Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Wednesday, August 4, 2010

Sonic XL

(image / link stolen from Auntie Pixelante)
Sonic XL is an amazing Sonic ROM hack where collecting (onion) rings actually makes Sonic fatter, until you're so slow and fat that you can't even run fast enough through a loop. Rings become something dangerous and scary, but still vitally important to ensure your survival. It sure makes Sonic a helluva lot more methodical.

[To play Sonic XL, (1) download the Sega emulator Kega, then (2) load the .bin file over here.]

In many ways, Sonic was a really good choice for this hack. What if the same was applied to Mario, a much slower platformer about collection? It's not the same -- the loss in speed, a portly plumber merely getting fatter -- the effect would've been lost, I think.

Thursday, July 22, 2010

The Oil Blue: how someone took all those silly panel puzzles from Resident Evil and made it interesting


What if someone took all those ludicrously involved and improbable mechanical maintenance panel puzzles from the Resident Evil series and turned it into a game? That'd be Vertigo Games' "The Oil Blue." And it's surprisingly good. (These impressions are based on the demo.)

The visual design? Purple gradients everywhere. Love it. The sound design? Buttons and panels have satisfying clicks to them. Fantastic. What about the gameplay? It's multi-tasking to the extreme. You have to press buttons to extract oil with various machines, all working at the same time.

The closest analogy I can think of? Oil drilling is like cooking a dinner for 10, as quickly as possible.

Tuesday, July 13, 2010

p0nd

http://peanutgallerygames.com/blog/games/pond/

http://www.rjlayton.com/pond (update! mirror!)

The greatest Flash game ever. A masterpiece. Make sure you inhale / exhale in-time with your character in order to experience the full effect.

(prediction: it's going to go viral in, like, 5 hours)

Thursday, June 24, 2010

Games for Windows should be banned from all computer games forever.

I realize the quality of my blog posts is rapidly plunging (I promise I'll actually write something good in the next week) but the fact that I have to spend the first 20 minutes of BioShock 2 -- not actually playing, but configuring all these stupid profiles and DRM keys -- is simply mind-numbing. Things like this are what make people militant.

If this is the way the big publishers are going, then there's never been a better time to support indie games.

Tuesday, June 22, 2010

Exhibition: "Vida Interior" at Intermediae

Handle With Care (or should I say, "Cuidado, Frágil"?) is part of a super-way-cool-gee-whiz "alt games" exhibition (if we start calling ourselves "alt games" instead, will that bypass all the pointless debate about our label? Probably not...) called "Vida Interior" (Inner Life) at Intermediae in Madrid, Spain, alongside cool indie game devs like Dan Pinchbeck, Stephen Lavelle, the people behind Windosill and Osmos... Hurray! We're important and relevant, see? We're in a museum!

So if you happen to be in the area, go there and see it. I think there's gonna be a DJ and free booze too; or is my Spanish really that rusty? Anyway, sounds like a good time to me.

There's also some cool interviews with all the artists in the exhibition program (PDF), so check that out. (Though I'm a little disappointed by how content-less Stephen Lavelle's answers were, but I guess a lady's got to have her secrets.)

Tuesday, June 8, 2010

A Decision of Wasted Opportunity


Via Play This Thing comes "A Decision of Paramount Importance" by Thomas Lui. (WARNING: Some spoilers await, take 5 minutes to play it first...)

Patrick Dugan at Play This Thing already sums up some of the better features of the game -- it plays on a cool adventure game trope, the timer adds a nice touch of urgency and the art style / choice of middleware was smart. The primary weakness is how much of a binary it is, and how unrealistic the game is -- presumably the real-life situation would be much grayer than "oh my god what are all these beer cans and drugs doing here."

However, where I think this game really goes wrong is the player character.

Tuesday, April 20, 2010

Don't Get Me Wrong, I Love Increpare

... but sometimes I'm really just disturbed and at a loss as to what to say about his stuff -- "The Terrible Whiteness of Appalachian Nights" starts out promising.

The novel use of ASCII characters in this way (I especially like the "counter" and "TV") is cool, and the distortion effects are pretty nifty and sell a really cohesive, unsettling aesthetic. There's a "day" and a "time" counter but none of it seems particularly important. Your choices don't seem to make any difference. Player agency is incredibly vague, if it exists at all. Par for Increpare.

But then comes the last part which seems shocking and weird for the sake of being shocking and weird. It seems to undermine this incredibly interesting world / narrative he's built up, as if it's from an entirely separate game. The art style is different, the controls are mouse-driven instead of keyboard-driven, the mechanic is openly vulgar instead of subtly vulgar -- I mean, yes, maybe this jarring difference is meant to mirror the real-life phenomenon of night terrors, but I can't help but wonder if he could've done more than that. It seems more like a "one note" kind of thing and less of an exploration of an idea.

Monday, April 19, 2010

Poto and Cabenga: The Unspoken Story

First -- go play it. (image stolen from Rock Paper Shotgun, which cites my Facebook status as its source -- oh, journalism!!)

Second -- wow.

Look at the art style -- deep purples, a salmon-y orange, a magenta... almost no other game uses a palette like this. It's like a big "fuck you" to the grayed noisy wastelands of Gears of War. The flat cut-out layers work well for this type of game because platformers rely on silhouettes and clear space divisions between floor / wall / character. (Adam Saltsman explains this better than me.) So the art is pretty, unique, functional, and probably simple (but not easy!) to draw. Win win win win.

Listen to the sound -- when you collect a coin in Mario, why does it sound like that? Is that sound especially "coin-like" in itself? The sounds in Poto are similarly kind of abstract. Unique enough to be distinguishable, chip tuney enough to nod to the game's GAMMA / indie platformer roots. Speaking of abstractness...

Look at the characters -- what the hell are they? Some orange-yellow guy riding a purple platypus donkey duck thing. Does it matter? Their story is simply and masterfully told:

You (you being the orange yellow guy contrasting directly with the background, you being the rider, you being the only vaguely human thing) spend the first minute riding your animal. Both you and your mount move together as one, responding to the same button presses.

Then you're separated and the real game begins. One button controls both characters but in a pretty novel way that I haven't seen in many games. What results is a strange synchronization between both characters as they both move, still to the same button presses, but to a slightly different complementing rhythm to each other. In other words, they are dancing.

How do you know this animal is your friend? How do you know you have to be re-united? Because two people dancing, moving through the world together, is a beautiful thing. Because the controls and gameplay unite both of you and create a bond between both characters.

It's not some silly textbox pop-up saying "Poto cared a lot about Cabenga," it's a not a silly cutscene with the two characters embracing or one petting the other -- it's the controls and the gameplay mechanics that tell this story. It's what Ubisoft tried to do with the 2008 Prince of Persia re-invention, but ended up kind of failing. (I'm not saying textboxes or cutscenes are unilaterally bad, they're merely lazier and less elegant than, say, actually playing the game and interacting with your partner.)

The best part? It's fun to play and it's relatively challenging to master.

Anyway. The indie platformer has a lot of life left in it, so quit hatin', especially when they're as smartly designed as this.

Wednesday, March 24, 2010

On Non-Photorealism and Weapon Models

Ladies and dudes, I present to you: Merveilles.

This... this is definitely a game.


But first, a digression -- a brief rant.

In a sense, there's never been a better time to be an environment artist looking for a job in the industry -- because you'll probably find one. All these studios are dedicating themselves to the (honorable?) enterprise of photo-realism because, ostensibly, photo-realism is what sells. But photo-realism, especially in the FPS genre, is also an arms race that requires assets and assets and assets.

I mean, more recently there are games like Borderlands and World of Warcraft that leverage different looks. But for them, I think it's more of a marketing / branding strategy than anything: the screenshots and the look are pretty distinctive and won't age as horribly as a photo-realistic attempt. But both games still require assets upon assets, armies of artists painting and modeling the soda cans and plants and rocks and every single fucking thing in the world.


For indie developers / modders, that's not the main strength of non-photorealism. Rather, the main strength is abstraction and its effect on both production and aesthetics.