Showing posts with label music. Show all posts
Showing posts with label music. Show all posts

Thursday, January 9, 2014

Depression Quest

This game is not fun.

Nor is it particularly enjoyable at all.

That's the point altogether, however.

Depression Quest is a unique second-person choose-your-own adventure-style narrative. You play the role of a twenty-something person who is unsure of where his or her life is going. You have a job that you hate and a project that's going nowhere. You have a girlfriend, named Alex, a dedicated student who loves you very much.

As you follow the story, you learn that the character you are embodying is clearly very depressed. The aim of this game is to follow the life of someone living with depression: to enter his or her mind and to follow the daily struggles and stresses. It's meant to increase awareness and help people understand why people suffering from depression act the way they do. Finally, it's meant to help eliminate the stigma surrounding depression and mental illness.

This game takes its subject matter very seriously and the story is tastefully told. Ultimately, what you do is up to you. I played through twice to see the different endings. The first time, I made the same decisions that I personally would have made. The second time, I made some different ones, resulting in a very different ending. There are 3 other endings that I did not see, making 5 in total.

The story evolves based on your choices. You may notice, as you make choices, that some of them are in red and stricken through the middle. You are unable to make those choices if you become too depressed.

Because its subject matter is heavy and has been written with utmost precision and care, this game is also very triggering if you have experienced depression in the past. If you are currently experiencing depression, I recommend playing with caution. Please be sure to heed the description of the game at its beginning.

The game is a a sensory experience as well, with a soundtrack playing in the background that will adapt depending on how you play. Colours will fade away the worse your depression gets, and static will build up both on images, and in the music.

The game was created by a small team of developers, and has won a number of independent game awards, including Best Narrative. I have also learned that it was given the Steam Greenlight very recently. The game was crafted with Twine, which is a text-based game creator, and will be the first Steam Greenlight title to be created with the engine.

If you are able, I would encourage you to donate to the game's developers. While you're able to play for free, donating will send some of the proceeds toward iFred, an organization seeking to educate people about depression and remove the stigma associated with it, as well as help pave the way for other games by these same creators. Even a few dollars would be helpful, I'm sure.

My only complaint about this game is that it would have been nice to have non-gender specific pronouns for Alex, and maybe even the ability to name your partner yourself. That's very minor, however, and I was still able to completely immerse myself. It might have made the game more relatable. I realise that this may have been a limitation of Twine's capabilities, but nevertheless, an observation.

This game deserves a lot of recognition for its accomplishments and for its importance in the realm of gaming and bringing awareness to people who are suffering. Like I mentioned before, it's not a fun or enjoyable game, but it is an introspective on the lives of people living with depression.

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

Wednesday, October 16, 2013

Wide Sky

I didn't think this game would be my next post, but apparently Starbucks had other plans.

I walked into a local Starbucks today to grab something tasty to take with me. As I waited for my drink, I browsed the songs and apps of the week and saw a familiar little hedgehog staring back at me. It seemed that the app of the week was an iOS game I had purchased for my iPad months and months prior without trying it out. Obviously, the first thing I did when I went home was whip out my iPad and give it a try.

This game is stylish and cute, with simple but effective graphics making use of a minimalistic colour scheme. The music is well-crafted, with a cute undertone but a decided moodiness to it. The controls make use of the iPhone and iPad's motion sensitivity, allowing you to tilt the device to change the hedgehog's trajectory. I bought the game for $.99 earlier this year, but right now, if you're quick, you can pick it up for free at Starbucks.



The controls take a little getting used to. My first run in the initial stage didn't see me past it and I ran out of time. I found that when I didn't worry too much about the points and collecting all the stars and circles, though, I had much more fun with the game. The lack of enemies and the wide time window allows you to relax a bit while playing it. Other articles have discussed an issue with the game's controls, which do take getting used to. I found the combination of the game's music and atmospheric graphics, plus the game's open-ended timing and lack of enemies to be oddly relaxing.

Give it a few plays and let the controls sink in a bit before making any quick decisions about it. At only $.99 a play, I think it's worth picking up. Not to mention, if you act in the next week, you can get it for free at Starbucks. It doesn't have a groundbreaking story and it won't make you cry, but it's an engaging stress reliever and Spiderman-like.

Right now, I'm hooked on Pokémon X and still trying to keep my Animal Crossing: New Leaf town afloat, so indie gaming is pretty sparse. However, I'm playing through the delightful The Sea will Claim Everything, and still gradually playing through some of the Humble games I've collected. More posts will be coming!

-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