Showing posts with label evoland. Show all posts
Showing posts with label evoland. Show all posts

Monday, January 6, 2014

My Time In Evoland (PC)

Dr. Potts already did a full-on review about Evoland, which you can read here, and I highly recommend it, and not only because we share the same space here in internetland, but because it's a good article.  I however, after only just finishing the game not 10 minutes ago (upon writing this, not publishing today on Monday January 6th, 2014), wanted to give my own thoughts.


I really liked Evoland, although knowing from Dr. Potts that it was a short(ish) game probably helped in the development of my feelings.  By "short," I expected the game to be somewhere between 2-5 hours in length, and it took me about 3.5 hours from start to finish, although some of that time was spent trying to raise levels only to realize that that didn't matter outside of overworld battles.

As the good Doctor stated, I too wish that more time was spent in the 2D pre N64/PS1 era.  There was an area where you reverted back to Legend of Zelda (circa 1985), but that was only after you had been playing in 3D-Land for a while.  One aspect of reverting back to 2D graphics, was that the music also switched back to the classic NES 8-bit tones, but the music itself was the same.  I enjoyed hearing how the layering of instruments changed based on what "era" you were in.

But game length is very important here.  I felt that 3.5 hours was a perfect length of time for what the game was trying to accomplish.  If the game had been longer, I definitely would have felt cheated by how much time was spent in the early 2000's (Final Fantasy IX and beyond).  If the game were to have been twice as long, I feel that more time would have been spent playing as Gameboy Clink, or maybe even started at an earlier point in gaming history, such as with the Atari or the Intellivision.

All of that aside, again, I really enjoyed Evoland.  I feel that I was able to pick up on most of the references to video game history.  Even non-video game history, but general fantasy works, such as including A'Tuin from Terry Pratchett's Discworld series.  Other references  include Super Mario Bros., Diablo, The Elder Scrolls V: Skyrim, Final Fantasy VII and a whole helluva lot more, which is where I found a lot of the fun with Evoland.  I'm sure/positive that there were references that I didn't get, but I can't/won't mention them because I don't know what they were, hence the not getting the references bit.

It kind of reminded me of the way that "Weird Al" does his parodies.  They are often shorter versions of the original songs, but he gets his point across with what he's trying to do, although this is not always the case.

I will say that around the time that the game took on it's definite Final Fantasy VII and beyond tone, I did lose some interest.  Upgrades to the look and mechanics of the game became less and less and treasure chests which once held quips directed towards the video game industry and semi-ridiculousness of certain RPG rules, these chests started to contain Stars and Cards (Stars are there just to collect and Cards are used for a TCG, similar to the game card game used in Final Fantasy IX).  I felt as if I had reached the pinnacle of game development too soon as there was at least another hour of gameplay left.

Unlike Dr. Potts, I don't know if I see myself going through the game again, even  knowing what I now know about the overall length of the game.  The story was not very engaging, but I never felt that the story was a driving part of the narrative, or lack thereof.  It would be like playing Final Fantasy IV minus emotional investment and 50 hours of additional gameplay and story arcs.  So then why even play Evoland?  Because it's a game that knows who its target audience is and I like getting the references to other video games that I played 20 years ago.  In short, because Evoland is fun.

You know, I could easily see this concept used for other over-arching gaming genres such as Doom-style FPS' or even a Streets of Rage / Double Dragon type brawler-beat-em-up.  Although at the moment, it looks like Shiro Games is in development of a multiplayer adventuring game called Until Dark, which by the name and font alone sounds promising.  And now, a new video game development company to keep our collective eyes on.


~JWfW/JDub/Jaconian
A Future That Ain't What It Used To Be

Saturday, December 7, 2013

Full Review: Evoland


Evoland began life as a flash game,  and winner of the Ludum Dare 24.  The theme of the contest was evolution, and I can see why this game won, it is very clever and well executed, especially for being created in a mere 40 hours!   The flash game is now called Evoland Classic, and the downloadable PC/Steam game has taken the title Evoland.  I strongly recommend playing the original (free) flash game before playing the downloadable.  It takes about five to ten minutes to play through, and is a charming bit of fun. 




The current Evoland takes the original game and expands it.  The graphical development moves into full 3d, with turn based battles and other RPG tropes.  The result is about 2 hours of light-hearted fun and nostalgia, with a few different gameplay and graphical modes.  The concept is strikingly similar to one of my own ideas, but there are differences, which I will get into at another time.  


Evoland *itself* has evolved.  Whoa. Meta. 

I was initially expecting a more robust gaming experience, and I reacted poorly after playing about 45 minutes.  But having beaten the game once, and adjusted my expectations accordingly, I think that Evoland is a decent game.  Even though the nostalgia is directed at older players who played games in the late 90s, I think of it as a great game for children. 

This game lends itself to being played over and over again, and the action is simple enough that it might be easily understood by one not used to this style of game.  In addition, the bright colors and superdeformed character design may appeal to children.  Not to mention, the various references to jRPG and Action/Adventure game tropes may lay a nice foundation for the real deal.  

As a fan of retro games, I wish the designers had spent more time in the 8-bit and 16-bit, two dimensional realm.  The bulk of the gameplay takes place after the transition to 3d, and it also seems to drag a bit at that part.  Particularly when the random encounter rate seems to be just too high, and the experienced gained in those battles, rather pointless.  

Evoland is a game that bit off more than it could chew. While it has many different gameplay modes, it doesn't do any of them particularly well. On my initial play, I expected to see mechanical changes progressing with the graphics, but it didn't work that way.  There is very little mechanical depth.  This works for the game in the sense that it keeps it very light.  On the other hand, I had higher expectations.  

Ultimately, this game plays like a demo for a much better game, or perhaps an Animal Crossing mini-game. If you want to play an indie Zelda clone, I recommend Anodyne.  And if you want to play a jRPG parody, I recommend Breath of Death 7 or Cthulu Saves the World.  I can't recommend purchasing Evoland for anything more than $5.  But really, with price tags that low, why not buy all of them?  


-D


Evoland Summary

The Good:
Fun, light-hearted atmosphere.  Funny.  Fantastic graphics, excellent monster design.  Really clever concept.  Multiple Gameplay Modes, emulating The Legend of Zelda, Final Fantasy VI/VII and Diablo/Gauntlet Legends.  

The Bad:
Lack of Gameplay depth.  'Evolution' Theme is flimsy - graphics upgrade in a linear way, but gameplay mechanics seem random.  Frustrating difficulty at times, especially in the Diablo Section.  Different gameplay modes don't affect one another much.  The overworld encounter rate is way too high.  No camera control.  


Wednesday, November 27, 2013

Game Design Idea: Narrative Walk Through : Statement of Purpose



So, as I mentioned before, I can't seem to crack into any of the supposed game design software I've seen on the internet and read in reviews and even have seen attributed to games that I like (Anodyne).  Yet, my mind persists in imagining what it would be like to design a game.  And I think this stuff makes for a great game design idea!

For example, I think it would be great to design a game, where the levels progress with programming milestones.   Like, the first screen is just a crappy looking block guy, moving around -- success!  Then the next screen maybe you can slash a sword!  And then by the third screen, maybe you can cut down a bush! Hooray!  Then there's an enemy.   And then, by then you might have the hang of it enough to have like, a whole series of screens, with a treasure box at the end, hooray!  

I imagine a narrator the whole time, describing the process of creation to the little character on screen.  The challenges, and progressions.  Creating a weird meta-fiction author dynamic.  Did I mention I love meta-fiction?  I've noticed this stuff is pretty big these days as well, with games like Thomas was Alone and the Stanley Parable Demo.  Also, with the regular use of the term 'meta' to describe things.  But being a fancy English major, I've been familiar with the term for some time.  

Specifically, I was introduced to meta-fiction with the book 'At Swim Two Birds' by Flann O'Brien (pen name Brian O'Nolan - meta!) .  It's a book about a guy who's writing a book.  Meta level 1.  Then the characters in that book decide they don't like what's going on in their story,  Meta Level 2, and they go to to the authors house to talk some sense into him.  Or some such thing.  It's a lot of fun, and very old, published in 1939.    

Further Meta ideas come from the 'fourth wall' concept in theater, whereas the actors aren't supposed to acknowledge the audience, and when they do so, they're breaking the 'fourth wall.'   I've always loved to play with that, though.

Of course, my idea of a video game about its own creation is silly for a couple reasons.  One is that I still don't actually know what the process is like.  I'm just guessing.  And whenever I read interviews with game creators, they always describe all sorts of things they weren't expecting.  So I expect that would happen to me too.  Expecting the unexpected, I'm so ready!

Anyway, I think the process would be to work on different concepts, enemies, items, procedures, etc.  And make careful note when something interesting happens.  Then, when I've got the hang of the whole programming thing, go back and fake it.  There's no need for my authentic practice screens to be in a game, just something resembling them.  Throw a kookie narrator with a british accent on the thing, and I'm set!  

Man, I love my own ideas!  And it's so much easier to write about them than to actually push them through my metaphorical loins, spank breath into them, cut their metaphorical umbilical chord, hold them close and feed them from my metaphorical teat!  I'm unemployed, and *still* that sounds like too much trouble!  Maybe it's the way I described it...  Actually, wait, this reminds me of the conclusion of the play "Slag" that I saw in college.  My girlfriend was one of the three principle actresses, and her character gets miraculously pregnant, but her character was insane, and it was actually just a food baby.  (Oh man, I am *such* an English Major.)

Anyway, I realize I spoiled the ending for you, which is a high crime, but don't worry - the enjoyment of that play came from the performances.  Three fantastic Actresses with really great chemistry.  The plot wasn't really very important, and I saw it more than once, I think.  It was performances like that that gave me a love of the theater.  And has subsequently fueled my curiosity about the connection between theater, film and video games.  Specifically around minimalism - I love how fantastic some performances are with minimal set design.  I can't help but wonder if a similar elegance can be applied to game design, programming and execution.



http://www.andysowards.com/blog/2012/70-epic-map-design/

When I was young, I wanted to create epic fantasy.  Nothing but.  Alright, maybe an occasional side-scroller.  But, the biggest piece of my creative pie was taken up with 50+ hour Role Playing Games.  And the reflexive version:  novelizations of already existing RPGs.  High Fantasy, Tolkein and Dungeons and Dragons ruled all.  And the bigger, longer and more epic, the better. It is still like a security blanket or a favorite stuffed toy.  I can go back there just by closing my eyes and relaxing.

However, in these days following the Box Office and Academy Award domination of the Lord of the Rings movie Trilogy,  it seems pretty damned clear to me that the High Fantasy World is covered.  You can't throw a stone without hitting a two to three hour epic something.  I missed riding that wave, and now I'm wonder when it will subside.  

These days, I am most interested in minimalism, in peeling back all of the glitz and the glamour and the huge set pieces, to find out what's in the core of genre, theater, creativity.  I want to take a chisel to the edifice of the modern High Fantasy Blockbuster and see if there isn't something beautiful underneath it all.  I believe that minimalism is more raw, and prompts the viewer to fill in the gaps with their own imagination.  More than that, it is much, much more inexpensive to produce.  And therefore can be done with a smaller team, which allows for much more creative control and input by the principle few.  And that serves my starving little creative ego, I think.  

Hmm, caffienne high is faltering.  love of my own ideas is waning.  autumn is passing into winter.  power down. boooooooop.  

-D


P.S. follow-up question:  does this need to be published?  Our blog quality standards aren't like, super-high or anything, yet I have a bunch of ideas that are important to me here, and I could maybe turn them into something real.  But if that's the case, what does it matter if I publish now or later?

P.P.S.  Mine the brainy gamer for theater-game connection.  I think he's really into that.

P.P.P.S  Interdisciplinary study called 'Performance Studies' at UCD, Berkeley.  Looks pretty darn close to what I'm looking at

P.P.P.P.S Adaptation and American Movie are both examples of movies about the making of movies.  Adaptation with much more creative license - and a big favorite of mine!

P.P.P.P.P.S. I think I'll just keep all these post-scripts.  Why not?  I'm feeling silly.  Also, I heard that there was a game that progresses through the history of RPGs.  That's sort of what I'm talking about, but not the same thing.