Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts

Thursday, October 15, 2015

Undertale [SPOILER-FREE REVIEW]

Small note: This game was generously gifted to me by my friend Melissa. Thanks so much for sharing this game with me, Melissa, and for making this review possible!



The moment I saw snippets of a Let's Play of Undertale, I knew I'd have to play it.  I had a feeling this was a game I'd want to experience fully. Absolutely nothing would prepare me for what was to come.

At its surface, Undertale looks like an unassuming, quirky, old-school RPG with heaps of charm, humour, and personality.  The battle system is unique, boasting the typical attack/flee/item formula of most RPGs, but with some new features: ACT and MERCY. ACT allows you to take specific actions with the enemies, and MERCY allows you to either flee or spare the enemy. Undertale, you see, doesn't require you to kill or even battle its monsters. You can complete the game without landing a single attack on an enemy. Also, the player is forced to dodge attacks in a bullet hell-style minigame. The enemy will fire attacks of various kinds and you will have to dodge them with a small red heart, which represents your player character. The game is also rife with fun little puzzles. None of the puzzles are too terribly difficult, especially after playing through the game once. Boss battles are satisfying, regardless of outcome, and reasonably dramatic.

The music, which is always a high selling point for me, is practically perfect--it's genius, really. It's self-referential--you'll notice the same leitmotifs popping up here and there with remixes and other melodies threaded with new ones. Each song fits its context perfectly. There is a lot of chiptune music that is backed by strings or other instruments, hearkening to the game's classic feel with a new twist. The soundtrack also features touching piano melodies, goofy themes for bumbling characters, the occasional disturbing low-frequency tune, and a few sweeping epics. I recommend listening to the soundtrack in the context of the game before listening to it solo.

It's difficult to talk about aspects of the storyline without spoiling anything, so I will omit that entirely and say that you simply need to play this game for yourself--Undertale needs to be experienced to be understood, and deserves the attention it requests. The game can be beaten from start to finish in about 5-7 hours, but I recommend playing through twice--10-14 hours altogether.

This game is very complex, and nothing is quite what it seems. There is an unsettling quality to the game that's hard to describe. I'm not sure if it's in the retro-styled graphics, the music, or something else, but there always seems to be something bubbling under the surface, even amid the lighthearted moments. The game itself is humorous; it never takes itself too seriously, all the while subverting and poking fun at typical gaming conventions. The fourth wall is frequently broken.

If you enjoy this game, you will certainly play it twice, and you'll enjoy going back to see the hints of foreshadowing, as well as Easter eggs. If the game interests you, I urge you: stop at this article, and don't read anything else until you've played it through at least twice. This game has a ton of layers. In some ways, it reminds me a little bit of Journey--ways that aren't evident if you haven't played.

I loved this game and I don't think I'm finished with it yet. It was an expertly crafted experience--fun, quirky, and just the right amount of heaviness. I can't stop thinking about it.  I honestly believe that every game developer, whether indie or AAA, can take notes from Undertale. The fact that this game was Kickstarter-funded and received over ten times the requested amount is a testament to the excellence that was produced here. It is transcendent of video games and offers a story that cannot be told through any other medium. My only regret about the game is that I didn't hear about it when the funding was underway.

Undertale is available on Steam for $10, and I really can't recommend it enough. If you want to talk to me about it, please get in touch with me--especially if you want to talk Journey parallels with me! If you want to leave a comment, please avoid any plot spoilers.

Wednesday, October 23, 2013

The Sea Will Claim Everything

Recommended listening for this article. Music by Chris Christodoulou.

Not on Steam has some real gems. I left the site with a tiny wishlist for later use, but there was one that I knew I had to buy before the sale expired. Looking back on it, I wish I'd paid full price, because I'd like to contribute to this creative team. Jonas Kyratzes is the mind behind this masterful game.


The trailer for The Sea Will Claim Everything grabbed me. Something about the colourful hand-drawn graphics, the mystery that came from being unable to see the screenshots in full, the atmospheric music and, of course, all the testimonial reviews being quoted throughout told me I would have to play this game as soon as possible.

An example of the level of detail that comes standard in this game's art.
The first thing you'll likely notice is the graphical style. If the game looks like it was drawn by hand, well, that's because it was. This game has hundreds of hand-drawn screens and items, all done by the designer's wife, Verena Kyratzes. That takes a lot of hard work and dedication, and the result fits flawlessly with the game's unexpected-but-welcome melange of whimsy and depth. The graphics are not HD, not in three dimensions and not in retina display, and that makes a refreshing change.

The graphics may be two dimensional, but the world and story are anything but. You start off in the sentient house Underhome, which has undergone a recent attempt of foreclosure. You're immediately introduced to The Mysterious-Druid--not a title, but a full name--who lives in the Underhome. The Underhome is thrown completely out of whack, and all its systems are in a state of chaos. The Mysterious-Druid--you can call him The--informs you that the Underhome has been in his family for centuries and there is no reason for it to be foreclosed. It is now up to you to help heal the Underhome and find out just why someone tried to foreclose it.

In the meantime, you get sucked into an immersive, fiercely political world. There is a serious reason behind the turmoil in the Fortunate Isles which encompass the game. You must travel all through these isles to unravel the mystery and, finally, the message behind The Sea Will Claim Everything. The game doesn't fit into any traditional boxes, but if I were to call it anything, I would say it's an exploration-based puzzle game. It's not puzzle in the traditional sense, either--you have to find specific items on your travels, and in order to do that, you often have to complete a task of some kind for a character. You also can make items through a fun and amusing alchemy system.

While playing this game, you will be doing a lot of reading, and the unique interface lays it out in a way that is comprehensive. Each screen has dozens of things to click on and read about, with witty, original flavour text. My personal favourite is the recurring Bob the Spider, who seems to lead quite an incredible life. Some unique elements exist as well, such as the lever which turns the graphics on and off. This lever becomes crucial later on in the game, but I won't say why.

The music is another highlight of this game. Chris Christodoulou paints a gorgeous musical picture for this title, with calming interludes and some sweeping epics. Give the soundtrack a listen to see what I mean, or just, you know, play the game. The music fits perfectly with the game's themes and mood.

For a modest ten dollars, you get a solid 6-7 hours of gameplay. The story is beautifully crafted, and the characters are memorable and detailed. By the time the game comes to an end, you'll walk away feeling like you truly accomplished something, and you'll be sad to leave it behind.

What I love about TSWCE is that it really encourages you to take a moment and think about your life, the choices you make, and about the lives of those around you. The meaning you find waiting for you is up to you, but if you want to find it, you will. Though heavy in its subject matter, the game is balanced expertly with wit, whimsy, and just the right amount of silliness. One part of the game reminds me of a MUD, as your surroundings are, very briefly, fully described to you rather than portrayed. This only happens once and has a uniquely unsettling quality to it.

I have only one complaint about TSWCE, and it's that it isn't Mac-friendly. That is literally my only complaint. And I fully realise that not all developers have the resources to make a multi-platform game! (Hint: go buy it so that could happen some day. I'm just saying.)
I admit that I derped slightly on this screenshot and that was 110%
my fault. Pay attention to the wisdom, though!
It's pretty wise.

Please, play this game. Talk about this game. And after all that, think about this game for a long time. If you're anything like me, the latter won't be a problem, because you won't be able to get it out of your head.

In summary, this is a beautiful, meticulously crafted story. The characters are memorable and the environments are full of detail.

I have learned that Kyratzes has a number of other games available, most of which are for free, that exist in the same Land of Dreams that TSWCE is based. This likely will not be the last review of Kyratzes' games on this blog.

A quick note that as of posting this, Gone Home is currently on sale on Steam, so grab it while you can. I picked it up this morning and I can't wait to play it!

-K8-bit

Monday, February 25, 2013

400 Years and i saw her standing there

These two games are a pair of Kongregate games that B13 found initially and passed on to me because he thought I would like them. He was, predictably, correct.

i saw her standing there

This little platformer won't take up more than ten minutes of your time. You play as a little guy (who is, in fact, a lowercase letter i), and you can navigate using the arrow keys, with "up" to jump. You see a girl standing there, and then, it turns out, she is actually a zombie. Your goal, at every level, is to avoid the other zombies, and get your girlfriend into her cage so she won't bite you, either.

It's a very simple game, in both gameplay in style. You jump and navigate across simplistic, 1-screen platforms, and lead your zombie girlfriend to her cage. It is set up carefully, nonetheless, so that your goal is clear and you are set up for success. All zombies in the game will follow you and attack you, however, so you have to take care not to let them trail too close behind you.

The tone is lighthearted and fun, and the soundtrack aptly reflects that. As you play, you have a cheerful acoustic guitar tune to encourage you. The game also has a sense of flow about it, creating an ease of play that isn't typical in a zombie-themed game. I recommend giving it a play--it's simply adorable!

400 Years

This is a game that I would classify in the "experience" category. There is something very unique and ambient about this game that suggests something further than your typical gameplay.

To begin with, the music is very relaxing and zen-like, and the graphics, while retaining a certain retro quality to them, are actually very beautiful. You play as a stone entity, most likely a deity of some kind, who awakens, sensing that there is a coming calamity to prevent. You are given the ability to speed up time as required, and can cycle through several years in that fashion. As the name suggests, you have 400 years to accomplish your task.



As you speed up time, you watch the world grow and flourish around you. Bridges are built, and trees and other plants grow. A number of time-sensitive objects are integral to your progression in the game. For example, you may need to wait until a tree grows big enough for you to climb it in order to get to another area.

One of the crucial points of the game occurs when you meet a community of people who are afraid of you, but are also very hungry. You help them, and you don't receive a thanks, suggesting that the sole purpose for this rock entity is to help those people and stop the calamity.

This game is also a little on the short side, and shouldn't run you much more than 20 minutes. Don't be afraid to use a few extra years than you think are necessary--you have plenty of time.

I received an iPad last week, and I have a couple of games to play on there to review. As always, if you have any recommendations, please send them along!

- K8-bit

Monday, February 11, 2013

Taking a step back with Knytt and Rebuild

This week, I wanted to feature a couple of games that actually introduced me to the indie gaming community in the first place. One of them came from a bizarre set of TVTropes searches, and the other came from... actually, I don't remember where I found it. Rebuild introduced me to Kongregate and got me signed up for it in the first place, and Knytt showed me just how beautiful gaming simplicity can be.

If you've read my blog before, you'll know that Journey was the game that really pushed me into the indie game circle, but these two both paved the way. Before these games, I didn't really understand what browser-based games, or games created by small studios, were capable of producing.

Rebuild I got very into. I actually played it through, straight from start until finish without moving from my seat. This took about four hours, but I didn't really care. The game is a turn-based strategy that follows an "after the end" premise; the world has been overrun by zombies, and you are among the last survivors. Your goal is to dig your heels in and rebuild what's left of your city.

I'm a big fan of zombie culture, from video games to books (I've even written one myself, but that's a story for another blog). Being a fan, I know that a lot of works in the genre can blend into obscurity, since there's so much content, and some times works can rely too much on the zombie content to be really very good. Rebuild doesn't suffer from this. It's a solid strategy game, and it's very addicting.

Knytt is a beautiful little nonviolent platformer. It may have minimalist graphics and gameplay, but it's very atmospheric, relaxing and all-around lovely. Apparently Nifflas, the game's creator, has cited Fumito Ueda, the creator of ICO, as an inspiration. Because all you can do in the game is navigate the beautiful landscapes, climb, jump and locate missing UFO parts, it's easy to see why. The music is also simple and mostly atmospheric.

As this isn't the same as my typical reviews, I want to give you the opportunity to play these games for yourself without any sort of bias on my part. You'll see, I'm sure, why I love them so much.

I do have another couple of reviews lined up for this week, hopefully. I played some really neat ones over the weekend.

-K8-bit

Monday, January 28, 2013

Plague Inc. and The Mirror Lied

Today I'm going to be reviewing two vastly different games. One is for iOS/Android, and the other is for the PC.

Plague Inc.

If you have a smartphone, chances are you've at least heard of this strategy game. It's a title released by Ndemic Creations, which only has one person--impressive, to say the least! The game has you beginning a plague that is meant to wipe out the entirety of civilisation as we know it. You can choose how your plague behaves by spending DNA points, currency you earn by infecting countries, on various attributes. You decide how your plague is spread, its symptoms, and how it reacts to medication and lab research.


To say the game is a little morbid would be an understatement, but to say it's a little addictive would be the same. B13 and I have been having a blast with this game. It requires careful planning on the gamer's part, especially in the later stages, and though it can get frustrating at times, wiping out the entirety of the population is scarily satisfying, when you're able to do it.

 Plague Inc. has three difficulty modes: casual, normal and brutal, and 7 different plague types, ranging from a simple bacteria all the way to a bio-weapon, and you can unlock different genes to customise your plague with. For a $1 app store game, it is extremely versatile and great for any type of player.

The game also features an eerie, haunting soundtrack, and a stylish interface. It's surprising, to say the least, that all of this was done by one person. There are also a couple of humorous Easter eggs that you can find if you have the right combination of symptoms.

The Mirror Lied

This little oddity (or "experimental pretention", as the game's creator likes to call it) was created by Freebird Games--the same lovely folks who made the masterpiece To the Moon. It's what I would call a post-modern fairy tale, in that nothing is as it seems and anything you take away from it will be your own to decide. It's created, again, with the RPGMaker engine, thus it is a top-down view, and shares stylistic similarities with To the Moon. Nothing is directly told to you, and the interpretation is up to you.

You play as a young girl named Leah. One day, a bird flies over the roof of your house. The game begins from there.

You can interact with just about anything in the game and collect items as you explore. The game only takes place in the house, and it would seem that time passes every time you execute an action that's integral to the plot. Keep an eye on the various pictures throughout the game.

I won't go on much further about the game itself. It's very short, lasting no more than forty-five minutes if you really stretch it out. It features beautiful, catchy music that seems to sum up the game as a whole: a childlike music box theme with a dark undertone. It's a bit confusing on the surface, but the game will give you everything you need to succeed. Take a half hour and a cup of tea and give it a play to see what I mean.

Before I go, I'd like to give a little shout out to Daniel Albu, the creator of Square Madness. He has a new game out for Androids called MemAudio. Unfortunately I only have an iPhone, and the same goes for B13, so neither of us are able to play it. If you can, though, you definitely should, and please let me know how it is!

I've been playing through Ni No Kuni in my spare time lately, so I haven't been playing as many indie games as I'd like, hence I'm reviewing an iOS game and a short one this week. If you have any other little games you'd like me to try out in the next few weeks, as usual, send me a comment or a message. I'd love to play them!

-K8-bit

Sunday, January 20, 2013

To the Moon


Sometimes, I play a game that strikes me so much that I immediately need to talk about it. In fact, that's the main reason I started this blog to begin with: to talk about games that stick with me after I've played them. To the Moon by Freebird Games is one of those games.

I was watching the first episode of a Let's Play on Youtube, and after the first five minutes I had to stop watching it because I knew I wanted to play it for myself. I finally got around to it this week and I'm glad I did. Being that I've just recently taken up reviewing indie games, I'm a bit late coming across this one, but I suppose I'm better late than never.

 To the Moon is a story of a man named John who is on his deathbed. The story is driven by characters Dr. Eva Rosalene and Dr. Neil Watts, who both work for the Sigmund Corporation. The corporation revolves around granting a dying person's wish in the form of artificially implanted memories. John's final wish is to go to the moon, and it's up to Dr. Rosalene and Dr. Watts to figure out how to get him there.

Firstly, for a game created with the RPGMaker engine, this is a stunning work of art. It also truly shows off what the engine is capable of, because you never once enter into a battle. It's classified as an RPG, but it's more of an adventure/visual novel hybrid with a couple of puzzle elements tossed in. I've added a couple of screenshots, both from within the first five minutes of gameplay, so as not to spoil anything. There is a startling amount of detail in every tile, giving a visual representation of the sheer amount of care and dedication that went into this game. The memory sequences have a disjointedness to them that is extremely effective; characters randomly appear and colours fade, giving the effect of a real memory. There is one section that has the lines in a basketball court drawn incorrectly because John didn't remember what they really looked like.

To the Moon game had a number of musical moments that, alone, could bring a person to tears. Give the game's Bandcamp a listen and you'll see what I mean. The music was moving and set the perfect tone for a game that was so emotionally rich. Composed in a collaboration with Kan Gao, the game's creator and director, and Laura Shigihara of Plants Vs. Zombies fame, the score is stirring. The sound presentation is well done as well, with particular attention to detail. For example, if you go upstairs while someone is playing the piano, you may notice it becomes muffled. The nature sounds are realistic and fittingly soothing.

The story is complex and brilliantly crafted. Playing through a second time will reveal parallels and ties that you wouldn't understand on the first playthrough. In typical indie game fashion, it has a way of immersing the player into the story in ways that other media, typically films and books, cannot. Games like To the Moon reveal, to me, that video games are the future of storytelling. I believe that games are one of the most powerful storytelling tools we have now, but they're often overlooked as trivial entertainment.

Which isn't to say, of course, that it wasn't an entertaining game! While it left me weeping for a solid ten minutes after the credits had finished rolling, there was plenty of humor. For example, Dr. Watts initiates a battle scene with a squirrel. Just when you think there may be some battle elements to the game after all, you are accused by a young girl of abusing animals. Both Dr. Watts and Dr. Rosalene have amusing character quirks, such as Dr. Rosalene's food-related interjections ("for walnut's sake!"). John's favourite food is pickled olives, which, consequently, is my favourite food, too. During one of the scenes I just couldn't take it anymore and had to go to the fridge to get the remaining half jar to scarf down.

The game clocks in at somewhere around 4 hours long. Come prepared with some tissues for the end, because this game will not go easy on your emotions. You will probably cry. I hope it casts its spell over you, too.

The game won a well-deserved award and a sequel is, apparently, in the works, following the next patient on Dr. Watts' and Dr. Rosalene's adventures. The ending of the game suggests that there may be several more "episodes" to look forward to, each following new patients.

You can bet I'll be reviewing another of Freebird Games' titles in the near future. I was very impressed and impacted by this beautiful, sad, intricate and funny story. No amount of words I can give it will do it justice. Play it through and see what I mean. The game is available on Steam and on its website for $10, but you can also download a one-hour long demo for free.

-K8-bit

Sunday, January 13, 2013

Cloud

Cloud

This week, I wanted to take a step backwards and review a game that started a game company--thatgamecompany, to be precise. After playing their three headlining titles, flOw, Flower, and Journey, going back to take a look at their earliest game was eye-opening.

If you liked Flower, this game will tell you where the majority of it came from. While Flower portrays the dreams of flowers, Cloud is its human equivalent, portraying the dreams of a young boy in a hospital. He's tired of the confining walls and the medicine he has to take, and creates an escape in his mind by dreaming about becoming friends with clouds.

The gameplay is quite simple, and, as is now the norm for thatgamecompany games, it builds its foundation on a principle of non-violence, instead relying on emotional cues. I only experienced a slight problem with the controls, finding them a little trying on my first play. B13 didn't express this problem, though, saying he found the game quite easy to play and intuitive. Looking back on it, I was more focused on the point-A-to-point-B aspect of play, rather than the real task at hand: relaxation. Other reviewers have talked about it being one of the most relaxing games they had ever played, so I'm sure I wasn't going about it the right way.

Gameplay consists of freely flying high above the water, collecting bright white clouds. You can store the white clouds to build taller ones, combine white clouds with dark grey ones to create rain, turn light grey clouds into white ones, and draw patterns in the sky.


B13 considers the game to have a mixture of flOw and Flower-style gameplay, with view-from-above elements that flOw later developed, and the drifting-on-the-wind elements that Flower came to represent. The game's soundtrack is, very recognisably, composed by Vincent Diamante, of Flower fame. The music was one of the biggest highlights for me, featuring a very moving series of songs that attach the player emotionally to the little boy.

After Cloud was released, thatgamecompany was formed. Cloud received an overwhelming response, crashing the server of the website it was being hosted on, and receiving a million hits. The game also won a grant, which is, likely, part of the reason thatgamecompany is still alive and well today. Cloud caused people to re-think the direction of video games, and to consider that it, too, is a credible art form. The immense response to Journey, so many years later, shows just how well they are succeeding in this regard.

thatgamecompany has discussed remaking the game, and though it would be great to see what they make next, I can't help but hope they do remake it. I think Cloud came a bit before its time; the control scheme is reminiscent of the Playstation 3's Sixaxis controls. The graphics are lovely but simplistic and would probably benefit from a makeover, though the art and style should stay the same. The still images are well done and add a level of depth to the game, and though most games would opt for a cutscene instead, I feel the still images work well for this game.

All-in-all, Cloud is a lovely game and should be played to be properly enjoyed; no amount of talking I do about it will do it justice. It's immersive and, yes, it too is an experience. It's a reminder that games don't have to be violent, challenging, or mind-bending. They can simply be.

Lately I've been considering doing LPs for this blog, mainly because me playing through SCP-087 has to be seen to be believed (spoiler alert: I scream. A lot.), but also to showcase a few of the games we play. I'll be doing some research on how to make an effective LP.

I purchased To the Moon this morning and hope to be able to play it through the next week or so. As always, if you have a game you'd like me to play, let me know.

-K8-bit

Sunday, January 6, 2013

Square Madness and Idle Idol Head

It turns out that one of the cool things that comes with tweeting your indie video games blog is the fact that occasionally, you get in contact with other indie game lovers or makers. In this instance, I got ahold of a dev by the name of Daniel Albu, who makes Flash, HTML5 and Android games. He has an extensive portfolio, as well as an impressive list of awards, but today I'd like to specifically discuss his recent HTML5 game.

Square Madness

I really enjoyed this game. Its design is simplistic, yet stylish. You play as a rotating black square, and your aim is to collect other black squares while simultaneously avoiding red squares. The smaller black squares, which are more difficult to obtain, give more points than the larger ones. As time goes on, the pacing of the gameplay gradually increases, but not to the point that it's ever terribly noticeable. It is well-paced enough that it is never fast to a stressful degree.

I actually found this game to be quite relaxing to play. One of the things I and fellow thisindiegameblog contributor B13 noticed was that it was easier and more enjoyable to play to avoid the red squares than it is to play to collect the black squares.

Case in point, I played to collect the black ones, and he played to avoid the red ones. My high score was somewhere around 1180. His, well...
Needless to say, he put me to shame.
If you continue to play this game long enough, you enter a sort of state of flow, meaning you can become completely focused and absorbed in the gameplay. The music and sounds were a nice addition, never too distracting or loud.

What I liked was that the game was simplistic enough that it didn't require a tutorial, but not mind-numbing in its simplicity. It's a good game to simply play, and since it's HTML5, it's very accessible. It's good to play if you're looking for a distraction, or if you're looking for something to help you focus.

Idle Idol Head

Firstly, I have to give bonus points (not that I give out any points at all, but you know) for the title.

Almost a year ago, when I played Journey for the first time, I had the pleasure of playing alongside fellow first-timer MrConkin. It turned out, when I did a Twitter search, that the user had a handle of the same name, and I've been following him on Twitter ever since. He also has a blog, where I learned he is a game developer. I don't mean for this to sound creepy, but I've been following his work ever since out of sheer curiousity.

Recently, I looked to see that he had posted Idle Idol Head up to Newgrounds, so I went over to give it a play.

The game begins with a quirky, fun cut scene with crisp, colourful graphics and fluid animation. You play as a deity named Moai, who is shorter than the others and wants to grow taller so he can ride roller coasters and get chicks. A character by the name of Rapa offers to help Moai. If he collects all the switches, shaped like Easter Island heads, Rapa will make him taller. And the adventure begins.

The character below Moai looks somehow... familiar...
You start out simply playing through levels to collect the switches, but then you can acquire other gameplay methods to help you collect different coloured switches. Once you collect all the switches in one level, you can progress to the next. If you manage to pass the level without dying once, you will get a star.

There are 30 total stars that you can receive in this game, and other than beating levels without dying, you can also perform tasks for other characters to
get them. Thankfully you can replay levels from the main menu, since Newgrounds saves your progress, so if you died on the first run-through of a level, you can re-play it to collect the star later on.

The gameplay consists of navigating Moai through a series of walled-in areas. You must avoid the walls, or else you will die. Running into just about any surface will kill you, though there are three different power-ups you can attain: flowers will turn you yellow and light your way, pools of water will turn you blue and also help you water plants, and fire will turn you red and help you melt snow. These different gameplay mechanics
contribute to the difficulty level of some of the puzzles.

In addition, the game has a gravity system that gives some weight to Moai as a character, and adds depth to the gameplay. He can be physically influenced by wind, allowing it to change his direction.

My favourite part about this game was the unique gameplay, coupled with its colourful style. The game was challenging enough that I was unable to collect all 30 stars on my first playthrough. Despite playing the whole game from start to finish, I still find myself wanting to go back to collect the rest. If I had one complaint about the game, it would be that some of the shout-outs to other games are a bit too obvious and break the fourth wall a bit. I liked the game's design and characters enough that having obvious shout-outs was a bit jarring. There's a shout-out at the final level, though, that was subtle and really well done. I won't say what it is, because I found it a pleasant surprise after playing through.

Both Idle Idol Head and Square Madness, interestingly enough, had similar styles of avoid-the-obstacle gameplay. It was by pure coincidence that I ended up reviewing them side by each, but they are satisfying for different reasons.

I have updated the blog a bit with a new link about "Funding the Dream" for indie games that need a little help along the way. Also, under "about thisindiegameblog", you'll find  a bit more about the blog, plus brief bios for B13 and I. As always, if there are any games you'd like us to play and potentially review, send them our way.

-K8-bit

Sunday, December 30, 2012

Finishing the Swan

Today, I braved the Boxing Day shopping rush to grab something other than a deal. It was a PSN card, so that I could download and enjoy a breathtaking PSN title called The Unfinished Swan. I played the demo last night and was immediately drawn (or painted, in keeping with the theme) to it, so I knew I had to play it as soon as I could.


This game was released as a partnership with Santa Monica Studio's incubation program, which also released other fine independent titles such as Flower and Journey. Naturally, I had high hopes for this game.


 

You play as a young boy named Monroe whose mother has passed away. She loved to paint pictures of animals, but she would never finish them. When she died, he got to take one of her paintings as a memento, and it was a picture of an unfinished swan.

One night, Monroe awakens from his sleep, and the swan has gone missing from the painting. He goes to look for it, and he's pulled into a white world where he must begin by throwing balls of black paint to reveal his surroundings. All the while, he is following the golden footprints of the swan to try and track it down.

As the player, you watch the surroundings evolve from simplistic white canvas that reveals pathways and creatures through the thrown black paint balls, to landscapes that feature simple white with grey shadows, to all-around elaborate, inverted dark-to-light levels. The gameplay evolves from splattering paintballs, to using water balloons to grow vines that you can climb across, to creating blocks in an alternate dimension that will transfer to the regular dimension. Each chapter of the story teaches you how to play the game through sheer experimentation and simple puzzles that will bring you closer to completing the story. The puzzles never get too difficult, and the gameplay is very minimalistic, making it a good choice for experienced gamers and casual gamers alike. You can simply pick it up and play it.

Some of the game's concept art.
Design-wise, it relies on minimalistic colours, shapes and designs, and the character designs possess a nostalgic, Petit Prince-like quality. The world, though mainly empty of characters, is full of breathtaking scenery, reminiscent of ICO. Its gameplay, though it uses a number of different mechanics to bring it to life, can be summed up as a platformer, though, as many games are, this game is so much more than that. It's one of those refreshing games that is simple but complex. It creates a new idea of what gaming can look like, and the direction it might be headed.

Another interesting component of the story is the unexpected dual storyline. At first, you're witnessing Monroe's story alone, but as the game progresses, the story of a self-absorbed king begins to unfold, to the point that his story is as important as Monroe's. It also draws a lot of parallels to Monroe's story, and to his mother's story.

While the game deals with some dark or sad themes, it is considerably lighthearted. Part of this is because of the game's fairy tale-like storytelling. It deals with the subject of death in a way that is overt, yet sensitive and honest. To me, this is saying that death is a normal part of life, and how you accept death says a lot about you. The theme of leaving things unfinished is an interesting theme, as well, but I won't go too far into detail, or else I risk spoiling parts of the game.

The game is a triumphant voyage through the imagination. It's beautiful, uplifting, strange, mysterious, and just a little bit sad. I felt compelled to talk about it in detail after playing it, but I also know I'm not quite finished with it yet. Something about this game begs to be revisited. It's one of those games that, to me, feels almost allegorical, like a good piece of literature. It further cements the video game's place as a form of art and a storytelling device. While video games have been debated over for their artistic merits for a long time, to me there is no question that it's a remarkable art form. What other medium allows you to immerse yourself so wholly into the experience?

The game is available for purchase on the PSN for your Playstation 3 system. You can also download the demo for a free trial. For more info on the game, you can read an interview with Ian Dallas, the game's creative director, here. To add, Journey-lovers should check this game out. You may just find a little surprise hidden within.

(Note: This post was originally published on 12/27/12 at this link.)