Indie Games

You are currently browsing the archive for the Indie Games category.

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.

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:

Read the rest of this entry »

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…

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.

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.

Halloween ‘07

Happy Halloween from the Artful Gamer!

This year I had the opportunity to carve some very gamesy pumpkins. Unfortunately, the trick-or-treaters we had were almost all under 6 years old, and didn’t recognize most of these games/characters (one kid recognized the pumpkin on the far right though!). We had 45 kids this year - definitely better than last year when it was 15 below celsius and snowy.

That being said - the Artful Gamer is holding a special Halloween contest. If you can guess the three games represented in my pumpkins correctly, I’ll enter you into a draw. The winner of the draw will receive one of three downloadable games from the Introversion Software online store (valued at approximately $20 USD). You can choose between Defcon, Darwinia, or Uplink. I own all three of these games in fact… and each definitely has a unique charm. Let’s continue to support indie game developers - especially the good ones!

Entries will be accepted from now until Midnight, Friday, November 2nd (GMT - 7). That gives you 2 full days to figure this out. E-mail your contest entry to: chris {@t} artfulgamer {d0t} com

The winner will be announced on Monday, November 5th. Thank you for continuing to read AG - your support and comments keep this site alive and well.

Thule Trail 2As reported earlier this month over at Wired’s Game|Life blog (yet somehow glossed over by other blogs!), Swedish car rack maker Thule has released an online flash game called The Thule Trail. The game is a genuinely hilarious re-take on the Apple/DOS classic The Oregon Trail. The developers over at Periscopic obviously dedicated themselves to creating an authentic Oregon Trail experience - this time with a car or SUV instead of wagons, and road junk food instead of buffalo meat. And not a single blatant advertisement throughout the game that I could see, other than the car rack on top of your SUV.

Read the rest of this entry »

‘Brains’ from ThunderbirdsLast week I got an e-mail from Michael over at The Brainy Gamer, and I was thrilled to find another author interested in both the arts and video games. He started writing in August, and he already has a fairly large collection of articles available for your perusal. The articles themselves are absolutely worth your time, and go far beyond mere opinion pieces or news items - something I immediately look for when I read an article,

Why don’t mainstream media outlets like Time and the NYTimes get video games? Why do they so regularly and predictably fail to get beyond the worn out Pong / Pac-Man / Mario reference points?

I think it’s because most of them rely on a 19th century model of journalism that continues to define what the news looks like today. Journalists and editors tend to use three basic criteria when determining what they will deem “newsworthy” - conflict, novelty, and prominence. J-School 101 dictates that a story about a video game is worth writing only if it meets one or more of these standards. {more here}

And not to mention prolific! Somehow he manages to pump out an article every day. His articles cover the entire gamut of video game culture - from mainstream games, to indie games, design and production, artwork, storytelling, politics, and (you’ll find) … his loathing for Halo 3 (agreed!). And mostly importantly - it’s refreshing to find an academic who actually has a history of playing video games [and still plays regularly] and is not just a ‘ludological theoretician’!

Anyhoo, I’m not trying to up-sell you here - The Brainy Gamer speaks for itself and I’m enjoying the reading so far.

As for the Artful Gamer - I apologize for the large lag between posts. I’ve been recruited to serve as the Best Man at a wedding for a friend of mine, and those duties (aside from marking 10000 midterm exams) have obliterated my opportunities to write. Coming soon is my review of Ultima VIII: Pagan, an interview with the creator of now-defunct indie MMORPG “Omega Syndrome”, and a short article on pencil’n'paper roleplaying games.

Illustration by Blake
Pictured above: Illustration from William Blake’s Gates of Paradise.

I recently came across a post over at Jeff Tunnell’s blog that reminds game designers how important it is to have many design ideas in mind, rather than just relying on a single idea. It made me think about one of the central problems in modern mainstream game development: a lack of fresh, innovative games. As I was writing this article, GameSetWatch posted footage from the Independent Games Summit of an “Innovation in Independent Games” panel consisting of Jenova Chen, Jonathan Mak, Kyle Gabler, and Jonathan Blow. After listening to the hour-long discussion, I decided to integrate many of the comments into this article, because they were inherently relevant and profound for any discussion of the creative process.

While many people assume that independent game developers, by virtue of being unconstrained by publishers, auto-magically have creative, interesting ideas. However, as I hope to demonstrate - creative innovation is far from guaranteed simply because we’re ‘indies’, and requires a certain kind of developer or team to come up with something worth playing.

Read the rest of this entry »

After reading psychochild’s critique of the industry’s failure to learn from WoW’s financial success, I keep asking myself: does this re-analysis tell us anything about how to advance the mainstream game industry?

Read the rest of this entry »

In some more oldie gaming news, thanks to the Boring Beige Box podcast I recently found out that Sierra On-Line’s visionary (yet financially doomed) massively multiplayer online service of 1991, The ImagiNation Network, has been given new life thanks to the ImagiNation Network Revival Project!

If you’re not familiar with the INN, or (like myself) didn’t have the chance to sample the service during its relatively short tenure of 5 years, here’s a short history lesson. And if, like me, you thought that MMORPGs began with the advent of Ultima Online - you’re in for a big surprise.

Read the rest of this entry »

When I was in junior high school, there were only a handful of kids with computers. Most ofUltima VII Box (small) those who were fortunate enough to have a computer in their home weren’t interested in learning how to use them, and even fewer used them to play computer games. Except for a couple of kids that were in my grade. One of those kids, Willy, found out that I liked role-playing games and handed me an old creased black box while my social studies teacher’s back was turned. I looked up at him, wondering what I’d have to trade for the rather austere black box with the words “Ultima VII” on the front.
He shrugged and whispered, “Here. You can have it. I can’t figure out how to play it.”

Read the rest of this entry »

Okay, I wrote this entry over a year ago, but I chose not to publish it because I thought it was a little too acrid and rant-like. I decided to publish this today, because of the previous blog post. I wanted to expand more on the idea of “what is art” by showing that some games (but very few, in very specific ways) have very artful aspects to them. So, read on with a grain of salt. I find it overtly moralistic and insensitive in spots, but I’d hate to edit this to death.


I’m writing this is in response to a presentation given by a designer from BioWare to an undergraduate computing science class that I sat-in on several months ago. He seemed knowledgeable, and definitely a battle-worn veteran of the industry.At some point however, the man presented a list of the ten most common flaws that “bad” [i.e. “financial failures”] games suffered from. Afterwards, he presented a list of his ten most common ways of making a game ‘fun’ [i.e. “profitable”]. Read the rest of this entry »