Showing posts with label 16-bit. Show all posts
Showing posts with label 16-bit. Show all posts

Sunday, January 11, 2015

Pak Watch: Crypts and Towers


Slain: The Seven Towers
Slain is a PC game being developed by Andrew Gilmour and published by Wolfbrewgames.  It's in a retro style that I love, and is heavy on the gothic horror.  Demons and Bleeding trees and a hero with a big beard and a giant sword.  What can I say?  I like indie games with a 16-bit style with detailed backgrounds.  And gothic horror is always fun.  I think Slain fits the bill, so I'm in support of it.  The website over at wolfbrew games has information if you care to know more.  You can also like their page over on facebook.  I did.




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Courier of the Crypts
This game is another 16-bit style game being developed by a tiny team- 2 people, by the names of Primoz Vovk and Zdravko Djorjevic.  The game is a top down dungeon explorer with the central mechanic revolving around lighting torches and solving puzzles.  This mechanic seems reminiscent of the third Zelda game.  Graphically, the imagery looks to be tailored to the different lighting effects.

The team did not reach their goal with their indiegogo campaign.  While the campaign is closed, there is a demo available, and the game did achieve greenlight status on Steam. 

I originally heard about this game from an article in indie gaming news, a prolific website with regular news on upcoming indie games.  

-D





Tuesday, December 2, 2014

Merry Monthly Update: December 2014


Falalalalalalalalala,

I think things of note in the past month are all the many fun links I discovered by using google + and joining all these indie game, game map and game design groups.   I will be assembling a collection of said links in a post coming soon to an internet near you.

Another thing is that I started playing Chrono Trigger again.  Been a long time for that one.  So far, so good, it's a nice way to get my 16bit jRPG fix.  I think I might actually like the game more this time around than I did when I first played it.  I think it's a lack of competition - back then I was always playing like three jRPGs.

A third thing is I read a Michael Moorecock book: The Sword of the Dawn.  Very interesting, vaguely familiar and completely pulpy fantasy novel from the 60s.  It’s a far-future dystopia situation, following a sword-fighting German hero named Hawkmoon.  It takes place on earth, but bears little resemblance to our world.  There’s magic, and technology, and the names of current countries are vaguely based on present-day countries.  It’s fun sometimes to figure out what they are.  Amerikh – America.  Granbreten – Great Britain.  Asiacommunista – china.  It was a fun book, light reading with plenty of swashbuckling and a dash of gruesomeness.

In December, if everything goes according to plan,  I’m going to stop by the comic shop and buy another book in the series.   I'm also going to play Chrono Trigger and Magic the Gathering - queue of unplayed Steam games be damned!  And I guess I’ll see my family or something.  

-D

P.S.  I also picked up the novel Sirens of Titan by Kurt Vonnegut.  So far, it's very Kurt Vonnegut, which is a good thing.  

Wednesday, March 12, 2014

First Impressions: Zelda Classic

Picture lifted from 'It's Dangerous to Go Alone' kickstarter - look it up!

Zelda Classic is a game editor for the Legend of Zelda.  Yes, just like I always wanted.  I had heard of it, and unsuccessfully tried to make it work, wrote it off as bunk.  I just revisited it, this time with success, and I am thrilled to report that this is for real.  Just like I always wanted.

I had occasion to return to this game when a stumbled onto a posting at The Indie Game Source extolling the virtues of Zelda Classic.  This post pretty well expresses much of the enthusiasm I feel at the prospect of fan-made Zelda games in the NES and SNES style.  The links in the above article are all broken, but you can find them again by searching the Zelda Classic archives.  

But actually, I didn't particularly care for the two games I tried from the above article.  One thing I've noticed about some of these quest designs is that they tend to come big and kind of overblown.  In making my own quests, I want to start small, concentrate on making a fun game, and not an epic journey.  

There is a thriving community of Zelda Classic fans, players and designers over at purezc.net.  I've just signed up for the forums, and so far have been well received in the community.  I was looking for a Classic style game (I'm not really interested in the 16-bit style right now) and I was pointed to a forum contributer who goes by Moosh.  I tried out his game "Tale of St. Christoph" and so far I really like it! 

There's so much potential in Zelda Classic, I'm very excited.  The way I see it is that The Legend Of Zelda was such a great game, that it can be remixed time and again, and still be fun.  I'm so glad there is a tool available for the common person to do this.  

So far, I've made a small map, which was fun and simple to do and easy to get carried away with.  Now I'm working on dungeons, and getting the caves to go to the dungeons- and I got stuck there.  I'm following a guide, but it's still tough.  But when I've learned a few basic tricks, I'll turn out a couple quests.  

Essential Links:  (hehe, links)  

Zelda Classic

The official website.  Download the programs here - The editor is called ZQuest and the player is called Zelda-w  (this is important, because if you make the same mistake I did, you'll try to play the games with the editor.  No.  It's for editing)

Zelda Classic User Guide

Zelda Classic isn't particularly intuitive; a guide is definitely necessary.

PureZC.net

Search the Quest Database at PureZC.net to find a quest to play.  I recommend choosing 'mini quests' using the genre menu on the right side.  
This... could...be... awesome!

-D

Sunday, February 23, 2014

A tendancy toward the Mundane

Image courtesy of   http://www.improvisedlife.com/2009/09/17/cherish-the-mundane/   -  and definition of Mundane courtesy of google

This is a ramble I wrote probably more than a year ago, but follows a theme that I have been exploring since we started this blog, and am still exploring:  my own interest in the mundane when it comes to video games.

It must be a product of growing older - that's the only thing I can chalk it up to - but my interest in action and adventure has severely declined, and my interest in the mundane has increased.  On this blog I've talked about  Bike Riding, Flying like a Bird and Riding the Train. I notice a similar trend in my preferred comics;  American Splendor, Harvey Pekar's slice of life comic book;  Love and Rockets, Dykes to Watch Out For - even Larry Gonick's Cartoon Guide to History (of the universe).  These works aren't terribly exciting, but I really enjoy them.  

The non-game game is a big phenomenon right now, and it's my favorite.   Proteus, To the Moon, Gone Home, Dear Esther are all big standouts from the last two or three years.  Come to think of it, Animal Crossing is still huge, and it's a highly Mundane game.  And then there's Nintendogs, The Sims, Civilization; Mundane games are nothing new, yet are still making headlines.

Let's take a look at the definition of Mundane, shall we?

mun·dane
  [muhn-deynmuhn-deyn]  Show IPA
adjective1.of or pertaining to this world or earth as contrasted with heaven; worldly; earthly: mundane affairs.2.common; ordinary; banal; unimaginative.3.of or pertaining to the world, universe, or earth.
Origin: 
1425–75;  < Latin mundānus,  equivalent to mund us world + -ānus -anereplacing late Middle Englishmondeyne  < Middle French mondain  < Latin,  as above
Word Origin & History
mundane 
late 15c., from M.Fr. mondain (12c.), from L. mundanus "belonging to the world" (as distinct from theChurch), from mundus "universe, world," lit. "clean, elegant"; used as a transl. of Gk. khosmos (seecosmosin its Pythagorean sense of "the physical universe" 

[Isn't this interesting?  The second definition is the one with which I am more familiar.  However, the first is not one I'd heard before.  I rather like it.  Earthly, yeah, that works for me.  Heaven is a place on earth, after all.]




James Portnow, writer for Extra Credits, is fond of saying:  'when you're making a game, you're crafting experiences'  This comes to mind for me whenever a game idea pops into my head.  A common feeling I have is that I would like to 'reverse engineer' an experience and see what happens.  Like I had a goofy idea that it would be fun to remake mario bros 1 but give him a cell phone and have the player get calls and texts while playing the game.  Just to play with the feeling of interruption I usually have when I get those calls and text.  It would be like a social media simulator mashup with a platformer.

I've noticed lately I have a tendency toward the Mundane when I come up with game ideas.  Like, for example,  I ride the Amtrak between Sacramento and Davis every work day.  And I spend most of these days staring out the window and watching the scenery go by.  I love it.  It's relaxing.  It's beautiful.  And it occurs to me that I want to simulate this experience with a game.  How boring eh?  And yet...

When the weather was better, I rode my bike to the train station on the American River Bike Trail.  And I had similar feelings.  I love the scenery I love the way the foliage surrounds me and I sometimes feel like I'm going through a tunnel of greenery.  And I want to make this into a game setting.  I don't really care.  Probably an RPG.  I just want to simulate the experience in game format.  I guess I'm just oriented toward games, mostly 8 and 16-bit RPGs.  Probably FF VI more than any other.

There's a theme with these two ideas:  they're both travel-based.  What I enjoy is the relaxed pace of moving forward, and the great scenery.  Essentially my idea is for an 'on-rails' kind of a game.
As an aside:  I've heard people say  more than once that the Hobbit and the Lord of the Rings are essentially travel novels.  That works for me.  Makes sense.  I like it.  While the LOTR movies had hours and hours of extended action sequences, the feedback I tend to notice regarding the books was 'Tolkien sure likes to spend a lot of time describing things.'  The man appreciated the little details, and lately I find that mundane details are what I'm looking for in games, rather than roller-coaster excitement.


-D


PS:  I never played Pokemon Snap, but I wonder if it fits in with this idea.  Originally, when I heard about that game, I remember thinking "what a stupid game.  I'll never play that"  "bo-ring" and other, admittedly, immature thoughts.  Granted, I hadn't played any Pokemon games at the time, so I didn't really have interest. I didn't even know how badass squirtle was yet.  Perhaps I will have to watch out for it to pop up on  half.com.

Yep, there it is, five bucks.  Once called 'the best game ever' by my friend Orangeleecy.  One of these days, I'm going to check it out.


Friday, October 25, 2013

First Impressions: Anodyne





Here's a song from the game for you to listen to




an·o·dyne
ˈanəˌdīn/

adjective
1. not likely to provoke dissent or offense; inoffensive, often deliberately so.
"anodyne New Age music"

noun
2.a painkilling drug or medicine.


Anodyne is a 2-d, top-down Zelda clone.  They even include the 'stop when you strike' feature that I think is pretty neat.  It is a Zelda clone by engine, but not by theme.  Unlike Zelda, the game is immediately eerie, dark and strange, and there are reasons to distrust what you are told.  There is an ambient soundtrack through the first portion, and as the world expands, the soundtrack seems to want to expand, but can never quite become a fanfare in that bright, Zelda style.  I should mention I'm a big fan of Zelda clones.  

The gameplay is not as complex as Zelda games.  For example, it wasn't until about two hours into the game that I gained an ability beyond the basic attack.  On the other hand, the basic strike has a secondary use, which is to pick up and drop bits of dust.  These bits of dust have been used in a few different ways.  The designers have used these few abilities to craft some interesting puzzles, and the combat can be tough.  The enemy movement and projectile patterns keep me on my toes.    

The game appears to be open-world and non-linear, though there are clearly established 'zones.'  I have no idea if I'm going to the right place at the right time, and that aimlessness seems to be a part of the design. One thing I like is that there is a moment where you find a road sign, the first in the game, and it is too unclear to read. I don't know why, but I really like that the first road sign you see has no content. It stands out as something to read, but too bad, it's faded, and you can't make it out. Where to from here. The good news is:  I have yet to get stuck.  I think this speaks to a sense of care on the part of the designers.  

If you have a hankering to play a well-designed clone of early Zelda games, but with a creative and creepy vibe, then I recommend giving Anodyne a look.  I'm going to play through the rest, and try to craft a more thorough posting.  

-D


P.S.  I originally heard of Anodyne from Indie Games Magazine.  They've got this great little Android App that I use to read about games while waiting in lines.   I picked up Anodyne from a recent Humble Bundle.  If you aren't hip to the Humble Bundles, I suggest you check them out.  I've already given you a starter by embedding a link in the previous sentence.  Also, they have a very intuitive website address, and if you ask google about Humble Bundles, I'm sure it will help you.  Humble Bundles are a big part of why I started gaming again, after taking a many-year break.





  

Wednesday, August 28, 2013

Full Review: To the Moon



(to the moon image)
http://freebirdgames.com/system/wp-content/uploads/to-the-moon-promo.jpg


To the Moon is a charming little non-game - game, done in a 16-bit jRPG style resembling the games from my adolescence.  The story is sweet and sad.  It examines love, loss, memory and reality.  The lovely soundtrack is all on piano, and adds a great deal to the experience. (as any good 16-bit jRPG soundtrack will do).  The game play is all perfunctory, pointless stuff, but it keeps the user interacting with the story as it unfolds.  The plot is slow and winding,  but each turn is significant, and each theme is given an appropriate amount of time and care. 

The story closely resembles that of the film Eternal Sunshine of the Spotless mind, but, perhaps heavier and sweeter.  The action follows a pair of scientists working for a corporation whose business is to fulfill one wish for their terminally ill clients.  They travel to their clients house to deliver an old man's dying wish: to go to the moon.  This is to be accomplished through a method of memory alteration, which requires them to examine his memories in reverse order and then make changes in his life which would lead him to go to the Moon.   

I think To the Moon is a great entry into the discussion of what makes a game a Game.  Line To the Moon up with Dear Esther and Proteus.  I've enjoyed each and recommend them all.  This one took me about 5 hours to complete. 

-D



P.S.  Sticking with the Moon theme, here's a Neko Case song: 'I wish I were the moon tonight' which is significant to my friend Abby.  A great little ditty.

P.S.  And here is a little flash game called 'I wish I were the Moon.'  it's an experimental game in its own right and challenges gaming conventions.  It's also a romantic game.  Takes about five minutes to play.  Also a great little ditty, check it out!

(wish I were the moon image)
http://www.ludomancy.com/blog/wp-content/uploads/moon_screen-250x300.png


Tuesday, August 14, 2012

First Impressions: Lone Survivor




This game is a survival horror game in the 16-bit style.  It is definitely plays as a traditional survival horror;  I don't know if I'll live or die every time I play it.  In fact, I'm more likely to think that I'm going to die.  Your character must eat and must sleep.  Food is hard to come by, and his sleep is of a poor quality if he's hungry.  




I can't tell, but I think it may be possible to paint yourself into a corner in this game.  By this I mean to progress to a certain point without the proper amount of items to actually survive and beat the game.  I had this problem the first time I played a Resident Evil game.  I got to the last boss with a knife and five handgun bullets.  Oops.  As I'm playing Lone Survivor, I am very nervous that this will happen again. But I think this is a good thing, not a bad thing.  I want Survivor Horror to be challenging in that way.




There's also a good air of mystery and insanity, making this game more akin to Silent Hill than to Resident Evil.  So far, so good, but I have to admit that I don't beat scary games as fast as I used to.  I'm turning into an old man, I guess.  




I got Lone Survivor as part of the Humble Indie Bundle V.  And since that was a gift from my blog partner here, JDubConian from Woodland,  I didn't pay a dime for it.  But I see you can buy it for $10.  




-DRPFW


Thursday, April 26, 2012

Currently Playing:



I do enjoy the box art
Cthulhu saves the world.  It's a fun distraction, bordering on a complete waste of time.  Which is how I would describe a lot of games, to tell you the truth.  But right now I'm little irritated with Cthulhu saves the world.  It's a funny game, and the first couple of hours are good for some snickering and old-school RPG nostalgia.  But by now, I'm 5.5 hours deep, and it's really not going anywhere.

Granted, this game is a parody of 8 and 16 bit era console RPGs, so it's not really out to impress anyone.  And as a part of the parody, there are some interesting gameplay modifications.  For example, the ability to fight all of the enemies in a given dungeon, and then walk freely after that.  Or how, after a given battle, the party is healed to full.  This streamlines the game, however, that's where some of the problem is- the game is too streamlined for the genre.


Neat Volcano
 As I said, 5.5 hours in, and I'm on the other side of this volcano.  I got here by finding a cure for a plague which had plagued the poor port town on some other island/continent.  The dungeon where I went to find the cure was pretty boring, and the town I landed in before the volcano was boring.  I think it was when I was searching all the bookshelves and drawers in the town, and one of the responses made fun of me for doing this- this is when I became suspicious that this game was falling into the 'suck' territory.  

I think it's funny that the narrator made fun of me for looking in every f-ing drawer.  But the thing is - there is NOTHING in any of the drawers.  Just jokes.  Lots of them, which I appreciate, but the game has basically no items, so there isn't much to find.  So, after wandering a useless city, I go to the volcano, and I am back in another dungeon, after only 5 minutes of time between dungeons.  It's just too soon to be in another damned dungeon.


BoD VII has boxart too!

I recommend playing Breath of Death VII first.  It's by the same makers, and it has many of the same themes and gameplay elements.  It came out before Cthulu, and features 8-bit style graphics.  BoDVII is much shorter, and I think it is a better game.  Cthulu tries too hard, but somehow without trying hard enough.  If you play Breath of Death VII and really like it, then go ahead and play Cthulu.  (Oh, I guess I should mention that I bought both of these games as a "two-fer" on steam, for 15 bucks.