Showing posts with label text-based. Show all posts
Showing posts with label text-based. Show all posts

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, April 8, 2013

Forgotten Kingdoms

I don't know why I didn't think of this game sooner when I thought of games to review. It probably had something to do with the fact that this is not your typical indie game, or even your typical game, for that matter.

Forgotten Kingdoms is a MUD, or multi-user dungeon. It is, essentially, a wholly text-based online Dungeons and Dragons game, though your typical MUD could be just about any setting. It can be considered a form of MMORPG, but it typically requires a bit more patience than your average MMO. I've played a lot of MUDs, but not so much in previous years. Forgotten Kingdoms has totally spoiled me. I can't play any other MUD. I've tried.

For a brief and amusing example of how MUDs work, fast forward this video to 1:32.



A unique facet of all MUDs is the amount of reading you're required to do. With this MUD in particular, players get a fun combination of hack and slash and roleplay. Forgotten Kingdoms is roleplay enforced, so you are required to absorb yourself in the world and put on the mask of whatever character you create.

The story itself is rooted in the Forgotten Realms (3.5 edition, ignoring 4th ed altogether) campaign setting of Dungeons and Dragons. If your "Realmslore" is lacking, however, the game has a series of useful help files that can bring you up to speed, as well as links. The game also has a player council, so if you're utterly lost you can use the "ask" function to get you right back on track.

Character creation is fun and engaging. You can pick from 4 base classes: warrior, priest, rogue, or wizard, and there are 25 races total to choose from, each with a descriptive help file to help you decide which to play. The basic races are human, dwarf, elf, halfling, half-elf, orc, gnome, and planetouched, with each (except humans) having a number of sub-races available. Each race has its own benefits, and as such, some races are restricted to new players until they get used to the game ad have learned the ins and outs.

You also get to choose your character's alignment from a list of 9 standard ones. It's important to act your alignment, as certain NPCs react to you depending on it.

My personal favourite part of the game is the faith system. Your character can follow one of 33 coded Forgotten Realms deities, or can apply to follow one of the many uncoded deities that exist within the Forgotten Realms setting. Following a coded deity has a number of benefits, from coded supplication items to domain prayers for clerics, not to mention the roleplay that comes from following a god in character. When a character follows a god, she is, essentially, given an in-character family, plus, probably, a group of enemies. For example, followers of Selune will not suffer followers of Shar, and vice versa. While uncoded deities provide little actual coded benefit, they do provide unique roleplay that might not be seen otherwise.

There are numerous areas, built by players and administrators alike, to expand on the world, and they're always looking for more people to contribute.

It's hard to put this game into words, other than by playing it. It is, admittedly, not for everyone; if you hate typing and reading, then I'm afraid you're out of luck. If you are looking to enter an immersive roleplay enforced experience and don't mind giving the Forgotten Realms setting a try, then give this MUD a go. It may surprise you with how much you enjoy it.

Briefly, I'll talk about the game's creators. This game is unique in that, because of the nature of the code, anyone can contribute to it, whether it's by helping with code testing or building areas for players to adventure in. Currently the game's version is 4.1, having been expanded from 1990's original DikuMUD code by Martin Gallwey and a number of others. Martin Gallwey is the most noteworthy, as he has been the game's main coder from the beginning and remains so today.

I have included a little screenshot here for your benefit, to show what the game looks like. Don't be daunted--you grow accustomed to the amount of text really quickly, and the character creation process eases you nicely into it.



Hope to see you in Waterdeep sometime.

-K8-bit, otherwise occasionally known as Tandria, Jezebel, Kelykii, Lucine, and a plethora of other characters