Wednesday, January 15, 2014

Museum of Simulation Technology and Catlateral Damage

Thanks to Tumblr, I've found two game demos that are both unconventional and very fun. Both games were made with Unity, as well, which ties these reviews together somewhat. As well, neither of these games are in their final version, but are both in the process of being built, so I am reviewing their demos.

Museum of Simulation Technology

This is a really cool game that requires you to use forced perspective to move objects around and get to the exit sign at the end of the level.



Sadly, the game's demo is not currently available from the website. I found it while browsing through Tumblr, however, and the link remains there, as far as I know. I hope the developer, who is a team of only one, continues to work on it. It's really fun and unique!

My full version wishlist for this game:
- I would love to see a "wide open sandbox" level with multiple items you can fiddle around with at will
- An adventure mode would be neat, using the museum levels as a tutorial to prepare you for a more challenging quest

Catlateral Damage

"Play as a cooped-up cat where your paw is your only weapon and mischief-making is your only directive."


That one sentence, taken from the game's website, describes the game with absolute perfection. You're an adorable little jerk of a cat who runs around your human's apartment, knocking items off with reckless abandon. Your aim is to gain 10,000 points in 2 minutes--a surprisingly challenging goal to achieve.

A great feature of the demo is the fact that you can run it in a Unity-supporting web browser, so you don't even need to download anything. Handy!

As of posting, this game is currently up for voting on Steam Greenlight, so if you enjoyed it, please vote a yes for it!

My full version wishlist for this game:
- A non-timed mode, so you can just run around and cause as much havoc as you want
- Kitty noises, because of reasons
- Bigger levels with longer time limits

Best of luck to both of these developers in finishing and promoting these innovative games.

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.

Monday, December 9, 2013

Gone Home

I finally sat down with an enormous mug of tea and turned all the lights off to immerse myself in Gone Home. Whenever I took a break for whatever reason, I'd come back to my own little world in the dark. I do recommend playing the game like this--it will involve and, perhaps, slightly unnerve you.

I've heard a lot of good things about Gone Home in the last several months, and while I'm a bit late on the uptake, I'm glad I took the opportunity to play it. Hot on the heels of being awarded Best Indie Game and Best PC Game at the 2013 Spike Video Game Awards, Gone Home is a hot topic among gamers.

There's been a lot of controversy on this game, mostly regarding whether or not it's a game and whether it's designed for "core gamers" or whatever. My advice? Stop trying to put labels on things and just sit back and enjoy the experience. And, if you don't enjoy the experience, don't get so angry about it. It's a waste of energy.

I'll get off my soapbox now to talk a bit about this beautiful game.

You play as Katie, who has just returned home from a year abroad. Your parents have moved into a new home, inherited from your uncle Oscar, and you're going to visit for the first time. As you arrive late at night, you find your parents gone and a note on the door from your little sister, Sam, telling you not to come looking for her. What follows is an exploration of the house to reveal the mysteries within, with your sister Sam narrating the events that have unfolded in their lives over the last year. You make a lot of discoveries about your family. Some are more startling and more quiet than others.

Gone Home is not a horror game. I cannot stress this enough. You will get tricked into thinking it is by watching trailers or even by playing through it yourself. It is not a horror game. You may get a bit unnerved by it in some instances--particularly since Gone Home does play off a lot of classic horror tropes. It was, originally, an Amnesia mod at first, after all. Gone Home subverts the flickering lightbulb trope and actually points the lights out directly as having faulty (but safe) electrical wiring. My personal favourite was walking into a bathroom to find a bathtub stained with red--and a bottle of red hair dye sitting right next to it. It is almost a deconstruction, but it's so innocently and playfully done that it's more a lighthearted play on your expectations than anything. It's not all innocent, though. There is a lot of struggle at the core of this game, including one theory that I will direct you to, but I will urge you not to read it unless you've played through the game at least once. I'll add that game creators The Fullbright Company have confirmed this theory to be true.

This genre subversion could be done for one of many reasons, but I'm of the belief that it was done to put you directly in Katie's shoes. She's in a new house for the first time, both of her parents are gone and her sister has posted an unsettling note on the door.  Of course Katie would assume the worst, and of course the surroundings of this new and decidedly creepy house would send chills down her spine.

Even though you don't ever meet any of the characters, their stories are very human and relatable. You have the younger sister, Sam, who is telling a sort of coming-of-age story. You have Terrence, the father, who appears to be a failing author. Then you have Janice, the mother, a park ranger who is feeling distanced from her husband. Lonnie is a character introduced by Sam, who doesn't have a voice of her own other than the notes she has written to Sam. Oscar is the deceased former owner of the house--your great uncle--who apparently "went psycho" before he passed away and is said to be haunting the house. You, as Katie, are less fleshed-out in comparison. All you know about Katie is that she is a straight-A student, an overachiever with trophies, ribbons and old homework assignments punctuated throughout the house. As you explore the house, you learn more about each character and why they are absent from the house.

Finding little notes, letters and documents throughout the house is made that much more believable when you notice the setting of the game: 1995. Audio cassettes and VHS are littered throughout the Greenbriars' home, as well as handwritten and dot matrix printed letters. Sam and Lonnie run a zine that they print themselves with their own art and label-makers, and Sam's own short fiction can be found throughout her belongings. Lonnie has made a number of mixtapes for Sam to enjoy, and a small part of the gameplay involves you finding these tapes and playing them while you search the house. You won't find burnt CDs, Blu-Ray players or cell phones filled with text messages in this game. You will find a believable and era-specific paper trail.

At its core, Gone Home is an exploration game that shows you pieces of each character's individual story and allows you to draw your own conclusions based on the evidence. The obvious difference to this is Sam's story, which is told explicitly to you by Sam herself as you make your way through the house.

The game has striking, detailed graphics that reveal interesting details about the inhabitants of the house. The music is also very good, reminding me of my own time in the 90's with its angry female-fronted punk rock, and the sound effects and lighting are immersive and moody. Below you'll find a trailer for the game, which keeps in as much of the mystery as is fitting. The voice acting is phenomenal--some of the best voice acting I've heard in an independent title.



The focus on the dark underlying themes in Gone Home is a little blurred, which adds to the realism of the game's story and setting. Reading the article revolving around the Transgression above will reveal just how underlying that theme is. The game is, at its core, a very real and intricately connected series of stories that will make the player wonder what happened after the game's end. While there is room for a sequel, it would, most likely, have to operate under a different engine, and have a different tone.

The story made me cry at the end, but not for the reasons I was expecting. This game was deceptively hopeful and unexpectedly triumphant. I don't want to spoil the love story, so I'll simply say it's a refreshing alternative to your typical boy-meets-girl with some very real struggles--another part of what makes the story so human.

As a little bonus, my name is Katie, so whenever Sam was addressing the playable character in story, I felt as though she was talking to me directly. That just made the game ever-so-slightly more awesome for me.

I will agree with others who say that the price is a little high for the amount of playable time from the game, but it's something I'll get over pretty quickly. I do wish the game was, at least, a little longer, or had a bit more extra content, but hopefully the extra price is paving way for more games from this company in the future.

Congratulations to the Fullbright Company for this achievement. They took away Best Indie Game and Best PC Game for Gone Home at the Spike TV VGAs on December 7, 2013. This is a huge leap for indie gaming, and I'm glad I was finally able to play this worthy game.

If you appreciate an involved, intricate story, I urge you to give this game a play.

-K8-bit

Monday, November 25, 2013

Attention Indie Game devs!

I should be in bed but I happened to catch this on Facebook and wanted to signal boost as much as possible!

Attention to indie game devs of all backgrounds! The normally $50 Game Maker Studio program is currently available for free on their website! Go give it a look here.

I think I know what I'll be working on in the new year.

Game reviews will be coming again soon, I promise!

Thursday, October 31, 2013

Happy Halloween from thisindiegameblog!

I have a very special Halloween review for you today. This game has been released through Kongregate in recent instalments. I'm anxiously awaiting the third, which is available on their website as a pay-to-unlock, as is the fourth. Chapters one and two, plus the prologue, are all available on Kongregate.

The Last Door is a Kickstarter-funded piece of horror magic. The Game Kitchen--group behind the game--used their stretch goals to make the game even better, through ordering new music programs and other add-ons. This is a definite example of a Kickstarter success story.

I can honestly say that I was too terrified while playing this game to even think to grab screenshots.

You play as a man named Devitt, whose friend has sent him an urgent letter. Upon visiting your friend's house, you find it empty and eerily silent. In the fashion of an old-school point-and-click adventure game, you will be navigating around the house and looking for clues regarding your friend's whereabouts, all the while unraveling the mystery of the vacant house. Picking up certain objects and interacting with them can help you progress.

The graphics are heavily pixellated, but still have a high level of detail. You can plainly see the subjects in the various pictures hanging on the game's walls, and any other little details of the like. Even if you can't immediately tell what something is, clicking on it will often bring up a description.

The game's mood is perfectly set by its original score. All music is composed by The Game Kitchen's in-house composer, Carlos Viola,

If you love something creepy and don't mind being more than a little bit unnerved, I urge you to give The Last Door a play. In the dark. With headphones on. Or surround sound.

Prologue
Chapter 1: The Letter
Chapter 2: Memories

Happy Halloween!

K8-bit

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