Indie Games

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sarien_netJust a short, but exciting, piece of news. GameSetWatch already apparently reported this, but I can’t help pass it along in case you don’t read the major news services.

Although many of you probably did not grow up in the 80s with text-based and graphical adventure games, my sister and I did. We practically grew up on a steady diet of King’s Quest, Quest for Glory, and Space Quest games. The days of huddling in front of the 13″ VGA monitor and solving puzzles together are gone. My sister lives an entire continent away, and we don’t play games together much anymore. Until today, that is.

Which would you prefer more:
A) being able to play your favourite Sierra On-Line adventure games in a web browser?
or
B) being able to play those games in a multiplayer environment?

A + B = Martin Kool’s Sarien.net

Much in the spirit of Jet Set Willy Online, this means that you can now play a handful of Sierra’s old adventure games in a browser-based multiplayer environment. Imagine having 100 Roger Wilco’s walking around, exploring the Arcada. Imagine solving puzzles in The Black Cauldron with a friend 1000 miles away.

And all done by one guy (with the help of a friend). Spectacular.

So head over to Sarien.net if you have a chance and enjoy the ride. The only thing I’d love to see would be names above the avatars (so we can identify each other) and perhaps picking different colors for our characters. It gets tough figuring out who’s who on a screenful of Roger Wilco’s.

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11:52am. 

“To me, part of the art is really understanding the story… to me, if you boil music down to one element that’s a really important thing when it comes to emotion… it’s tempo! Tempo is what conveys emotion and conveys energy. You find tempo in speech, speech is musical.”

I nod, encouraging him to go on with the thought, doing my best not to interrupt with the thousands of ideas he evokes in my mind as he speaks about his music. We order a couple more cappuccinos and try to concentrate on the conversation… we are becoming drowned out by the shrill cackling of the cafe patrons beside us. I slide the microphone a little closer to him, angling it away from the next table.

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cletus-introClaymation has a very short and uneven history in video games – few games have been developed using clay as an animation medium, and even fewer were fun. Games like Trog and The Neverhood (despite of, or because of, their flaws) still stand out to me as wonderful and imaginative efforts.. but in the end fell a bit flat. (I highly recommend reading Anthony Flack’s three-part “History of Clay Games” for a detailed review of The Neverhood and Skullmonkeys). So when I came across Cletus Clay, I was both extremely excited and somewhat uncertain about a fresh attempt at making a new clay game.

Some time ago, Anthony Flack and Sarah Quick, the lead designer/artist and artist (respectively) behind Cletus Clay, were kind enough to answer a few questions about their upcoming hillbilly-fueled side-scrolling action-puzzler game built for TunaSnax. Cletus has been nominated for the Excellence in Visual Art award at the 2009 Independent Games Festival, and from all signs so far is a strong contender. So read on to hear about some of the crafts(wo)manship that is going into Cletus.

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I’m not much for hyping up news, but I came across quite a few exciting stories this week. Because writing ‘feature articles’ is so darned difficult, I thought that an occasional ‘Artful Times’ newsletter might be a fun way to end the week :)

GDC ’09

The 2009 GDC begins next monday, and I’ll be there! If you’d like to get together for a lunch or coffee, please drop me a line. This is my first GDC and I plan to document the whole thing as well as do a handful of interviews while I’m there. I’ll post whatever I can here during the week!

Lovin’ Rhythm

parappa_the_rapperJamie Love posted a very enjoyable interview with japanese rhythm master Masaya Matsuura, otherwise recognized for his brilliant PaRappa the Rapper series that initiated the whole ‘rhythm game’ genre. Matsuura does not appear often in interviews, and his insights into Western (and japanese) gaming culture are poignant. In response to the idea that we, as gamers, tend to idolize certain characters and games from our past that are nonetheless exploited commercially in sequel after sequel; sacrificing our personal values for profit, he says:

We should talk about cultural values and proprietary values separately. Nowadays, nobody really has the idea that “Copies” are worse than the “Original” anymore. When I think about that, it is no wonder that new ways of thinking about possession will be eventually spreading and changing. When, for example, we have a million seller game, it is difficult for us to decide if there is only one main character, or a million of them, but for now we should appreciate that both assumptions can be held as valid.

I think companies and/or producers have a tough mission to bring imaginary characters to life both culturally and proprietarily. Also the imaginary character will doubtless become increasingly realistic and tangible in the near future. Then we will be forced to rethink how we treat them once again.

(Apologies for the news image – I couldn’t help myself)

New Bible Unearthed; Church of the Mushroom Cloud Believers Deny Existence

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Over at the IDGA Game Preservation Mailing List, Elliot Davis mentioned that someone has posted a scan of the complete design document for the cancelled Fallout: Brotherhood of Steel 2 game. We all know that Brotherhood of Steel was a terrible followup to Fallout 1 and 2, but apparently BoS was only intended to cover the costs of the game engine. BoS 2 was the game that Interplay wanted to pursue – but filed for bankruptcy before production could begin. The design “Bible” reads like a D&D campaign manual and features a lot of previously unseen sketches and artwork consistent with the Fallout universe. I suggest getting it while it’s hot – who knows how long it’ll be before the nasty C&D letters are fired off.

“Ifnkovhgroghprm” actually means “Nikstlitselpmur”

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AGDInteractive let me know that their amazing re-makes of King’s Quest I and King’s Quest II have been once again remade! The artists have went back to them and redrawn all of the background art at high resolution, and made improvements to the music and speech packs. (Not to mention that their website was re-designed and re-launched by the wonderful Eriq Chang). After investing thousands of hours in these projects, their efforts have finally been ‘rewarded’ and recognized by Activision (the company that swallowed up Vivendi & Sierra On-Line’s properties): in a newsletter AGDI said, “We were informed that Activision would honor our outstanding agreements with Vivendi by allowing us to finish our pending contractual projects, but that we will not be granted permission to start any new Sierra remakes in the future.” Bad news: we won’t see a King’s Quest IV or Quest for Glory remake. Good news: we’ll see Himalaya Studios work on their own original ideas and hopefully see a new adventure game in the next couple of years!

(and if you recognized the title of this news item, you’ve played too much King’s Quest)

A History of LucasArts – Thankfully not written by George Lucas

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Although the book was released in December 08, I somehow missed it! Rob Smith, the editor of PlayStation magazine, writes the history of LucasArts and fills it with amazing (previously unseen!) production artwork and paintings. I have some strong attachments to LucasArts, despite their 10 year dive into obscurity. The years between Maniac Mansion and Grim Fandango punctuated some of the best gaming experiences of my adolescent and post-adolescent life. Even now, when I load up Loom and Sam and Max Hit the Road on my Nintendo DS (thank you ScummVM!) I am reminded that true mastery involves insight and constant revision. I’m looking forward to reading this book; if you have read it, please chime in with your (dis)recommendation. This seems like a nice coffee table book, especially with the glossy photos inside.

Home of the Underdogs Revived After Being Euthanized

hotuAnd I wasn’t planning on announcing this for at least another two weeks, but my good friend gnome das Gnome’s Lair beat me to it ;) After Sarinee, the old curator and creator of Home of the Underdogs (a site devoted to posting ye olde abandoned games) lost HoTU due to a mixture of disinterest and her web host dying, a few folks from the community decided to lend a hand and get it back up to speed. There are several ongoing revitalization projects, but the one that has caught my attention the most is HOTUD.org – a complete revision of the site using Joomla and community-driven content. The site is currently in an ‘alpha’ stage and you should not yet start posting reviews/content, but if you’re as excited as I am about the project, head over to the forum to keep an eye on the site development. We’ll let everyone know there when it’s ready to rock’n'roll.

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Just when we were beginning to fear that Japanese-style console RPGs (JRPGs) were going to go the way of the dodo, Water Melon studio has opened up pre-orders for the best console RPG I’ve played since Chrono Trigger for the SNES: Pier Solar and the Great Architects.

I first got wind of this game in issue #49 of Retro Gamer mag which had an impressive two-page feature on it. The game began as a fan-based project by a handful of folks from Eidolon’s Inn message board (a Sega forum with a long history). The project has been in active development for around 4 years, with the assistance of a dedicated eleven member team that’s passionate about the Sega Genesis (Mega Drive).

So what’s so impressive about this game? First, the entire game has been developed for the Sega Genesis/CD using a fan-developed SDK – that means that the game is truly a console RPG! It is going to be released for the Genesis on cartridge and in CD-format for those with a Sega CD. (At this point I’m unclear if buyers will receive a ROM image of the game to play on their PC, however.) Second, the team released a working beta demo of the game to give us a taste of the final game. Third, this is one of the few JRPGs with a fantastic script/dialogue – it’s witty and charming, and has a way of pulling you right into the game. Finally, I’ve never seen a fan-developed project of this calibre. Even though the demo is a beta (with some bugs), you can see the love and sweat that went into making the game, and the final product looks like it will rival some of the ‘big indie’ commercial releases like Braid.

Normally I avoid raving about new games, but this one has me pretty excited. Is it just me, or is anyone else into the idea of breaking out their Genesis and popping in an old-school Chrono Trigger-esque RPG? If so, head on over to the official Pier Solar web site and download the ROM (playable in any Genesis/Mega Drive emulator). And let us know what you think of it!

Update (Sept. 30th): One of the Pier Solar developers replied officially that the final version of the game will *not* come with a ROM image:

Don´t worry, the game will be well [copy-] protected; that is absolutely possible on MD.
And about releasing a ROM….no, sorry. Just like Zebbe said it would spread and I doubt people would buy the game for a ROM image they can get for free. Also, there will be no emulator being able to play the game even if someone does manage to dump it. We really think that a Mega Drive/ Genesis is so cheap everywhere that it is no big issue getting one if you really want to play the game.

A Virtual Console release would be nice at some point, but the chances we are allowed to do that are rather slim I´m afraid.

Unfortunately that means that if you don’t have a Sega Genesis/Mega-Drive you won’t be playing the full version, nor is it likely to make an appearance on the Wii VC. Bummer. Guess that means I’ll be hauling my Sega CD/Genesis duo from the basement and hooking it up in a few months for some gaming goodness!

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Return to Dark Castle Screenshot

Normally I avoid posting news, but I found this bit o’ information a little too tasty to keep to myself. First reported at the Dark Castle News blog, a Return to Dark Castle trailer video (Youtube version here) has been posted over at the publisher’s web site. The gameplay looks hilarious, and definitely captures the spirit of the original. I can’t wait for this classic to hit the Super Happy Fun Fun online store.

If you missed my earlier coverage of Return to Dark Castle you might want to take a peek at the article.

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When I was 10 years old, we moved to another province. One of the first friends I made in our new community was a kid named Fraser. In a far corner of Fraser’s basement, his parents had a Macintosh 128k covered in a protective plastic sheet. Although it was strictly taboo (the Mac was only to be used for word processing!), when his parents were busy upstairs Fraser and I would sneak into the room and quietly load up a few games he had copied from our school’s library. Two of the games that we secretly giggled over in front of that monochrome screen remain burned into my childlike mind to this day: ChipWits and Dark Castle.

ChipWitsChipWits was an edutainment game that was released in the early days of the Macintosh. One part puzzler and one part GUI-based programming teacher, ChipWits used an icon-driven programming language (IBOL) to command a miniature robot on rollerskates around a room. Through combinations of operators and arguments, the robot would traverse the room picking up, eating, or frying objects at your maniacal whim. I don’t doubt that games such as The Incredible Machine, and more recently Chibi-Robo, gained much of their inspiration from this classic.

Dark Castle screenyDark Castle was a mixed action/puzzler/platformer that put you in the shoes of the bumbling adventurer Duncan in his quest to defeat the Black Knight. The game featured eery waveform sound effects and wonderful character animation reminiscent of later ‘rotoscoped’ animation. (Interesting side note: Co-developer Jonathan Gay later came to pioneer the now-ubiquitous Flash animation software. The designer and illustrator Mark Pierce later became the co-founder of software giant Macromedia. Holy jebus!) Full of slapstick humor and frustrating puzzles, Dark Castle is probably one of the least known indie masterpieces of the 1980′s.

Unfortunately, neither of these games have been playable on modern systems without frustratingly clunky emulation software. That is, until now! I was very pleasantly surprised when I found out that both have been remade into modern sequels by indie developers:

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Phantom Fighter’s DSAs I reported a few months ago, the Ultima VII engine emulator Exult was ported to the Sony PSP by The Food Sucks team. Not only was it fantastic to see the classic RPG/adventure game ported to a handheld gaming platform, but the quality of the homebrewed port itself was stunning in every respect. (If you aren’t familiar with Exult but you own a Sony PSP, I highly recommend heading on over to the development team’s page and give it a shot.)After playing Ultima VII: The Black Gate for several hours on my PSP, I felt compelled to thank the team with a small gift in appreciation for their tireless efforts punching deck. Although it took a few months, they finally received the gift: a uh… somewhat new.. Nintendo DS Lite! I can only hope that it inspires the team to work on another quality homebrew project…

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I thought I’d create a new regular feature that highlights new or budding indie projects that may not have reached audiences through the regular news sources. This week I bring you two very impressive freeware indie projects, both remakes of the 1993 space-sim/rpg Wing Commander: Privateer.

Privateer: Ascii SectorThe first, Privateer: Ascii Sector, is an impressive ascii-based interpretation of the original. The graphics are colorful and almost completely faithful to the gameplay of the original … minus one dimension of course. While the interface shares many similarities with roguelikes, there are many interesting enhancements that give the game a completely unique style. Most of the time I was absolutely stunned that a single developer – Christian Knudsen – built the entire game – ascii art, gigantic maps, fluid and colorful animations, and in-game economy algorithms – his work is absolutely polished. The game is currently at v0.2, and Christian is hard at work at bringing v0.3 to completion. If you play the game, please send Christian some encouragement, either over at his forums or at his Great Games Experiment page – I’d love to see a final release candidate of the game get released some day. Download it here.

PrivateerThe second project, Privateer Gemini Gold, is a 3d platform-independent remake of the game for Windows, Linux and OS X using the Vega Strike game engine. If you’re looking for a way of playing the original Privateer with high-res 3d graphics without running Dosbox – this project is definitely the way to go. A very large team of 3d artists, programmers, designers, playtesters and audio engineers have created a truly faithful reproduction of the original game. The development team is die-hard dedicated to the project, and respond to suggestions and comments on the forums regularly. If you were a fan of the original game, you will be immediately at home with this remake – it is probably the most detailed remake of a 3d game I’ve ever seen. If you haven’t played this classic, I strongly suggest heading over to the download page and giving it a shot.

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Dragon’s Lair DS screenshotI don’t usually post news, but I thought this was a nice little surprise. One of the artists and developers for the DS port of Dragon’s Lair has posted some insider sneak peeks (videos and screenshots) of an alpha release of the game. The game is being developed by United Coders and published by Conspiracy Entertainment. According to Gamespot, Dragon’s Lair II: Time Warp, and Space Ace will both also be ported to the DS at a later date.

Dragon’s Lair has always drawn serious polarities from gamers – some people (like me) have fond memories of dumping $20 worth of quarters into it at the local arcade; others find the game unforgiving or simply unrewarding. According to the source of this news clip, the game has both a “classic” 1983 mode that is identical to the original game, and a new mode that makes use of the DS’s stylus and microphone.

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