Archive for February 1st, 2010

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Digital Eel (Brainpipe) has announced a revamp of Goblin Slayer, its free two-player boardgame of heroic adventure and underground combat, with a full-color update that the developer says transforms it into “a complete finished production that stands up to any fantasy game in print”.

In Goblin Slayer, one player manages a tribe of goblins (and a cave troll) guarding a priceless artifact in the Cave of Woe. His or her opponent controls Stormbeard, a dwarf armed with a battleaxe, and must explore the cavern, steal the artifact, and escape alive. The game uses a special “geomorphic board” designed to create a different cave system each time it’s played.

All you need to play the game are dice and coins — the manual, board tiles, stand up characters, and boxart are all available to download and print for free. The new update introduces new full-color art from Orlando Ramirez, James “One Monk” Hartman and Andrew Tullsen. You can grab the Goblin Slayer files from Digital Eel’s site.

And if you’d rather pay someone for all this work, you can purchase a pre-made version of the game that includes the boards, figures, dice, and other necessary items to play from Andrew Tullsen for around $30. He’ll also custom create a “deluxe version” for $50, though I’m not sure what the entails. Maybe you can replace Stormbeard with a muscled-out stand up of yourself?

Digital Eel has at least two other board games that you might want to check out, too: Eat Electric Death, a tactical starship combat board game set in the Weird Worlds universe; and Space Ludo, which is essentially Ludo set in space with new rules (e.g. deathmatch, wormholes).

Original post editors@gamesetwatch.com (Eric Caoili)

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In partnership with the Independent Games Festival’s organizers, the Australian Centre for the Moving Image (ACMI) in Melbourne is running a free exhibit featuring a selection of IGF 2009 competition finalists and winners. The Best of IGF 2009 showcase invites visitors to not just view but also play ten indie games, some even projected on walls (Blueberry Garden, Night Sky, PixelJunk Eden, and Osmos).

ACMI sent over these photos from the show since it opened last December, showing kids and adults exploring the games and their concepts — the gallery’s curators say it’s a popular exhibit for both experienced gamers and neophytes. The space also provides a pleasing sonic atmosphere with Osmos and NightSky playing over the speakers in different rooms (other game setups use headphones).

The Best of IGF 2009 showcase runs until February 15th, so you still have time to check it out if you’re in the area! You can find more information on the exhibit and see the full list of games on display at ACMI’s site. I’ve included more images of people playing the games after the break:

Original post editors@gamesetwatch.com (Eric Caoili)

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GSW%20CF%201.jpg['Alt Space' is a GameSetWatch-first column by critic and writer Phill Cameron, discussing the relationship between the personal computer and gaming. Lying awake at night searching for the perfect design, he's been playing PC browser-based indie game Captain Forever, which he's terrible at. Doesn't stop him loving it.]

In the times between getting in bed and going to sleep, all I’ve been thinking about are colored blocks, and their potential for both defense and attack. I’ve got to figure out the perfect blueprint for space based death.

This is Australian indie developer Farbs’ Captain Forever, a free, browser based game that has you drive a small spaceship, shoot others and harvest their corpses for parts to then make yourself larger and more deadly.

In space no one can hear you build, etc.

So do I make a ship that’s long and thing, maximizing broadsides so that I don’t have to worry too much about a turning circle? Or perhaps it should just be wide to create a huge forward force. One of the most successful ships I’ve used had a set of long blocks defending each gun, effectively creating barrels for them that stopped them getting picked off by enemy fire.

The problem is, really, that no matter how you’re wanting to craft your creation, no plan survives contact with the enemy; you can’t hit a pause button while you weld each piece in place, and instead have to just hope that there aren’t enough enemies in the area that you can glue together something serviceable without drawing fire. The longer you spend, the higher the risk goes up.

I was going to draw an analogy of building a Lego house in the middle of a warzone, but then I realised that that isn’t an analogy at all; it’s exactly what you’re doing. What makes it worse is that if your ship isn’t symmetrical, it’s going to veer one way or another; beyond even that, if your thrusters aren’t the same on both sides, in model and arrangement, you just aren’t going to fly straight, and in a fight that’s exactly what you need to do.

GSW%20CF%202.jpgEvoking the aesthetics of Geometry Wars or any number of recent ‘retro’ arcade games, evoking a visual style that is pleasant without becoming stripped down an uninteresting, Captain Forever takes away everything unimportant.

If it didn’t look quite so simple, I doubt the concept behind it would shine through nearly so well. There’s just something about those blocks, and the way one end of them juts out that little bit extra, that makes you want to lock them onto your ship.

It’s difficult to pin down what makes it so compelling to play. There is no actual end to the game; it’s merely trying to survive and become as big and terrible as you possibly can, before your eventual demise. The name perhaps gives a hint of this. Captain Forever it may be, but your ships inevitable death is unavoidable. Each ship you kill forces another, more powerful one into existence. It’s impossible to become complacent, because you’re never the biggest fish in the sea.

If I was going to draw a comparison to it, it would be those simple ‘bigger fish eats smaller fish’ games, where you’re always on the look out for the smaller to gobble, while avoiding anything remotely larger than you. Spore did it with its Cell Stage, and Osmos put a cunning twist on it by forcing you to expel mass to travel. Neither, however, take it to quite the stage that Captain Forever does.

You aren’t simply taking on anything smaller than yourself so that you can reap a fine harvest of blocks and weapons; you’re trying desperately to cause as little damage to your enemies equipment as possible, because anything you destroy you can’t build with. So quite often I’ve found myself in an absurd position where I’ve found a vastly superior enemy, stripped away every single module attached to my core, and then used my sudden drop in size to slip inside the enemy ship and attack at its core, and then take every single part of it. It’s the ultimate risk/reward; take away everything you have to get everything back and more.

I think that’s what keeps bringing me back to Captain Forever. There’s a whole range of different touches that make it an interesting space to inhabit, from the garbled messages bouncing off your hull informing you of your incoming death, only for you to turn around and track the source, wiping the guy off the map and stealing all his stuff. Perhaps it’s the adrenaline rush that is constantly a moment away as you desperately fumble your way through attaching various parts onto your ship. As you grow larger and more complicated, it takes longer and longer to fix yourself up, and it’s never how you want it to be.

All of this is effectively a demo, though. Captain Successor is the true product, charging $20 for a much wider range of items and experiences, ready to step in the second you get bored of Captain Forever, or in the unlikely circumstance of your quasi-victory. Should you get far enough in Forever, you suddenly face these huge incandescent ships made of rainbow material, the highest in the games hierarchy, and should you take one down, a huge explosion of colour washes over the scene. They’re essentially the end-boss, and a good marker that you’re ready to move on.

GSW%20CF%203.jpgThe colour system is another that’s brilliantly clever. Moving through green to yellow to orange to red and all the way through the blues and purples until ending up with white and then technicolour, each part in Captain Forever follows a hierarchy that tells you instantly how powerful and how good a ship is.

If it’s mostly dark blues and purples, you need to be at the very least red to be taking him on. It makes instant sense, and it allows you to assess your chances against an opponent near immediately. Of course gun placement and the like makes a difference, but that’s secondary; colour is what counts.

It’s free. That’s what really matters here. You can play it right now. Just by going here. You can see what I’m going on about, and enjoy it to the full extent, because it’s right there. Which is brilliant.

Original post editors@gamesetwatch.com (Phill Cameron)

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xblindie.jpg[Every week we round up the top news and interviews of the last week from console digital download site GamerBytes, featuring new information about Xbox Live Arcade, PlayStation Network, WiiWare, DSiWare and PSN Minis.]

This week was a bit quiet in regards to actual console downloadable game news, but fear not - we’ve kept ourselves busy by revealing new information regarding the Xbox Live Indie Games and the Game Room.

In some of our featured posts for the week, we take a look at the Xbox Live Indies games of 2009 and the sales they’ve garnered over the year, discovering that things aren’t as dire as some sites may make you believe. We also discover some secrets of the Game Room project — it’s quite a fascinating way of dealing with classic games.

We are also near the end of our Developer Reflections series. This time, we speak to Ronimo Games, Barker’s Crest Studio and Creat Studios and look at their year in making downloadable console video games, and what their plans are for 2010.

Top Stories

Microsoft’s Genius - Rate The Room, Rate Every Game - But Those Rated Teen And Up Left Out?
In-Depth: Xbox Live Indie Games Sales For 2009, Plus Some Perspective

Originals

Developer Reflections 2009 - Ronimo Games
Developer Reflections 2009: Barkers Crest Studio
Developer Reflections 2009: Creat Studios (Part 1)

Store Updates

XBLA Update - KrissX, New Pinball FX Table, Cheap Portal
NA PSN Store Update - Thexder Neo PS3, Hustle Kings And More
EU PSN Store Update - Thexder Neo PS3, Polar Panic
NA Nintendo Update - Bittos, Uno, Ghoul Patrol And More
EU Nintendo Update - Legends Of Exidia, Eco Shooter, Street Fighter Alpha 2 And More

Xbox Live Arcade

Xbox Indies - Soul (Kydos Studio)
Scare yourself.

Xbox Indies: Charlie Murder Announced (Ska Studios)
Dishwasher developer brings us a beat-em-up.

Xbox Indies - Lethal Judgment HD (B-Software)
Long standing indie shmup comes to Xbox Indies.

First Footage Of NeoGeo Battle Coliseum
SNK fighter gets a graphical upgrade.

PlayStation Network

Trailer: After Burner Climax (Sega)
The arcade conversion for PSN and XBLA has officially been announced.

WiiWare

Ben 10 Coming To WiiWare
Konami Digital Entertainment is bringing the popular Ben 10: Alien Force license to Xbox Live Arcade and WiiWare.

Original post editors@gamesetwatch.com (Simon Carless)

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Joshua Nuernberger has worked on Boryokudan Rue, an adventure game mixing sci-fi and film noir, mostly by himself (with Nathan Allen Pinard composing music) for more than two years, releasing a few screenshots and details on the story every now and then. With the game recently selected as one of 10 IGF Student Showcase winners and Nuernberger’s announcement that he’ll release it commercially, he’s finally released video for the point and click PC title.

Here, you can see the game’s gloomy settings, detailed character animations, shoot-outs, and lots of kicking! Boryokudan Rue presents two separate but interweaving stories, one following “a regretful cop en route to planet Barracus to meet and extract a mysterious defector trying to escape from the notorious [Boryokudan] crime group”, and the other focusing on “an amnesiac patient in a sterilized facility, who must survive and escape in order to find out why he is there.”

The game spans more than 80 rooms with hand-painted backgrounds and features 4-8 hours of gameplay. Nuernberger hasn’t yet announced pricing or a release date for Boryokudan Rue, but you can read more about its production over at the Adventure Game Studio forum.

[Via IndieGames.com]

Original post editors@gamesetwatch.com (Eric Caoili)

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A diverse collection of developers, artist, researchers, and more have teamed up to create LA Game Space, a non-profit lab seeking to connect game-makers with kids in Los Angeles that want to learn more about game development. The group hopes to accomplish this through workshops, after-school mentor programs, guest lectures, and by showing and promoting participants’ game designs to others across the country and world.

The lab’s primary goals include “participatory learning through collaborative game making, connecting youth with expert practitioners and researchers, preparing youth for careers in creative and technical disciplines, transforming consumers into creators and learning into making, and documenting and providing open access to all programming via a community website.”

LA Game Space’s volunteer force includes Derek Yu (Spelunky, The Independent Game Source), Giant Robot, Attract Mode, Boing Boing, and games/learning researchers from UCLA and UC-San Diego. The lab will also have the support of former Digital Media and Learning winners from game-based learning programs Black Cloud, MILLEE, and Playpower.

The team has submitted an application for the MacArthur Foundation/HASTAC-supported Digital Media And Learning Competition, offering more information about the LA Game Space and its collaborators.

Original post editors@gamesetwatch.com (Eric Caoili)

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Trundle’s release last week by Mobile Bros. was well received by iPhone users looking for a fun and free puzzle-platformer (with downloadable level packs), but it also was the source of online quarrels over whether it “ripped off” Nicalis’s NightSky for WiiWare, also a puzzle-platformer with silhouetted graphics, gradient backgrounds, a serene soundtrack, a ball as the main character, and other similar elements.

Some argued that NightSky’s ideas are common in many games, but others like Canabalt developer Adam Saltsman called it an obvious clone: “While there is admittedly a fine line between inspiration/homage and clones/ripoffs, this is CLEARLY the latter. … Selling level packs based on how much people like someone else’s designs is immoral and regrettable.” He then called on Mobile Bros. to take down Trundle immediately.

The studio has since done just that, pulling the game from the App Store to change those similarities. “By some form of coincidence, both games decided to use a ball protagonist against shadowy levels; because of this we feel that it would be better to differentiate our character a bit more and try to eliminate any similar level elements from Trundle,” Mobile Bros. commented.

The developer says it expects to have Trundle back on the App Store “quite soon.” In the meantime, you can play some of Mobile Bros.’s other iPhone releases like Pachingo and Energy Harvest, which look an awful lot like Peggle and Auditorium.

Original post editors@gamesetwatch.com (Eric Caoili)

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As we continue to round up some of the notable long-form pieces of writing elsewhere on the network, here’s the top full-length features of the past week on big sister ‘art and business of gaming’ site Gamasutra, plus our GameCareerGuide features for the week.

This time, we start things out with iPhone and indie developers reacting to the iPad (something that took the site down briefly after it got featured on the front page of Google News, ohdear!), and an interview tying in with Mass Effect 2’s release, plus a WiiWare postmortem, an in-depth design piece on gameplay and narrative, and a GCG postmortem, among other things.

Go stop go:

Developers React: The iPad’s Future
“Developers and technology providers ranging from Tiger Style’s Randy Smith to ngmoco’s Neil Young and Unreal’s Mark Rein weigh in on the prospects and realities of developing games for Apple’s newly-announced iPad.”

The Next Big Steps In Game Sound Design
“Technical sound designer Damian Kastbauer breaks down the current generation’s innovations in sound design from a technical perspective, outlining what current games can do aurally, and speaks to other developers to find out more.”

Postmortem: Over the Top Games’ NyxQuest: Kindred Spirits
“The tale behind the Spanish-developed, Ancient Greek-themed WiiWare platformer, full of common but important lessons for indie developers taking a chance on something new.”

The Uneasy Merging of Narrative and Gameplay
“Developer Ara Shirinian picks apart the gameplay/narrative question by examining how games handle cinematic interactivity, how movies handle fight sequences, and how XEODesign’s Nicole Lazzaro’s list of gameplay emotions apply to one medium and not the other.”

Back In Space: BioWare On Mass Effect 2
“Lead producer Adrien Cho discusses the evolution that the studio, series, and genre is going through in this comprehensive interview about the creative process behind BioWare’s anticipated shooter/RPG sequel, Mass Effect 2.”

GCG: Moving From ActionScript 2 to ActionScript 3
“Having trouble transitioning to the latest version of ActionScript? Arkadium developer Michael Greenhut walks you through some of the most common problems that arise when making the switch.”

GCG: Student Postmortem: Drifters
“What does it take to create a multiplayer online game as a student project? Florida Interactive Entertainment Academy student Steve Durst here recounts the process behind the demon-possessed Drifters.”

Original post editors@gamesetwatch.com (Simon Carless)

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