Showing posts with label PC Gaming. Show all posts
Showing posts with label PC Gaming. Show all posts

Tuesday, June 14, 2011

Obscuring the Word of Notch: Minecraft and the Xbox 360

notchOne of the few true surprises of last week’s Microsoft E3 keynote was the announcement of Minecraft for the Xbox 360. We’ve talked a lot about Minecraft on this site, and with good reason. Its accessibility, its LEGO-like appeal, its constant stream of new content: they all keep Minecraft fresh and appealing months after its initial “release”. Odds are, that as I type this, someone on our writing staff is building or planning to build a new crazy structure on our multiplayer server.

Minecraft for the 360 makes a certain amount of fiscal sense. Let’s assume it’s a downloadable release. According to Xbox mouthpiece Major Nelson, Xbox Live has 35 million active users. If even 10% of them buy Minecraft (a tall order, no doubt), that would more than double the current number of paid Minecraft accounts (roughly 2.5 million).

Making the deal more enticing is the rumor that Minecraft would feature cross-platform play. You could play on your PC; I’d join you from my 360.

On paper, everybody wins. But a closer look at the logistics required for this to work makes me wonder if we aren’t undercutting one of Minecraft’s primary appeals: the undiluted whims of its creator, Notch.

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Tuesday, April 26, 2011

Anomaly: Warzone Earth, or The Best Defense is a Good Offense

Anomaly Warzone Earth.pcTower defense as a genre has exploded in the last ten years. Map mods for Blizzard real-time strategy games like Starcraft and Warcraft III afforded people to rapidly iterate on a simple formula: build stationary defenses to stop enemies from progressing across a map. The simplicity of the basic idea means it can be taken in a variety of directions, but it’s rare that a game puts the whole thing in reverse.

11 bit Studios’ Anomaly: Warzone Earth tasks you with investigating alien crash sites in Baghdad and Tokyo. You guide a convoy of military vehicles down the rubble-strewn streets, picking routes on abstracted city grids. Alien towers soon begin springing up, and you must take them out to continue. Of course, this is all set just dressing for an innovative inversion of tower defense.

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Thursday, April 21, 2011

The Portal 2 Value Equation

It's been a busy week for me, video game-wise: I've been knee-deep in a Minecraft addiction since last weekend, when I booted up the game for the first time, and it has absorbed most of my available recreation time (and quite a bit besides) over the past two weeks. Have I told you about how yesterday's 1.5 update enabled us to complete the Tree City Transit System, a railroad in the sky, as originally intended?

But I digress.

The thing I really wanted to talk about was Portal 2, the first-person puzzle game from storied developer Valve. It's the sequel to 2007's Portal, which was originally packaged in The Orange Box along with the entire Half-Life 2 story and Team Fortress 2, and it somehow managed to be the clear standout in this collection of standouts. It inspired endless memes, oft-repeated jokes, and (most importantly) tons of critical acclaim and sales, and its success led directly to the standalone package that is Portal 2.

As of this writing, I'm about halfway through the game, so I don't want to try a proper review of it (and maybe I wouldn't want to anyway), but I did want to talk about the game's value, something that gamers have decided to take umbrage with: since the original Portal was but one slice of a $60 pie, why is Portal 2 a full-price pastry all by itself?
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Friday, April 8, 2011

Dialing Back in Time with Digital: A Love Story

digital a love storyDo you remember your first time on the Internet? Was it on AOL? Did you dig through keywords and other nonsense until you found an IRC client?

What kind of computer did you use? Was it an IBM? Your dad’s old Apple?

Were you actually allowed on the Internet? Did you stay up way later than you should have, covering your modem with a blanket so the blaring noises of the Future wouldn’t wake anyone up?

Christine Love’s 2010 indie title Digital: A Love Story weaves together technonostalgia and point-and-click adventure gameplay into a unique, touching piece of interactive fiction.

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Friday, March 18, 2011

The Torchlight Grind – A Talk With Max Schaefer

max_pic_superLast Friday, I had the pleasure of chatting with Max Schaefer, CEO of Runic Games.

Runic is the developer behind Torchlight, the loot-driven action RPG that stormed the PC community in late 2009. It followed Valve’s Steam platform to the Mac and came to Xbox Live Arcade just last week as part of Microsoft’s House Party promotion.

Max Schaefer founded Blizzard North and co-founded Flagship Studios and Runic Games. His resume includes Diablo, Diablo II, Warcraft III: Reign of Chaos, and Hellgate: London.

Schaefer and I discuss everything Torchlight – the XBLA port, the sequel, the MMO – as well as the history of loot and what it’s like competing against a behemoth of a former employer. Read on after the jump.

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Monday, December 13, 2010

PSA: Minecraft About To Enter Beta, Buy Now

minecraft_my_house_snowDid you listen when I said you should get Minecraft?  If you were, this isn’t for you.  If you weren’t, read on.

The gaming blogosphere simply won’t shut up about Minecraft – and with good reason.  It’s got a lot of things going for it.  It’s a smash indie success.  It’s a veritable sandbox of emergent game design.  Its multiplayer mode might as well be titled “Schadenfreude.”  Oh yeah, and it’s sold nearly a million copies.

One of Minecraft’s biggest allures is the current Alpha state.  Developer Markus Persson promised anyone who bought the game in Alpha (at a reduced price) would receive all future updates to the game for free.  That’s around thirteen or fourteen bucks (after conversion) for a lifetime subscription to a game that currently knows no bounds. 

Here’s the catch: Minecraft enters Beta on December 20th.  What does this mean?  The price rises to 14.95 Euro (closer to twenty bucks), and Persson (or notch) will be adding better mod support, some loose narrative pieces to encourage early- and late-game play, and a larger focus on testing and stability. 

The biggest change has nothing to do with gameplay: the “All future versions free” promise does not apply to purchase made after launch of the Beta version.  According to his Twitter, “it scares both the lawyers and the board” (he has a board!).  Beta customers will still get the “final” release for free, but additional expansions will cost money.

If you still want in on the (hella crowded) ground floor of Minecraft, you have a week.  Go.

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Friday, October 22, 2010

Minecraft, Striking the Alpha Lode

minecraftSometimes reviewing a game is a piece of cake":  “Space Marine Shooter X rehashes all the worst elements of better games,” or “Niche Downloadable Title Y turns a tried-and-true genre on its head and offers enough unique modes to bring you back for me.”  It’s a success or a failure.  End of story.

Occasionally, it’s a bit tougher.  Hype plays a huge role in game coverage – I’ll go out on a limb and say that hardcore gamers are subjected to more opinion-clouding hype than dedicated fans of any medium (excerpt perhaps art collectors) – such a huge role, in fact, that it becomes difficult to separate your initial impressions of/hopes for a game from the actual game you’re playing.  I struggled to check my fanboy at the door when we ran our Starcraft II review, and I tried desperately to find something good to say about Divinity II: Ego Draconis despite hearing much to the contrary before I popped it in.

Items (products, games, art, etc.) under review always deserve a fair shake.  People pour their hearts (or at least hours of their lives) into things, only to have armchair designers critique each and every choice they made. 

But what about unfinished products?  How do you review games that aren’t even in beta yet, despite having sold hundreds of thousands of copies? 

Of course, I’m talking about Minecraft.

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Friday, September 17, 2010

Battle.blog – With A Little Help From My Friends

best friends One thing I never did in the old Battle.blog: play with people I know in real life.  I have some old high school buddies who offered to help me out, but my irregular playing schedule and the eventual drop-off of the column kept our coalition from ever forming.  Thankfully, some of my colleagues have taken a shining to Starcraft II, so I am not without companions in my quest for online dominance of a game at which I will assuredly never dominate.

It’s been an interesting experience playing with Rob and Andrew (and I look forward to adding Jordasch to my team roster at some point).  We all play differently, with varying degrees of seriousness.  Some of us watch pro replays all the time.  Some of us take losses harder than others.  Sometimes, all one of us is looking for is a chance to berate our workers.

In most cases, however, we all agree on one thing: winning is tantamount.  Until proven otherwise, our opponents are faceless degenerates in need of a good digital pounding (…that sort of sounds pornographic) thrashing.  Whether it’s all three of us or just a pair, our triumvirate is dedicated to the liquidation of enemy forces at all costs. 

Andrew and I recently joined forces against a duo of Zerg abominations.  Strap in.  It’s going to be a bumpy ride.

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Friday, August 27, 2010

Well Butter My Biscuit: Starcraft II Multiplayer Review


Even non-gamers have heard of World of Warcraft, that online game popular among alleged shut-ins and slackers who live with their parents. It stands to reason, then, that even some non-gamers have heard of WoW's developer, Blizzard Entertainment.

Blizzard is a PC game developer from way back - they've been in business since years before 3D games invaded the living room, and they've got a reputation for quality which is richly deserved. Though gamers are sometimes frustrated by the amount of time it takes the company to release games, the amount of effort Blizzard expends to polish its products until they glow is both readily apparent and much appreciated.

About a month ago, Blizzard released another game: Starcraft II: Wings of Liberty, the anticipated follow-up to the original 1998 blockbuster, has gotten rave reviews and torn up the sales charts, becoming the best-selling PC game of the year in a matter of weeks. The game is the first in a planned trilogy of games that will further expand and define the Starcraft universe.

Rob, Craig and myself have spent a lot of the last month immersed in the game, and I think it's just now that we are really familiar enough with everything that's there to give it a fair shake. After the jump you can find our review of the game's multiplayer mode. You can also check out yesterday's review of the single-player mode if you'd like! Continue...

Plain Sight, or Ninja Robots in Space

This game is bananas. PC gamers are no strangers to multiplayer fare.  One might in fact say they invented it.  But as platforms like Xbox Live and the Playstation Network cast their behemoth shadows over the dwindling (comparatively) PC market, it’s easy to forget that there’s a plethora of options for the gamer seeking online competition.

Of course, you could go with the big three – World of Warcraft, Team Fortress 2, or Starcraft II – but then you’d be missing out on a number of lower profile titles tailor-made for the PC audience.

Smaller multiplayer games succeed perhaps once a year on the home consoles.  Last year’s Battlefield 1943 has now been replaced by the Defense of the Ancients-inspired Monday Night Combat.  PC games, however, tend to build small but stable audiences willing to maintain dedicated servers years after a game’s initial release.  People are still playing Quake, you guysQuake.

Smartly, Valve’s catered to this mentality with its digital distribution service, Steam.  Not only does Valve do right by older games by putting them on sale, they sometimes hand out multiplayer games for free.  And their support for stuff like Killing Floor is incredible.  They know that most PC games will succeed only on a niche level, but they genuinely seem to want each game to find that niche.

Beatnik Games’ Plain Sight caught my eye with its adorable killer robots and unique platforming-based combat.  I struck gold the last time I ventured into Steam’s multiplayer offerings and found the addictive Altitude.  Will lightning strike twice?

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Thursday, August 26, 2010

Well Butter My Biscuit: Starcraft II Single-Player Review

Even non-gamers have heard of World of Warcraft, that online game popular among alleged shut-ins and slackers who live with their parents. It stands to reason, then, that even some non-gamers have heard of WoW's developer, Blizzard Entertainment.

Blizzard is a PC game developer from way back - they've been in business since years before 3D games invaded the living room, and they've got a reputation for quality which is richly deserved. Though gamers are sometimes frustrated by the amount of time it takes the company to release games, the amount of effort Blizzard expends to polish its products until they glow is both readily apparent and much appreciated.

About a month ago, Blizzard released another game: Starcraft II: Wings of Liberty, the anticipated follow-up to the original 1998 blockbuster, has gotten rave reviews and torn up the sales charts, becoming the best-selling PC game of the year in a matter of weeks. The game is the first in a planned trilogy of games that will further expand and define the Starcraft universe.

Rob, Craig and myself have spent a lot of the last month immersed in the game, and I think it's just now that we are really familiar enough with everything that's there to give it a fair shake. After the jump you can find our review of the game's single-player mode; our review of the game's multiplayer portion will run tomorrow, so be sure to come back!
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Charity Music Puzzler Chime Comes to Steam

We’re a small staff here at Charge Shot!!!, and we long ago reconciled ourselves to the fact that we can’t possibly cover every game that comes out.  But we’ve made up for that by shamelessly promoting the games we end up really liking.

A few months ago, I reviewed Zoë Mode’s Chime, a music puzzler hybrid of Lumines and Tetris.  What stuck out for me was how well it broke up its music tracks and let the player reassemble them over the course of the game.  And of course, it’s part of OneBigGame, a non-profit game publisher.  Proceeds from each sale of this little gem go to charity.  How can you go wrong with this?

You can’t.  And the big news is that it’s coming to the PC via Valve’s Steam platform.  In true Valve fashion, the Steam version of the game will come with an extra track: the Portal hit “Still Alive” by Jonathan Coulton (another guy we like, I guess).

Chime hits Steam on September 6th.  If you passed it over the first time because you don’t own an Xbox, you now have no excuse.  Pick it up.

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Friday, August 20, 2010

Battle.blog – The Triumphant Return

dig-for-victory-allotment-gardens For those of you who missed the television spots, the lines around your local GameStop, or the instant dip in South Korean GDP, let me inform you that Starcraft II: Wings of Liberty has arrived.

It took twelve years for the first third of Blizzard’s planned sequel-trilogy (is that even a thing?) to hit stores, and within a month it’s already become one of the biggest PC launches in recent history.  How does a game over a decade removed from its predecessor move over a million units on launch day?  Nostalgia and brand recognition.  People, myself included, have beyond-fond memories of the first Starcraft.  Gamers less familiar with the franchise may be fans of that other game Blizzard makes.  Combine those two gargantuan forces with a successful beta earlier this year and Starcraft II’s early success should be no surprise.

I’ll spare you any more language about the game’s meteoric rise in popularity – and whether or not it’s justified –as this is not a review (there may be one in the pipe somewhere).  Those who’ve been with Charge Shot!!! from the beginning may remember a little column called Battle.blog, in which I recorded my attempts to secure victory in the murky depths of the original’s then-ten-year-old multiplayer.  The sequel’s launch now affords me the opportunity to test my mettle against an even larger pool of players.

As my record is public to any reader who cares to dig up such information, I won’t be aiming for a particular number of victories or anything like that.  The revived Battle.blog will be me exploring what has always interested me about Starcraft’s multiplayer: the experience, the strategy, the community.  What about this game has catapulted it beyond being yet another PC strategy title? 

One possibility: the thrill of victory.

Battle.net’s new matchmaking service has streamlined much of the, well, matchmaking process.  After slogging/cruising through a handful of placement matches, you’re dumped in a hundred-person division in one of the game’s five skill brackets: Bronze, Silver, Gold, Platinum, or Diamond.  Using the new Quick Match option will then swiftly find you an opponent of (supposedly) similar skill.  It’s a blast being able to roll from melee to melee with such ease, but I do miss the quaintness of the pregame lobby.  Being able to chitchat with your opponent beforehand gave the whole enterprise the feeling of feudal lords having tea whilst their peons do battle in their names.

I choose Terran.  The game’s single-player is almost entirely focused on the human race, and I want to come to the plate with my most trusted bat in hand.  I know bits and pieces of various Terran strategies, too - “Build three barracks” or “1/1/1” – but I know none of them completely.  Imagine going to war having read the first four chapters of Sun Tzu, a few coffee-stained pages of a US Army Field Manual, and the Reader’s Digest version of Clausewitz’s On War.  That’s my shallow level of expertise.

My Red opponent chooses Zerg.  This creepy-crawly race of Tyranids Buggers intergalactic bugs has only gotten grosser in Starcraft II.  Hovering overlords can now excrete creep on the battlefield, literally pooping out a living freeway that increases Zerg movement speed.  A reinvented queen unit spits extra eggs onto hatcheries to speed up larvae production.  When fighting the Zerg, it’s either fight quickly or die quickly.

Unfortunately, battle never seems to start quickly in Starcraft.  Each match starts with at least a minute of nothing but “dirt farming,” a quasi-pejorative applied to real-time strategy games that still require micromanagement of resource gathering – and it’s accurate to say that Starcraft II has acres of dirt to farm.  I quickly dispatch my space construction vehicles (SCVs for short) to a patch of minerals, stockpiling their harvest until I can construct my first barracks.  I’m too breaking ground on my first barracks that I almost miss my opponent’s missive: “glhf.”  Knowing that he’s simply trying to wish me good luck and implore me to have fun, I fire off a quick reply: “u2.”  Hopefully he understands I’m not a big Bono freak or anything.

And don't come back now, ya hear? Within four minutes I’ve completely walled the entryway to my base with barracks.  Why would a general construct walls out of the very buildings he needs to train troops?  The dreaded zergling rush.  Slathering insectoid monstrosities could besiege my base at any moment.  And at five minutes into the match, it occurs: First Contact.  Six zerglings  clamber up to my barricaded doorstep, rapping at the doors to my barracks like so many torturous ravens.  My two marines, rookies quaking in their boots, fire from behind the structures and obliterate the zerglings.  Infestation repelled.

The money starts to pour in, so I begin raising an army in earnest.  My third barracks, built with the reactor attachment, pumps out marines two at a time.  (How does a reactor cause this to happen?  Does it put their clothes on quicker like some crazy Wallace and Gromit machine?)  My tech lab enables the training of marauders, hulking jocks that fire concussive rounds.  They revel in their bulk; I can just see them engaging in pissing contests over gun barrel size with the average marines.  And my newly-constructed factory churns out hellions.  Gone are the boring vulture bikes of yore; hellions are flame-throwing dune buggies.  And who said there are no more original ideas?

Five more minutes go by.  The boys are getting antsy.  I lift my barracks into the air to let the troops out (in the future even buildings can fly!), and send them marching toward the enemy’s western entrance.  My satellites scan ahead, revealing a small brood of zerglings.  Nothing my men can’t handle.  The fire buggies zoom ahead onto the fleshy Zerg highway, and two of them fall to zerglings before my infantry can even back them up.  Roaches, disgusting four-legged, acid-spitting Zerg, reinforce the critters but are quickly incinerated by my remaining hellions.  Four mutalisks zoom overhead, hurling glave wurms from their dangling orifices.  My marines, wiping alien saliva from their visors, open fire on the flying beasts and cut them to ribbons.

It burns it burns!  The goggles do nothing! I bypass Red’s natural expansion and march on his headquarters, aiming to lop off the biggest branches from his burgeoning tech tree.  A hydralisk den explodes in a hail of gunfire, as does his pulsing flyer nest of a spire.  One new disgusting thing about the Zerg that I keep forgetting: any time a building is destroyed, a little team of baby bugs attacks.  Think Alien face-huggers.  It’s awful.  My marines exterminate them with the prejudice and skill of suped-up Orkin Men.  Red’s main hatchery falls to their guns, as well, but a new swarm of roaches hatches and melts the last of my troops.

Fourteen minutes in now.  This match has gone longer than either of us expected.  Red’s expanded quickly but hasn’t had time to muster much in the way of forces.  I’m now opening a second base, and air support has finally arrived.  Medivacs, transport ships armed with a sort of magical healing gun (a conflation of sci-fi hocus pocus like laser scalpels and auto-sutures – like that’s possible), mend my ailing infantry from the sky.  Vikings are Starcraft’s Transformers – powerful planes that can shift into robot form.  The Zerg are struggling to mount an offensive; I’m buying new toys.

Poppin overlords! My increasingly versatile army now moves on Red’s eastern expansion.  Vikings and medivacs fall to the spiny projectiles hurled by enemy hydralisks.  My marines avenge their allies before turning their crosshairs to the buildings.  Blood spews Kurosawa-style from the bullet-peppered organic structures until they finally collapse.  What vikings remain take to the skies and lay into a flotilla of overlords with their lanzer torpedoes, crippling Red’s supply infrastructure.  More marines spill out of my barracks and march south to the battlefield, only to find the repulsive creep dissipating beneath their feet. 

I watch, barely able to contain my excitement, as my forces revisit Red’s dilapidated headquarters.  Roaches spawn and perish, their first and last breath choked by the pungent cocktail of gunpowder and death.  As his final buildings burst in all their bulbous glory, Red sends a final message: “gg.”  I respond in kind: “gg.”

Good game, indeed.

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Wednesday, August 4, 2010

Torchlight 2 On The Way, No More Solo Spelunking

Now there's another person in the cave. Wake up your dog.  Put on your matching set of armor.  Socket all your gems.  Torchlight 2 is coming in 2011.

Runic Games just launched a website for the sequel to last year’s sleeper hit for the PC.  For any of you who missed it (first, shame on you), Torchlight cropped up as a great budget option for fans of Blizzard’s loot-heavy dungeon crawler Diablo.  And seeing as how no one knows when the hell (get it?) Diablo III will come out, Torchlight 2 may be the best bet for action RPG buffs needing more.

Just after the original’s release, Runic announced that they’d be working on a Torchlight MMO, which sounded good to players lamenting the absence of multiplayer.  But it seems the devs can’t wait to help people go tandem dungeon-diving.  Torchlight 2 promises online, peer-to-peer multiplayer matchmaking.  I can’t wait to watch my dog chase someone else’s cat while we’re busy slaying rock golems.

When Torchlight first came out, I wrote about how it – as well as games like WoW and Borderlands – channels the spirit of the Diablo seriesTorchlight emulates Diablo with the greatest accuracy, right down to town portal scrolls and colored armor sets.  I’m now amused by many of the steps Runic’s taking with the sequel: matchmaking options, overworld areas, and more character options.  It sounds like the same path Blizzard took from Diablo to Diablo 2.  Like, the exact same path.

I guess imitation really is the sincerest form of flattery.

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Saturday, July 24, 2010

Eufloria On Sale, Why Aren’t You Playing It Now?

The gamers here at Charge Shot!!! dig Eufloria – like, a lot.

I reviewed it in its original form, Dyson.  Then we interviewed the Rudolf Kremers and Alex May, the creators.  Andrew then reviewed the retail version, now named Eufloria.  And we had some more questions for Rudolf and Alex, so we spoke to them again.  (Oh yeah, and we recently heard from Rudolf about his upcoming project Freeman – now named StarLit.)

Suffice to say we enjoy the game, and we think you should, too.  All the more reason to take advantage of a recent content update, which is being celebrated on Steam with a $9.99 sale.  Additions to the game include Steam achievements, a community map pack, and support for more custom maps.

Well, there goes my afternoon.

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Friday, July 16, 2010

A Sweet Eversion

eversion I love it when indie games make it. 

And by “make it” I mean receive just enough support to get onto the Steam homepage and get a fair shake in the marketplace. 

By “make it” I also mean go from a free downloadable release to an affordable hi-def release.

I might also consider a mention on Ryan North’s Twitter “making it.”  (Not that Ryan North’s the sole keeper of all things awesome – though he’s dang close).

By all of these definitions, Eversion has made it. 

What is Eversion?  An indie title with “retro-style platform gameplay.”  What does that mean?  You control Zee Tee, a flower-looking dude who can run and jump.  Enemies and environmental puzzles will block Zee Tee’s progression, and you must navigate them.  Save the unique visual assets, it plays not unlike every other platformer ever.

And that’s fine because it’s not the mechanics that set Eversion apart.  It’s the dissonance between its cutesy surface and the murky, Lovecraftian abyss lurking underneath.  You see, Guilherme Stutz Töws of Zaratustra Productions entered Eversion in TIGSource’s 2008 Commonplace Book Competition.  H.P. Lovecraft’s Commonplace Book contained various story nuggets scribbled down in hopes of inspiring future tales of the macabre supernatural.

TIGSource, never one to give its community of developers an easy prompt, asked people to make games inspired by ideas from Lovecraft’s Commonplace Book.  Töws chose the following:

“Sounds - possibly musical - heard in the night from other worlds or realms of being.”

When Zee Tee crosses over specific areas, a tone will sound.  This marks an opportunity for him to “evert.”  “To evert” means to turn inside out, and that’s not unlike what happens when you press the evert button.  If Zee Tee’s standing in an eversion zone, the button will shift the world around him: colors change, the music morphs, enemies change shape.

Is there a bush in your way?  Find an eversion spot and turn it into a passable bush.  Need to collect a gem on top of a cloud?  Evert and transform the cloud into a frozen platform.  Each new shift is another degree removed from the Candyland color scheme of the first world. 

Save the occasional exception, everything in one dimension has an analogue in the next.  The economic art style allows for quick palette-switching while keeping the worlds congruent.  Enemies will not magically spawn in new spots, but their behaviors and appearances may change drastically. 

At times, progress will only be possible with a successful series of eversions.  You must also dance back and forth between the dimensions if you want to collect every gem.  However, the – for lack of a better word – worm holes between each dimension prevent you from abusing the ability and completely reshaping the world at will. 

Eversion’s a puzzle at heart – a puzzle that occasionally requires extremely fine command over the controls.  More open-ended levels alternate with worlds being devoured by darkness.  There’s no time to dilly-dally and hunt for gems there.  Out run the void or be taunted by increasingly demented game over screens that reach through the fourth wall (the monitor, in this case) and grab you by the throat.

For a game whose protagonist is so sweet-looking, Eversion’s surprisingly determined to put the player on edge.  Further down the dimensional rabbit hole, giant demon claws swiftly emerge from pits, enemies (and Zee Tee) explode in fonts of blood, and the very conventions of the game’s presentation collapse.  It’s incredibly unsettling.  It may seem odd for a game to list “Extra entertainment value when played alone at night” as one of its features, but Töws isn’t lying. 

Any fan of the indie scene will find much in Eversion worth comparing to the likes of Braid and other arty platformers.  Like Braid, Eversion subverts the classic Hero/Princess relationship, tying it into its Cthulu-like dream mythos.  Why the Hero/Princess dynamic?  Mario, plain and simple.  Do I wish Eversion had a slightly more original MacGuffin, especially given its proximity to the release of Braid?  Of course.  But I acknowledge that shortcuts like “Save the Princess” help lone developers working under a competition’s time constraints.

Also, the payoff for the first “bad” ending I received made all the barely-veiled homage worth it.

Eversion won’t take you long to beat (I spent just over an hour with it), and you may never play it more than once.  But if that doesn’t bother you, pick up Eversion.  It’s that rare platformer that can actually make the player jump.

The old, non HD version of Eversion can be found here for free.  The high-definition version can be found via Valve’s Steam service for $4.99.

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Thursday, June 3, 2010

Adventure Game Renaissance

phpThumb_generated_thumbnailjpg Long-time PC gamers often have a soft spot in their hearts for the point-and-click adventure game. Brought into vogue by LucasArts titles like Maniac Mansion and Day of the Tentacle, the genre focused on witty dialogue and puzzle solving in a time when simple, story-less action games were the order of the day. You explored colorful environments with your mouse, pointing and clicking and gathering items to progress – this was something that even people who didn’t associate themselves with “gaming” could enjoy.

And then the genre sort of died for awhile, or at the very least went into a brain-dead coma. It was eaten, as most things were, by the first-person shooter.

But, lo and behold! A burgeoning indie scene and several risk-friendly game platforms (Valve’s Steam service for the PC, and the Nintendo DS) have pulled adventure games back from the brink, ushering in a new golden age where people can ‘get’ and ‘examine’ to their respective hearts’ content.

Today I’ll be looking at some of my favorite adventure game franchises, telling you all (even you there in the non-gaming crowd) why you need to pick them up and give them a whirl. ‘Get’ your DS or PC and ‘examine’ your screen, because there’s a ton for you to play.

Objection! – Phoenix Wright and Ace Attorney

phoenixwright What’s the Deal: One of my favorite series is Ace Attorney, which began life in Japan in the early 2000s. Originally Game Boy Advance games, they were later ported to the DS and brought overseas.

The games, loosely based on the Japanese court system, follow the adventures of several attorneys (first Phoenix Wright, and later others) as they fly through trials by the seat of their pants, almost always just-barely managing to have their clients found innocent against staggering odds. Evidence-forging prosecutors are the least of your problems – at least half the time, the poor saps you represent are all but ready to cave under pressure and admit to crimes they didn’t commit.

Why it’s Worthwhile: Ace Attorney is very much a part of the adventure game tradition – you investigate crime scenes, gather objects (evidence), talk to people, and use logic to fit the pieces together and progress. The courtroom sequences are what make the games unique, making you use the evidence you’ve collected to reveal contradictions in testimony and find the truth.

Excellent art, memorable characters, well-handled writing and translation, great music, and ridiculously over-the-top shenanigans are all icing on the cake. Not one single thing that any of these people do would ever fly in a court of law, but that’s part of the charm.

Future Prospects: There have been five Ace Attorney games released in North America for the DS, and as of this writing parts of the series have also been ported to the Wii and the iPhone. News of another game hasn’t hit yet, but I doubt the series is going anywhere.

A True Gentleman – Professor Layton

Layton(1) What’s the Deal: Professor Hershel Layton is a true gentleman, to the point where I worry that maybe he’s a little obsessive-compulsive about it. He loves tea, he has a classy top hat, and he’s always willing to help a lady in need. He even manages to maintain a close friendship with Luke, his boy-wonder apprentice, that doesn’t seem, you know, weird. In this day and age, that’s no mean feat.

These are all DS-exclusive games, arranged into two trilogies – the first trilogy sees Luke and Layton journeying to strange locales and solving puzzles to unravel the places’ mysteries. The second trilogy, which is actually the first chronologically, also tells the story of how Luke came to be apprenticed to Layton in the first place.

Why it’s Worthwhile: The Layton games ooze charm. Layton himself, with his top hat and British accent, is positively adorable, and the series’ colorful and distinct art style is a brilliant fit for the DS.

None of this would matter if the core gameplay were no fun, and Layton delivers – every single person, every single room, nearly every single object in Professor Layton’s universe is ready to offer you a brain teaser without the slightest provocation, and solving each and every one of them makes you feel super smart. The series also lends itself well to being played by multiple people at once, making them great girlfriend games.

Future Prospects: The series’ fifth game, the second game in the second planned trilogy, is due out this fall in Japan. The games sell pretty well here in the States, securing their continued localization – the third game, Professor Layton and the Last Time Travel, is coming here in late November. The maddeningly slow pace at which these games arrive from Japan is frustrating, but Layton fans can rest assured that the franchise is doing pretty well.

You Fight Like a Dairy Farmer – Monkey Island

screenshot847-1 What’s the Deal: Nostalgia factors heavily into video games these days, and there are plenty of developers ready to capitalize on the fact that kids who played games in the early 90s are now twentysomethings with disposable income.

The Secret of Monkey Island was one of the LucasArts titles (along with Maniac Mansion and others) that were part of the first point-and-click adventure game boom in the early 90s. The first game follows Guybrush Threepwood in his quest to become a pirate, a goal which he attains by solving puzzles, using logic, and flinging insults.

The game’s snappy writing and colorful graphics won over quite a few fans and inspired three sequels before petering out in late 2000, but Telltale Games (which is staffed by a number of former Lucasarts employees) revived the franchise in 2009 with the five-episode Tales of Monkey Island.

Why it’s Worthwhile: Re: the original games, come on, it’s classic LucasArts. Re: the newer Tales of Monkey Island, come on, it’s Telltale. Both studios were/are renowned for making witty, entertaining adventure games that don’t necessarily break new ground, but nevertheless manage to exemplify the classic adventure genre.

Future Prospects: As far as brand-new stuff, it’s hard to say. Telltale is certainly not against revisiting successful properties, but to me Tales had the trappings of a pleasant walk down memory lane rather than the complete re-launch of an old franchise (but I could be wrong about that). On the other hand, people who didn’t experience the original games a couple of decades ago can play the updated remake of the original Secret of Monkey Island on the PC, the Xbox, or the iPhone, and can look forward to a similar re-release of Monkey Island 2: LeChuck’s Revenge.

Seriously What is That Bunny Thing – Sam & Max

sam-max What’s the Deal: Much of what I said about the Monkey Island series can be applied to the Sam & Max series: LucasArts releases beloved adventure game in 1990s, Telltale Games later revitalizes franchise in episodic format.

Telltale Games offers several complete “seasons” of Sam & Max games for every platform under the sun – each season is composed of five episodes, which were originally released one at a time over a period of a few months. These games have strong Monkey Island DNA, and come highly recommended to fans of traditional adventure games.

Why it’s Worthwhile: See the same section under Monkey Island.

Future Prospects: I can’t imagine that Telltale can port the first two “seasons” of Sam & Max to any other platforms – I think they’re actually on everything, which is to say that adventure game aficionados have no excuse for avoiding them. Series fans will be glad to know that the first two episodes of the third season, The Devil’s Playhouse, were released in April and May, with another three episodes to follow at the rate of one a month. I see new seasons continuing for as long as the series is profitable.

Singing Cing’s Praises – Hotel Dusk

dsc00004editvm3 What’s the Deal: This one’s a little more nebulous, but most of the discussion here should probably center around Cing’s Hotel Dusk: Room 215 and its immediate sequel. Cing is also responsible for Trace Memory, a very early and awkward DS adventure game that can be considered uneven at best, and Again, which is by most accounts a slapdash swan song for the beleaguered studio (more on that below).

Hotel Dusk is better – as I mentioned in my review way back in the day, it’s a decent mystery story wrapped up in a disappointingly average game. As ex-cop Kyle Hyde, you wander the halls of the teeny Hotel Dusk and talk to people, finding out more about them and unraveling threads until the game’s mysteries come into focus. The sequel (Last Window: Midnight Promise), which has yet to grace our shores, is more of the same.

Why it’s Worthwhile: Hotel Dusk is one of those flawed gems that manages to overcome undercurrents of mediocrity to be a solid game. Gimmicks like Hyde’s notebook and the fact that you hold the DS vertically (like a real book!) charm, in spite of less successful touch screen mini-games and occasionally repetitive exploration. The characters and the writing are strong and memorable, and that’s what you’ll take away from this one.

Future Prospects: Pour one out for Cing – the Japanese studio filed for bankruptcy earlier this year, and it’s unclear whether it actually exists at this point. Its last game to make it to North America, this year’s aforementioned Again, was poorly reviewed and seemed unfinished by most accounts. The Last Window may or may not ever make it to the States (look for news at E3, I guess?), and the prospect for future entries is grim. Still, enjoy what there is.

Now, go play some adventure games

Really, do it.

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Sunday, May 9, 2010

An Artist Apart – A Talk with Jason Rohrer

JasonRohrer_March4_2008 Last Friday, Rob, Craig and I had the opportunity to sit down and chat with indie game programmer Jason Rohrer over Skype. We were quite chuffed, as you might imagine.

Long-time readers of the site will remember Jason from Craig’s piece about Passage, written during the very first week of this humble enterprise’s existence. Less long-time readers might recall our full review of Sleep is Death, which we ran just a few weeks ago, and those of you who are, um, between those two extremes may remember our piece on his first multiplayer game, Between. Obviously, Rohrer’s games have had a lasting impact on us, and that sentiment holds true for game writers and critics throughout the industry.

We cover a lot of ground in our 45-minute talk with Jason – we opened with Sleep is Death, which got him talking about the limitations of single-player games and his original vision for the title. Next, he discussed his upcoming Nintendo DS game, Diamond Trust of London, the challenges and advantages of developing every one of his games with no outside help, and some of the quirks of the DS. Finally, we asked him to weigh in on the great Games as Art debate – I don’t think any of us were expecting him to agree with Roger Ebert’s points, but Rohrer is nothing if not expectation-defying.

There’s nothing else that needs to be said. Read on after the jump to get a look into the mind of one of our very favorite indie developers.

Sleep is Death

sleepisdeath[11] Rohrer's newest game, Sleep is Death (see our review), looks larger on paper than any of his previous projects. It's a multiplayer, storytelling chess match with a music editor, a sprite and palette editor, and endless potential for player creativity. He sees it differently: "The core idea’s really simple. It’s this basic experiment: can you do two-person storytelling with a thirty-second time limit?"

"From the player's end, it's extraordinarily simple," he said. "There are just three buttons where they can move, speak, and act with the mouse. I didn’t want to get into implementing taxonomies of different verbs and things and building rules into the system to sort of anticipate what kind of stories people might tell."

Viewing Sleep is Death through the lens of computer science, Rohrer considers it a "Turing Complete game." The system's versatility allows the player to "emulate or simulate any kind of game" they want. Of course, there's possibility that players might surprise even Rohrer.

"I wanted to make the game sort of agnostic to what mechanics the person who’s controlling the story would implement. So it’s open to them implementing whatever sort of mechanics they want on top of the very basic systems, the atoms of the game, and then on top of that you can do whatever you want." he said. "But some of the ways that people have used it have been a little bit disappointing to me because it’s almost like a lot of people jumped on it and said, 'Well, this is just like an old-school adventure game!' So they’re trying to essentially emulate the way those old-school adventure games felt and played."

150px-Get_Ye_Flask_Shirt_Close Such imitation, loving as it may be, doesn't jive with Rohrer's intended play style. "I felt the game’s strengths are not in emulating a single-player adventure game. You can do all this other stuff with it. All this dialogue, and character interaction, and all this other kind of stuff. Why have some game where someone would even feel the need to walk up to something in the room and 'examine' it?" he said.

A little change, like the addition of text boxes to supplement speech bubbles, can transform how players use the game. Rohrer added text boxes to Sleep is Death because an early beta tester said, “What if someone walks up to a box and examines it? Are you going to have the book talk to them out of a bubble and say, ‘This is Moby Dick.’" Unfortunately for Rohrer, players began implementing them exactly as he feared. He sees no need for players to "examine" the world in his stories. "Anything that you need to see and understand – and there’s very little that you actually need to see and understand," he said, "is represented in the graphics themselves, and everything else is about dialogue and character interaction on top of that." Playing with the other person takes precedence over graphical fidelity or wordy descriptions.

This emphasis on dialogue and characters and interacting with the other player is additionally underlined by Rohrer's preference that players share Sleep is Death with someone they know well. "I don't like the idea of people playing with strangers," he said. "I never was advocating for that, and that's why I didn't create a matchmaking server myself, although I knew people would eventually do it outside of the game engine. But I always thought that that would sort of lead to generally more negative or less interesting experiences than if one person crafts a story ahead of time for somebody that they know, taking that person's personality and interests into account. I think it becomes this very personal, intimate kind of thing."

All of the close player-to-player interactions found in Sleep is Death reflect Rohrer's frustration with the limitations of single-player games. "All of our patterns and traditions for video games are so stuck in the single-player realm," Rohrer said. "It’s not really about adventure games or anything else. Our whole landscape of videogames is all single-player games, except some games that have a multiplayer add-on, essentially."

What about massive online games like World of Warcraft? "Even that is sort of a single-player game that you’re all playing in parallel and chatting while you’re doing it. It’s like you’re all running on your own treadmill at the gym and chatting to each other: 'What do you think of Obama’s new health care plan?' 'How many sewer rats did you kill today, Al?' It’s like the sheep dog and that wolf in the Looney Tunes cartoon. 'How're you doing today, Sam?' 'I'm doing good.'"

Courtesy lavalevel.net Sleep is Death is Rohrer's attempt to break out of this single-player model. "We’re so stuck in this," he said. "And then when people approach a game like Sleep is Death, they’re kind of using these single-player patterns again. They’re bringing all that baggage with them." This presents a problem when, as Rohrer said, "these tropes of videogame design are about how to create an experience that you could ship off to somebody when you the designer are not going to be there." As an example, he explained that puzzles exist in games because they "can be this thing that you manipulate in isolation and still have interest to it. So we stick these little puzzles in our games for the players to encounter in their lonely moments."

But a puzzle can only have so many solutions. Rohrer moved on to designing multiplayer games because he began to feel limited: "If you only needed to play the game a few times to get everything there is to get out of it, are we really tapping into and harnessing what makes games interesting anyway?"

Rohrer started looking to non-electronic games for inspiration. "Games like Go or Chess or German board games, they were popping up in my mind," he said. "I really started studying them, and is there a way to do this in our single-player games? I came to the conclusion: no, there isn't."

Thus we move forward to multiplayer. "Multiplayer creates these systems that are not just content to be consumed but an activity to engage in potentially for a whole lifetime." If games are deep enough, Rohrer believes we can discuss them differently: "Instead of saying, 'Have you played the game Braid?' or 'Have you played Passage?' I want people to be saying stuff like, 'Do you play Sleep is Death?' or 'Do you play Diamond Trust of London?'

"Games are not these little self-contained boxes that are filled with consumable content that you tip up and gulp down until you’re done and then cast it aside until you go on and find the next little box that you do the same thing with," Rohrer said.

The types of deep, replayable games Rohrer wants to make rely on the participation and creativity of the players. "These types of games definitely highlight issues of authorial intent, authorial control, the role of the author, abdication of authorship," he said. "I think it just gets more interesting the foggier it gets and the blurrier that line gets."

So far, gamers seem to have responded well to the experiment that is Sleep is Death, in spite of the price tag (nearly all of Rohrer's previous games have been available as free downloads). "Nobody has complained, after paying for it , about it being too expensive. No one's asked for a refund, no one's said, you know, 'oh my God this sucks, I want my money back' or 'you charlatan! What are you trying to pull here,' nothing like that. I think people sort of see the value in it."

As of April 30th, the day this interview was conducted, the game has sold about 4000 copies, with about 2,600 of them being pre-orders (at $9 apiece) and the rest being at full price ($14 apiece). These aren't numbers that would get Activision excited, but as the game's sole developer and promoter Rohrer reaps all of the rewards, instead of just a cut of the profit. "It's not like I'm giving thirty percent to Microsoft or Sony ... I'm happy. Me and my family can live for another two or three years on the money that came in from Sleep is Death."

Development on Sleep is Death is winding down, but Rohrer said another version of the game will probably be released in the near future. Going down his to-do list, he mentioned a crash that has been fixed, the fact that color palettes will become savable and searchable like the other assets in the game, and that there were some improvements that would help players keep track of all of their custom-made graphics and scenes.

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"Once you've made hundreds of resources, it becomes very difficult to manage them and find the ones that you need," he said. "And people also have this anxiety because as they're editing things and changing things, all the old versions get saved, and they're not sure which is the current one. They're scared to delete things. So this new version tracks where objects are used and prevents you from deleting something that is actually being used in another scene ... You can only delete an object if it's not used anywhere else."

These changes are going to constitute the final release of Sleep is Death, at least for the time being. "I'm sure over the next several months people will find other things that need to be fixed, but I'm thinking of it as being done."

In Diamonds We Trust - but DSiWare?

bit8 Rohrer's current project is centered around the trade of rough diamonds in Angola. Of course it is.

Diamond Trust of London is being developed by Rohrer solus, as always, but this time, he has major backing - and a new platform. Majesco, the people who brought you Cooking Mama, will publish the game for the Nintendo DS. If this seems like a sell-out, don't worry. Majesco will manufacture the cartridge, but everything else - from the graphics to the music to the AI - is Rohrer. He's even creating the cartridge and box art, he said, and as the son of professional printers, he knows how to make something look good. Diamond Trust will be pure Rohrer, the vision of a single artist.

"That makes it unique, right?" he said. "Because I don't think such a game has existed [on the DS] before."

Of course, this doesn't stop Majesco from making marketing decisions that seem a bit crude, compared to Rohrer's understated tone.

"Sometimes I"m slapping my forehead," he said, "because their press sheet says: explore eight diamond-loaded regions of Angola! Exclamation mark! Get as many diamonds out as possible before the UN cracks down! Bullet points; they have to come up with bullet points. How do you make those kind of hard-sell bullet points for a game like this?"

Indeed, Diamond Trust isn't a game sold by-the-numbers. Despite its subject, it isn't political. In fact, it's aggressively apolitical, purely and coldly focused on the business of success through espionage, double-blinds and backstabbing. Take this excerpt from the faux-memo serving as the title page of diamondtrustgame.com, a website Rohrer developed and maintains independent of Majesco:

At first we thought the Kimberly Process was just a toothless promise from the big dealers to soothe public outcry. Certify the origin of rough diamonds? Sure, we can do that. But now the district is filled with whispers about the UN. Seems like Kimberly may get some teeth in December. But that's December. It's barely May now, and we've still got our contacts in Angola. Let's make this last year count.

It sounds more like Far Cry 2 than anything ever developed for the DS. But developing for Nintendo's handheld has been something of a process for Rohrer - though he can't exactly say whether it's a chore or a pleasure.

dsiware_logo_trans "I had to learn how to program a DS, which was kind of interesting. Which I can't really talk about, because Nintendo is very, you know..." he laughed. "Very ... I don't know. It's ridiculous how tight their wraps are."

The limitations of the platform became apparent as friends at developer Sabarasa tried to port Passage, Between and Gravitation to the DSi, to be sold through Nintendo's online DSiWare store.

"The DS is a very limited platform - like I said, I can't say much about it - but shockingly limited. And they've [Sabarasa] tried their best to recreate the games. They thought, oh, we'll just port Jason's code over, it'll be easy! But," he laughed, "the DS has no floating-point unit!"

Sabarasa had to recreate the games from scratch. "Effects from Passage and Between had a lot of smooth blending that they just couldn't recreate," he said. "But they did a pretty good job of recreating DS versions of those games. They look good, and they sound good, but they did all the work. I did one tiny bit of coding when they were having trouble doing particle effects in Gravitation."

While he's pleased with Sabarasa's renditions, he seemed less invested in their success as DSiWare.

"I'm not sure where DSiWare is going to go," he said. "I guess I heard things aren't selling that well, and there aren't that many people with DSis who can even buy it. I wouldn't go out of my way to make a DSiWare game directly, myself."

The “author model”

Don't let Diamond Trust of London's platform of choice fool you. Everything in the game is the Rohrer's creation, confirming him as an independent developer in every sense of the word. This stands in contrast to most of the industry, where any big-box product represents the work of dozens if not hundreds of people.

"It is sort of a rare thing. If you move into the industry where you're going to be talking about teams of one hundred, then you're going to be talking about an auteur model, where the creative lead or whatever is wielding the whole team like a tool for his or her artistic vision." Examples of this model are not what one could call widespread, but they include industry notables such as Ken Levine (Bioshock), Fumita Ueda (Ico, Shadow of the Colossus), and Clint Hocking (Splinter Cell, Far Cry).

"Working completely alone, I'm not working with an auteur model at all ... it's just the author model, like I guess the way a book is authored, where it's just one person finishing the entire work. A videogame obviously involves multi-dimensional skills, because I'm making music, I'm making graphics, I'm programming, doing the promotion and being the PR person all together. It gives me total freedom to have a very singular vision ... I don't need to explain [my reasons] to anybody, or fold anybody else's stuff into my work just to keep team members happy, which is I think a lot of the negotiation that goes on in bigger game studios."

Games as Art

roger-ebert-2 Many in the game criticism business point to Rohrer's games as examples of games that are art, which runs contrary to Roger Ebert's recent assertions that games will never be art. Much has been written in disagreement with Ebert's piece - some measured and thoughtful, some passionate and vitriolic - but Jason Rohrer of all people actually concurs with Ebert on quite a few points.

"I used to talk about Ebert when I would give lectures," Rohrer said. "He was sort of like, not really a straw man, but the sort of hypothetical challenger to the idea of games as art that I would bring up. And I would always bring up his list of things that a work of art might do to you - making you more empathetic, making you more thoughtful, making you wiser, making you more witty, et cetera, as a human being. And then at the end of the talk I would say, 'if we had to show Ebert a game, what would we show him?'"

And after retracing his steps, going back over all of the games he cited in his talk and all of the games commonly cited in responses to Ebert's criticism, Rohrer consistently came back to the same conclusion. "I don't think we're ready. I don't think we're there yet, you know, he's right! And we need to work a lot harder, and we need to think a lot deeper, and we need to really push ourselves and really come up with things that are even crazier and more extreme in a creative direction that we've ever done before ... We've got a long way to go."

Rohrer notes that while he has created "artistic experiences" with Sleep is Death, the game itself doesn't really address Ebert's complaints. "It's not really a game," he said. "I guess that's the easiest way to dismiss it.

"I would be embarrassed, still, to show Roger Ebert any of the games that people always talk about in connection with my name. I don't think Passage is a good example to show Ebert, I don't think it's there yet - it's sort of this little baby step."

Agreement with parts of Ebert's argument doesn't mean that he comes to the same conclusions as the bespectacled movie reviewer. Rohrer very much thinks that games can be art, but it's up to game designers to push the medium to greater heights.

"I do take what he says as sort of a challenge. Not a challenge that needs to be argued against as much as a challenge that needs to be answered with game design, because I don't think we're doing that very much."

What's next?

Rohrer is still putting the finishing touches on Sleep is Death and finishing up Diamond Trust of London, but he's still got a few other projects releasing soon, including a DSiWare anthology of three of his "art games" (Passage, Gravitation, Between) and a DSiWare re-release of his single-player puzzle game Primrose. While these ports have their creator's blessing, Rohrer himself hasn't actually done much work on the games.

Otherwise, Rohrer's schedule is clearing and he's trying to find his next project. "I haven't come up with anything yet, but I'm going to be working on a brand new game."

The sooner the better.

A big thanks to Jason Rohrer for talking to us and being such a good sport. The full audio of this interview will be made available on our After the Jump podcast’s RSS feed later this week. Jason Rohrer’s Sleep is Death is currently available on its Web site, www.sleepisdeath.net.

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Monday, April 19, 2010

Game Review: Sleep Is Death (Geisterfahrer)

sleepisdeath Bad command or file name.

This was what I saw the very first time a computer couldn't do something I wanted. By their very nature, computers must be told what to do, and they must be told in terms they can understand. Ask them to improvise, and they quickly become paperweights.

This is a limitation that computers and, by extension, video games have retained even as hardware has become exponentially more powerful. Take the biggest, most open-ended games you can think of, your Mass Effects and Fables and Fallouts, and at their core they can all be reduced to a blinking C: prompt, accepting and responding only to input to which they have been programmed to respond.

Jason Rohrer's Sleep is Death aims to change that, and it wants to do it in a way that goes against decades of game and computer industry progress: what if, instead of programming complex artificial intelligence into your game, an actual person was running the show?

This opens up a world of possibility to the player - he or she can interact with any object on the game's screen in any way, and (given a certain amount of wit and speed) the human controller can make that object respond in an appropriate fashion. It's a simple premise, but full of potential - an opportunity for real, collaborative storytelling in a way that is unique to the medium of gaming.

Craig, Rob and myself pre-ordered Sleep is Death last week, and we've given it a few spins at this point. Read on for our impressions, and for some of the stories we managed to tell.

Rob - Karma is a Bitch

You might call Sleep is Death Dungeons & Dragons for the Social Realist set. Instead of crawling around a dungeon, players use a drought-stricken El Paso, Texas for scenery. Or maybe it's Tuscon, Arizona. Or maybe you use the editor and it's Nome, Alaska. Or Mars. Playing as the Narrator in Sleep is Death, your options are endless. It's possible to limit yourself to the game's stable of scenery and sprites, but it won't be long before you're shifting pixels to tell your own story.

My first trial run stories were variations of the stock plot, exhibited in a Joystiq preview: a drought is killing your desert town, and you need water. Using the resources at hand, I was able to toss together a few tales. It was like someone trying to make a salad from lettuce, gummy worms and Cheez-Its; I fumbled with the interface, but by my third go (and after a helpful tutorial narrated by Rohrer himself), I was stringing together my own Heart of Darkness set in El Paso, Texas.

The snarls of Sleep is Death's narration system hit early and persist. Chief among them is the 30-second shot clock - each party, the Narrator and the Player, has thirty seconds to make his move. For the player, this involves moving his character, talking and acting. For the Narrator, this involves moving the goddamned Earth.

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The Sleep is Death narrator interface

Thirty seconds isn't nearly enough for your average narrator. In my most ambitious story, I was using my seconds to: swap out living characters with dead ones, or wounded ones; make the living ones talk, move, and act upon the environment; and shape said environment to tell my story. You must either curtail your actions or risk giving your player something half-done.

I applaud Rohrer for making players pare their plots down to the bare minimum - brevity is often the soul of effective storytelling, after all. But for everything you can do in Sleep is Death, you can't adjust the shot clock. If two players can reach some consensus on a time limit - 60 seconds for the narrator, 30 for the player, maybe - the game should accommodate.

There is, of course, another problem - the other player. From the Narrator's spot behind the god-console, their story can look as high-minded as Shakespeare; but if the other player doesn't know the lines, things can disintegrate quickly. After about three hours of shaping sprites and plotting a narrative, I was ready to unleash my Conradian adventure upon Andrew.

Water You Doing?! – Narrated by Rob, played by Andrew

He took my story - upon which I labored long and hard, going so far as to plot the scenes on a piece of paper - and turned it into a schlocky action flick starring Samuel L. Jackson. I was frustrated at first, but I knew I was getting what I deserved. Many gamers (self included) live to break games, test design philosophies to their gruesome stretching points and poke holes wherever we can. How could I expect Andrew, a rightful skeptic, to play by the rules?

Thus Sleep is Death becomes something interesting and totally unique - a game developer simulator. You're only as good as your contingency plan, and if you expect the player to be kind, you get what you deserve.

Craig - Yes, Yes, Yes

"Always say yes."  It's the first rule of improv.  Saying no shuts down the other person, the collaborator with whom you're trying to tell a (potentially meaningful, potentially silly) story. Sleep is Death gives two players - one Narrator, one Player - thirty seconds to say yes to one another, over and over again.  It's nerve-wracking, frustrating, hilarious.  It's a brave new world for Jason Rohrer.

Rohrer's previous efforts have tackled the "game" moniker head on.  Between examines communication by bridging two players' worlds with only a deceivingly dense puzzleGravitation's fluctuating platforming mechanics mimic the rollercoaster nature of being creatively manic.  An subtle time limit transforms Passage from a mere point-collecting adventure into a meditation on death and loss.

A time limit is really the only element of Sleep is Death that cries "game."  Think of it as the storytelling equivalent of high-level chess.  You've only half a minute to execute the move you were planning while your opponent acted.  But wait, he did something unexpected.  Can you reassess and adjust your strategy in the time allotted?  You can - if you're willing to say yes.

Barry’s Labyrinth – Narrated by Craig, played by Andrew

Saying yes to Andrew got me into trouble as a Narrator.  As Rob noted, the Player has only to decide where to move his sprite and what hilarious text to type this time.  Meanwhile, the Narrator sweats bullets, navigating an interface in dire need of more keyboard shortcuts, attempting to balance his desire to tell a story with his desire to interact with the person on the other side of the terminal.  To keep things moving, I said yes to Andrew at every turn.  The world would lose all appeal if his actions carried no impact.  But most of his successes became my failures.  All of my best laid plans went awry.  Whole scenes went unseen.  I could no longer tell the story I wanted to tell.  But all in all, I didn't mind.  We still got to the end.

The past few years have seen a rise in cooperative gaming.  Any retail release worth its salt features an online-enabled co-op campaign.  At the very least, you hop into matchmaking with your buddies and school some middle-schoolers in Capture the Flag.  You're either winning at someone else's expense or winning a game authored by a studio in Montreal.  Sleep is Death eschews both of those paths.  Here, the act of creation is itself victory.

So what if my tale of good vs. evil became, for a few minutes, a story about a man trying to score with a ghost?  I found a way to deliver proper comeuppance, even if it was leagues from what I'd intended.  I couldn't have told that story alone.  And neither could have Andrew.  Yes, that is Sleep is Death's triumph.

Andrew - Human After All

Sleep is Death eschews computers in favor of humans - we've already covered that in some detail. The implications of this, however, go far beyond the simple fact that your actions in a video game can finally have equal and opposite reactions.

Deus Ex Dinosaurs – Narrated by Andrew, played by Craig

For one, take Rohrer's recommendation you play the game with someone you know well, rather than with some random Internet stranger. Craig and Rob weren't quite prepared for the entropy that I introduced to their stories, but I had the end of Deus Ex Dinosaurs planned out from the start. I know Craig, and I knew that the minute I insisted that the brontosaurus was a real dinosaur that he'd pick a fight about it. Playing with friends means that, to a degree, you can try to anticipate their reactions and incorporate them into your stories.

For another, you must decide who's running the show. In the context of video games, this is a completely foreign concept - the classic human/video game pairing sets You The Player at the game's mercy, and you must play it on its terms using its language. In Sleep is Death (and, I hear, in Soviet Russia) the game can just as easily play you.

This is what happened when Rob and Craig ran games for me. In Rob's, I played as an older Samuel L. Jackson, brain addled by the horrors of his everyday life. In Craig's, I played a jaded and disinterested character who only starts trying when he realizes there's booty to be had. It's role playing in the purest sense, and while it can be frustrating for narrators to see their carefully spun yarns unraveled by a potty-mouthed asshole, it's freeing to the player in an unprecedented way.

For the narrator to truly maintain his control of the story, he must steer the player less transparently. Note the beginning of Deus Ex Dinosaurs: Craig was initially reluctant to interact with the room he started in, so I just kept bombarding him with stimuli until he finally responded to one and set in motion the story I'd put together.

00007It means being a little more heavy-handed sometimes than I'd like, and breaking Craig's  "always say yes" rule in favor of keeping the show running smoothly. It's the play style I normally prefer while running stories, though, and it's the one Rohrer used when he ran the gaming press through his game a couple of weeks ago - let the player have their fun, but not to the point that it completely derails your story. And too much player improvisation will ruin your story, because of both the aforementioned time limit and necessarily cluttered narrator interface. You’ll notice typos and errors abound in our stories – one can spend one’s entire turn as narrator repositioning speech bubbles and character sprites, and it doesn’t always work as smoothly as it might.

Sleep is Death has definite limitations, but it's still a fascinating move on Rohrer's part. What remains to be seen is the game's impact on the industry. Rohrer's earlier games, particularly Passage, have been oft-lauded but rarely imitated, but the concept at the heart of Sleep is Death - that the best artificial intelligence is not artificial at all - is much easier to grasp and therefore to imitate. Time will tell. In the meantime, I wonder what would happen I made Rob be a fish?

Fish Stories – Narrated by Andrew, played by Rob

Jason Rohrer’s Sleep Is Death (Geisterfahrer) is available from the author’s Web site for $14. This review is based on v13 of the game. Rohrer notes that v14 is the “official public release” – it will include several fixes and will be available later this week.

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