff to listen to if you’re fascinated with production like I am.
We’re heading to the end of the Fortnight here, but these next two days will be long and exciting, so hop on board while you can!
Double Fine Games came into super extra megaton popularity earlier this year with their monumental Kickstarter that launched the excellent Double Fine Adventure game now codenamed REDS along with the so far six episode documentary Doublefine Adventure from 2 Player Productions. If you aren’t already a backer on that and getting to enjoy the awesoment development, art, production and stories on this future old school inspired modern adventure point n click adventure game from the mind of Tim Schaefer and as of now featuring the art design of Peter Chan, Scott Campbell and most specifically Nathan “Bagel” Stapely, there’s still time with their Slacker Backer program. That isn’t what this is about though. In the continued interests of opening of their doors to all, Double Fine decided to take their annual two week new idea/prototype development session a public event. Titled Amnesia Fortnight, previous years have brought forth prototypes that gave us games such as Costume Quest, Stacking, Trenched and Once Upon A Monster. Now this year we’ll be seeing five new prototypes, but for the first time these prototypes will be shared with the public. Well that is if they buy into the Humble Bundle for the program. Not only will one get these 5 new prototypes though, they’ll also get three old prototypes if they give at least the minimum top price suggested on the bundle. Humble Bundle gives to charity as much as it does itself and the developers, you get to choose how much you give for how much you get and how it gets allocated. The three prototypes available are Happy Song (which became Once Upon A Monster), the original Costume Quest and a game called Brazen which was made in last years Fortnight and is now being prepared for further development. Along with the prototypes you’ll also get documentary episodes of the daily progress on the development produced by 2 Player. On top of all that there is also a live stream from twitch, running from 10 AM-6 PM PST. It has been running since last week and shall continue along till the games are ready to be shared in the two week process. Each of the five games being developed were actually whittled down from 23 pitches from various Double Fine employees which were voted upon by fans who discovered the Humble Bundle project on day one and wanted to be right on the ground floor. It could be said the five best choices were selected, but some of the games not being worked on this Fortnight definitely deserve exploring at some point and I believe this is honest being considered. Of the five games I personally am excited for the two artistically envisioned games, but from the work shown on all them they should all be awesome. Here’s a list of the five, short descriptions based on my personal understanding, and a cool progress image that shows what I think is exciting. More images can be seen on the Doublefine Tumblr and the Doublefine forums. The White Birch: A plat-former with exploration, there won’t be foes, but the protagonist must continue climbing and exploring to reach the top of a strange tower where an actual White Birch tree sits with a prize and I assume the only way home. I believe the prizes and exploration will change in repeated playthroughs as there will be multiple paths to the top, but not ways to actually go back and explore the other paths once you choose one. Here’s some early concept art from Derek Brand.
Black Lake: From the mind of Levi Ryken, this looks like it’ll be a 3rd person top down perspective. You’ll be playing a mythical animal hunter who doesn’t actually hunt, but uses some type of dream control mechanic to capture these supernatural beasts in a combination of action/adventure and another mechanic not fully explored. Levi’s art concepts are what really attracted me on this one. Here’s a final version of the lead protagonist he designed.
Autonomous: The brainchild of Lee Petty, the same man who gave us the ingenious STACKING, this is set to be a first person game (the first 1st person game from Double Fine they keep saying, although I thought that the cancelled SPECS was first person). In it your character programs, but does not control Automotons… also known as robots. Through basic input these bots will help the character explore and survive the world he has found himself in. The team is hard at work on robots and especially making really awesome looking arms that would be the main inputting. Here’s Lee’s early arms design that 3d modeller Ray Crook has been building furiously.
Spacebase DF-9: A simesque game that being pitched/promoted as Dwarf Fortress in Space with graphics (and I assume simpler mechanics). You’ll be building a spacebase, hiring employees, setting up shop, and placing characters in situations and then watch what happens, with each playthrough creating a virtual fiction/story that I assume can be easily shared. I have to admit I am still not sold completely on where the fun is here. I understand some people find this fun and once upon a time I actually thought the idea of games like this sounded like the most fun ever, but I’ve changed. What I feel shall be one of the saving graces of this game is the creative minds of DF instilling their humorous creative juices and also that Nathan Stapely is working on the character designs that will if anything make the game fun to look at. I know I keep using the word game, instead of demo and/or prototype… as none of these will be full games, but a game is still something someone can play and hopefully have fun with, so… game. Spacebase doesn’t really have any mockup graphics to show off that make me go “Oooh…” but the twitch.tv stream showed Bagel working on the characters and they look great.
Hack n Slash: A NES/SNES Zelda-esque game in which instead of slashing away at stuff, you actually try to hack the game using codes, glitches and various secrets to find your way around monsters, walls, and more. Team leader, head programmer Brandon Dillon really seems to have most of the game figured out mentally, so it all comes down to the programming itself. Mark Hamer has come up with a great character design and Raz has conceptualized an awesome background, so visually this game is looking awesome. I actually at first really couldn’t even see how this game would work, but I really do look forward to it.
So get in on the ground floor now for what could be the next best great Double Fine game to come after the upcoming The Cave from the mind of Ron Gilbert, the iOS superhero management sim Middle Manager of Justice, the sequel to Double Fine Action Theater known as Kinect Party, Double Fine Adventure and who knows what else they have up their sleeves. If the 2012 Amnesia Fortnight is any hint to some of the ideas running around, expect awesomeness.
When I think of some of my favorite point n’ click adventures growing up and into my teen years , the list isn’t really that long. Yet one particular game is pretty high on the list and it’s hard to believe it came out eighteen years ago. That game was Beneath A Steel Sky. Taking place in the future, it featured a gruff, wise talking young man raised in a native tribe of Australia and an even more wisetalking, spirited robot named Joey. It became a game much larger than it seemed at first and cemented in my mind forever as a classic.
Now comes Primordia, distributed by the so far no duds Wadjeteye Games and developed by Wormwood Games. This is another AGS masterpiece and the third futuristic, not comedy, not developed by Wadjeteye game from the publisher. Yet, unlike the two previous games of futuristic madness, this is the most futuristic and also the most comedic. It’s definitely has to be a predecessor of Beneath A Steel Sky.
This is not an official review, but just a preview. In what I’ve seen of the game, the puzzles are both maddening and genius. To think you have to pass a difficult puzzle only for the solution to be a simple inventory concept is actually hilarious, because it’ll take you a bit till you realize this. The graphics are pixel awesomeness like in the past and Dave has used his regular team again with the voice acting, but in a way that is very different and in characters that turn things upside down.
Primordia is scheduled to be released later this month and I will review it fully then, but for now, here’s some screen shots and also go over to the Wadjeteye page and the Wormwood page for more.