Amnesia Fortnight Follow-Up

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!

A Fortnight of Amnesia in 2012 gives us more Doublefine Sausage AND 5 new game prototypes

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.