Monday, December 30, 2013

Brothers: A Tale of Two Sons


The Short

Pros
- Beautiful world feels straight out of a fairytale
- Unique controls that require no tutorials; you learn as you play
- Achievements are clever and encourage exploration on an otherwise linear game
- Music is phenomenal
- The "burned house" scene
- Ending segment's fusion of learned controls with story elements is quite powerful
- Four words: Valley of the Giants

Cons
- The bigger emotional moments lack punch or proper buildup (the ending being the exception)
- Game's ending may frustrate some
- Stick controls can be clunky to figure out for basic movement (works well for climbing)
- Little to no actual gameplay here; sort of a "co-op Uncharted lite"
- 90% of the game's impact is on the initial discovery; replays seem pointless
- Will only run you, at most, three hours to beat it from start to finish

Brothers will take you some incredible places. 

The Long

Something that I feel is often forgotten in the gaming medium is it's ability to transplant you in the middle of something of great beauty. Movies can often do this with special effects or good art direction, but you're tied to the characters and your time is limited. Books can also do this to great effect, though there is no visual representation for one to admire; it's all in your head. Games have a unique position, as they can create incredible, beautiful worlds, and allow someone to traverse it at their own pace. It's something that, I feel, is frequently forgotten as we push for "better gameplay" or "more enemies on screen at once."

Brothers: A Tale of Two Sons is a downloadable game that tries to bring that sense of magical wonder to you, the player. Controlling two brothers you traverse a world that seems straight out of fairy tales. You'll see some downright crazy stuff, from the rustic, warm village you start in to freezing ice caps. You'll soar over mountains and climb massive structures. You'll dive deep into caves and find unspeakable horrors there. In a sense, it's like the first time you read The Hobbit: you never know what crazy thing is going to show up next, and how it will bewitch you. But the question is, is that enough to justify it's $15 price tag? Well...maybe. 

If you're looking for a visual feast, Brothers has got your number. 
The story is one of tragedy. It opens with the younger of the two brothers (neither of which are named) watching his mother drown in an unfortunate boating accident. Cut ahead a few years and (unrelated to said drowning), now their father is dying of a really bad cough (the known Movie Killer of Important Mentor Characters). The doctor in the village gives them a scroll with what looks like the Yggdrasil tree, but I might be mistaken, basically saying they need whatever is in that tree to save the father. So the two brothers go off together, trying to save their father before it's too late.

The characters don't speak an actual language (it's been compared to "Simlish," but it's much less obnoxious), but they don't need to; most emotional moments are done via physical reactions and character expressions. In this manner, the game does that very well, but particularly at merging these emotions with the actual gameplay. While the story itself is a bit light (and the final two "big twists" are poorly foreshadowed and lack an emotional punch), it's still a whimsical fairytale and feels just like it, so you're mostly there for the ride.

That being said, there are two rather emotional story segments that got to me: the burned house (which is a "side mission") and the final gameplay scenes of the game. While I don't plan on spoiling it, let me just say that the game does an exceptional job of fusing learned gameplay elements with story to really pack an emotional final punch. It's unfortunate that the actual final scene is somewhat...lame, and the game doesn't really build up enough to justify the twists it presents, but no biggie. It's not going to set the world on fire, but the story is ok. But just ok. 

"You kids wanna go on a super-dangerous quest halfway across the world to a tree that  might not exist? It'll...uh...totally save your dad!"

The gameplay in Brothers is fairly simple. Each brother is controlled with a different analogue stick (meaning a controller is a must for the PC version), and the triggers perform actions with their respective brothers. That's it. Since 90% of the time you'll be climbing up stuff, triggers have to be held and released to jump (the pressed again to catch ledges) for each respective brother. The game mixes it up a bit during a rather fun segment where the brothers are tied together, requiring some dexterous controller pressing, but ultimately the control scheme feels...cumbersome. Even after beating the game I never got used to moving the two of them at once, still forgetting which brother was which stick more often than not. I ended up positioning them on screen so they'd match (older brother on left, younger on right) in an attempt to actually be able to walk, but since you have no camera control that didn't really work. For an inexplicable reason the game doesn't have multiplayer co-op (though, to be fair, it would diminish the ending scene a little if it did), so it feels like a co-op game that you're trying to force your way through single player. Regardless, nothing is too dexterous that you'll die more than a few times, but you might have problems walking them down narrow paths together.

As for the actual gameplay...that's pretty much it. Since you have just sticks and triggers, your actions are limited. Granted, you can interact with a ton of stuff (chickens, benches, doors, wells, etc.) and each brother will react to the same thing differently (nice touch), but 90% of this game is climbing up stuff. Climbing up obvious pathways ala Uncharted but somehow even more simplified. Point being: you aren't playing Brothers because of the gameplay. Just...know that going in.

This is what you are playing the game for. 

Where it lacks in gameplay and storytelling it makes up in the journey itself. Brothers may not be a technical powerhouse (though the draw distance they got on the Unreal Engine is impressive), it's warm and soft aesthetic and incredibly detailed vistas steal the show. The developers knew this, too, and put random benches just around scenic spots where you can sit and stare in awe at their pretty scenes. In any other game I'd consider that a bit pretentious, but in Brothers it works. It knows why you are here, and gives you the means to best engage in that.

Perhaps the best bit about the visuals is the parts that are understated. While you're crawling through the mines (arguably the weakest aesthetics in the game), far below you can see a glimpse of silhouettes of giants mining next to large forges, miles beneath. As you carefully slide through an icy shelf, frozen shapes of figures in a battle field, flash-frozen and snowed over, are alongside you as you pass. And the Valley of Giants...well...let's just say it's one of the most shocking yet still incredible scenes in a game I've seen (and the buildup/hints towards it are also clever). Brothers is a game all about the journey, and it doesn't fail to deliver on the visuals aspect.

Sound is also phenomenal, with the soundtrack being one of the best I've heard in years. Soft, with slight celtic undertones, it kicks in  at exactly the right moments, being both somber and (in some rare moments) jovial as necessary. The "voice acting" is just nonsense, but you'll know the word for "brother" by the end.



Don't go to the Youtube video and read the comments (spoilers)

So...in the end, is Brothers really that amazing? Does it really pack that emotional punch that several reviewers are raving over? Is it a journey worth taking?

Well...it depends, mostly on the person. For me, the final moments were very emotional, but mostly because of the brilliant way it fused the learned gameplay with a reoccurring story element (as well as the underlying meaning of said element as it applies to the real world). That being said, the emotional punches the stories tries to pull are frequently not well deserved, and while you will get an emotional bond with these two simply by playing (I would often have the older brother go first, then wait for the younger one to "keep up" in dangerous areas), the story doesn't foreshadow the biggest twists well enough for it to work.

That being said...

Brothers is still absolutely worth playing if you value games doing something different. I, for one, loved just exploring the world. I'd often take things slowly, staring in awe and shock at the things I was discovering, and cowering in fear at the genuinely creepy bits that popped up now and again. I wish I could have spent more time in it, fleshing out the story and seeing more amazing places, people, and creatures. But, with a running time of just under three hours (and the game's impact being on a first viewing, meaning replaying it is pointless), it's a very hard sell. In addition to having the clunky controls, the game is certainly not for everybody.

But for me, I still heartily recommend it (especially since you can grab it on PC for under $7 if you're deal-savvy). It won't blow your mind with crazy gameplay or a jaw-dropping story, but it will entertain, enchant, and entrance you for it's whole duration. Please, game developers, make more games like this.

It's worth it for the Valley of the Giants. That's...just all I'm saying.

Three out of five stars. 

Just have a seat, chew on the scenery, and play some Brothers.

Sunday, December 29, 2013

Nathan's Favorite Games of 2013


Holy crap was 2013 a good year for games! Just thinking back there was an absurd number of releases that completely blew my mind, and I certainly spent a good chunk of time playing who knows how many hours of these games.

However, which of these did I like the best and why? Well, in an attempt at brevity (which, if you've read my reviews, isn't my strong point), I present to you Nathan's Best Games of 2013.

But first...

Nathan's Best Game He Forgot to Mention in 2012



Dark Souls: Prepare to Die Edition (PC)

I hated this game. Hated it. I still kind of do. It's unreadable menus and unexplained icons. It's absurdly hidden secrets and eccentricities that you find either by dumb luck or searching the internet. It's lack of assistance in anything aside from basic tutorials. It's ruthlessness in letting you know, at all times, that it hates you and the fact you are playing it.

But holy cow when I beat the Kappa Demon did I feel on top of the world.

Dark Souls is the rebirth of the NES game. It's a game that you sit down and play, bludgeoning your way through it, feeling lost and confused and like you are earning every inch. And when you beat that boss, you feel amazing.

I haven't felt that way since when I first played The Legend of Zelda on the NES. When I was six. Props, Dark Souls.



Ok, back to 2013. In order of release date, because I'm using a Wiki article to refresh my memory. 




DmC: Devil May Cry

I hated the way this game looked. The demo gave me a tiny bit of hope, but I still though holding triggers to change weapons was clunky and "new Dante" was awful. I bought the game only because of rave reviews and a price fluke that got me the PC copy shortly after release for $20.

Wow. I haven't been this wrong about a game in a while.

DmC isn't the old Devil May Cry games. It's more like a compromise, but in the best way. It's a fusion of the eastern action game ala Bayonetta and the western one, ala God of War, but with it's own personality and flavor. It's easier than other Devil May Cry games, but also infinitely more accessible. You still get that rush of a reward when you beat a particularly hard boss (the harder difficulties are the best way to play it, by the way)i or manage to beat a difficult room. The bad elements of previous DMC games (backtracking, platforming, etc.) are toned down and your mobility increased. The game's levels, which start out colorful but relatively uninspired, go completely off the deep end after the first act (you'll know it when you see it), leading to one of the craziest, dubstep-fueled stages I've ever experienced.

And new Dante? Not all that bad. I actually warmed up to the guy.

DmC is an excellent reboot, and honestly the most fun I've had with an action platformer since Bayonetta. A pity it will probably never get a sequel thanks to the Ninja Theory Curse.



Super Hexagon

I already reviewed this one, but it's just a video game. A pure, unadulterated video game. And it's also absurdly difficult and stupid addicting. It was 30 cents on sale on Steam. You should get it.



The Swapper

Yes, I just bought this game today. Yes, I haven't beaten it (I'm about 2/3 of the way done). Yes, yes, yes.

Don't care.

The Swapper is the best puzzle platformer since Braid. It might even be better. It uses one mechanic - one mechanic - to push some of the most brilliant puzzles I've ever seen.

There's no tutorials, minus basic controls. You can make up to four clones, and swap to any of them if you have sight and a clear path to them. If they die, you can place them again. That's the game.

Add a brilliantly subdued plot that slowly hints at the horrific nature of what exactly you are doing, stunning visuals that are creepy in all the right ways, and excellent sound and graphics and you have an absolute gem of a game.

Believe the hype. The Swapper is one of the best games of the year.


Guacamelee!

Metroid-vanias are very much outdone by indie devs these days, but Guacamelee! adds a punch of chili powder and some luchador nonsense to make it something unbelievable. It still follows similar tropes of the genre: you unlock new abilities to open new areas, requiring a small amount of backtracking to find hidden secrets. There's "heart pieces" and "magic meter upgrades" and even a light/dark world variant. Despite that, Guacamelee! is surprisingly more a platformer than a 2D action game, and it's a damn good one at that. Reminding me of the crazy swapping required in Prince of Persia: The Forgotten Sands, Guacamelee! takes button pressing and dexterous reaction times to their limit as you try to save your lady-love from a jerkbag skeleton in an sombrero.

Also the writing (what little there is) is fantastic and the game looks absurdly good. It's on PSN and Steam. Go get it.


Dota 2

I've sunk nearly 800 hours into this game, and who knows how much on cosmetics. Even just writing this I want to go back and play more. Is it a hard game to get into? Absolutely. I've been playing for almost ten years and I'm still "just ok" at it. But is it worth all the effort? Yes. Yes it is. Even if you hate MOBAs, Dota 2 has set a precedent. As both a platform to watch eSports (which Dota 2 finally helped me understand "Sports People") and just a darn good game, Dota 2 will consume your life if you let it.

And the best part? 100% free. Every hero, every match, forever.


Papers, Please

Everyone needs to play this game. Everyone.

I feel like I'm saying that a lot this year, but the indie scene just killed it. Papers, Please is a game about being a border agent in a fictional European country. It's not a good place to live, nor is it easy to get in or out. But what escalates from a simple job into a more complex one then weaves into an actual narrative. Yes, there's a story (many stories, based on the number of endings) buried deep in this "job simulator."

But the absolute best part of this game is the small stores. The woman who wants to see her son but is missing her passport. The woman whose husband you just let in but she has a typographical error on her paperwork. Do you let them in and take a hit, at the risk of your family? Or are you a slave to the man and the system in an attempt to simply survive? Paper's, Please might be the single most important game released this year. It simply must be played.


Saints Row IV

Going from Papers, Please to Saints Row is...weird, but it's true. Saints Row IV is basically "what if we took Saints Row The Third and put you into the Matrix? And then broke the game with all the crazy powers you have?"

Yep, that's Saints Row IV. In a year ripe with industry self-parody (see: Paper's Please, Bioshock Infinite, The Stanley Parable), Saints Row proudly wears it on its sleeve, taking jabs specifically at Mass Effect 2 but all other types of games in the process. It's rude, silly, and absolutely hilarious. It may be a bit too much like the third installment in the series, but that's ok. It's actually funny enough (and witty enough) to pull it off.

Plus, dive-kicking from above skyscrapers to cause a nuclear explosion upon landing? Priceless.


Pokemon X and Y

I hate putting these on the list, because they still are just the same stupid games. But whatever; it's the best Pokemon game. You can read other places on why; who cares. If you like Pokemon, play this one. There ya go.


The Stanley Parable

What is The Stanley Parable? Is it a game? Is it a critique of games? Is it a critique of the game industry? Is it a parody of office life? Is it just a brilliantly written and narrated story?
Is it all of the above?
I can tell you what it is, though. It's one of the best games of the year.
Also the demo is awesome and completely different from the main game. And that's free, so get that if you're cheap.



The Legend of Zelda: A Link Between Worlds

I've only played about an hour of this game (my wife is hogging it currently), but I can tell you already it's the best Zelda game I've ever played.
So it has that going for it. Yes, it's better than the original Link to the Past (at least so far). I went there. I don't care. It's amazing. Nintendo, please learn from this game when you go back to making 3D ones. Oh wait, you're basing them off Dynasty Warriors now. Never mind.


Games that I probably would have put on my 2013 list if I actually played them more (or at all)


Metal Gear Rising: Revengenace

Game looks awesome. I have it pre-ordered on PC. So I'll play it in like a week. I'm sure it'll be rad, right?

The Last of Us

I heard the game gets loads better after about the 1/3 mark. I didn't make it that far. But hey, it's opening sequence was perhaps the most emotionally intense thing I've seen in games this year, so it has that going for it.

Grand Theft Auto V

Just kidding, I hate these games.

Super Mario 3D World

Super Mario 3D Land was one of my favorites. This one has cats and wiggle-legs Luigi. It has to be better, by default.

Phoenix Wright Whatever Number They're On

These games be tiiiight. But also require reading. Yawn.

That Fire Emblem Game

Looks great! Don't have it yet.


So...what is Nathan's GAME OF THE YEAR 2013?! ARE YOU FEELING THE EXCITEMENT? CAN  YOU NOT WAIT TO SCROLL DOWN AND SEE?!









































































BUBSY!



Wait, just kidding, it's The Stanley Parable.

Bioshock


The Short

Pros
- Dark, atmospheric shooter
- World and setting are phenomenal and very interesting
- Shooting that hybridizes guns and magic keeps things fiesty
- Side activities like vending machines, hacking, and other methods can mix up
- Graphics and sound design are phenomenal throughout
- Story's twist is interesting

Cons
- Last third of the game feels like a rehash, in both story and gameplay
- Switching between guns and plasmids is cumbersome, as is taking pictures for experience
- The number of weapons and ammo types seems a bit overwhelming and unnecessary (Shock Shells are all you need)
- Ham-fisted "morality" decisions lead to an equally lame ending either path you choose
- Final boss is a massive letdown
- Game ditches it's survival horror roots early on once you get better equipped
- Still feels a bit bare-bones when compared to it's predecessor, System Shock 2


Sander Cohen's moments are standout.

The Long

How does one review Bioshock on the eve of 2014? Released nearly six and a half years ago (yes, that long), and followed up by two successful sequels (one more successful than the other), it's hard to approach Bioshock now and offer up an opinion. Where do you even start? There's just so many options.

You could compare it to System Shock 2, which was a common approach shortly after the game's release, when all the hype and praise had died down and people actually offered critique. It's a simpler game, with points and levels and what-not stripped away and streamlined, focusing more on the world and the shooter than the number crunch.

You could compare it to Bioshock Infinite or even Bioshock 2, it's successors, which grew off the game's original systems in an attempt to streamline it further, evolving the series beyond simply Rapture and it's underwater paradise-gone-wrong and turning it into one massive, semi-coherent franchise. But, perhaps, making the first game look a little clunky in the process.

You could speak of it's industry influences, how it was perhaps (along with Call of Duty 4: Modern Warfare) an integral factor in moving the shooter industry towards more showy, showcased adventures rather than simply basic shooters. One might even argue that it is a true spiritual successor to Half-Life, by creating a game that was both linear yet gave the illusion of openness, focusing more on the scenarios and experiences and flashy pomp rather than just running and gunning. A weird hybrid of what was popular in shooters at the time (Halo was very much in its prime) and the old, creating something wholly unique and never properly replicated.

Or maybe I'll just talk about what I think about it, replaying it six and a half years after I first bought the PC version. Bioshock was the third game I played after my two year gaming hiatus (after F.E.A.R. and the Dawn of War franchise), and it was certainly impactful. But what about now? As the generation moves and its first real flagship ages, is Bioshock really that phenomenal, world-shattering experience we all made it (and it's spiritual sequel, Bioshock Infinitie) out to be?

Well, I'll tell ya. 


Should've signed up for the Vita Chambers, dude.

Bioshock has what I consider the best opening of maybe any game, at least the best "on rails" opening (Half Life 2's opening comes to mind as a more "open" introduction). After a plane crash in the Pacific ocean, you seek refuge at a nearby lighthouse and dive down into the ocean below. There you meet Andrew Ryan (who coincidentally his sounds like Ayn Rand. "Coincidentally."), a man who believes a society can be built where one earns their own living and isn't required to give it up to others. Objectivist's, eat your heart out. Until everything all went to hell when they started bio-engineering themselves, leading to people losing their minds and murdering each other all over the place. Because, come on! Who would have thought that letting people toss fireballs and SPAWN HORDES OF ANGRY BEES could have possibly lead to abuse of power?

Anyway, the story's real strength lies in it's setting, which is phenomenal for the first two acts. Andrew Ryan's constant taunts over his dead city (not unlike SHODAN from System Shock 2) are haunting yet never dull, with plenty of weirdly scattered audio logs everywhere (I don't even v-blog; why did everybody in this old city?). For the first portions of the game there's plenty of drama, horror, and startling twists to keep it interesting, with plot bits paced nearly perfectly and the aforementioned audio logs filling up any dead air. The game really wants to be System Shock 2, and it might even outdo it in terms of giving you an overview of the world, even if it does it with considerably less subtlety. 

Exploring the creepy parts of Rapture are some of the best parts of the game.
It's a pity the last third of the game is utter hogwash. While the "big twist" is clever (and might make gamers question the whole "meta" of who is really playing who), they present it too soon and with nothing to follow it up with. The final act is a slog through waves and waves of enemies as you just sort of mow everybody down, fight a lame final boss (who has his own lame twist) and watch either the "You are Jesus" ending or the "You are Hitler Reborn" ending, depending on if you chose to kill none or any of the creepy demon girls you can harvest for more xp to do more lightning damage. Yeah, there's a "morality" system here, though it's so archaic it makes Fable look like Apocalypse Now. The choice whether to "Harvest" or "Save" the creepy little sisters is interesting, but considering if you harvest just a single one you get the bad ending (never mind if you saved all the others; you are SATAN) you'd better commit to your decisions. The argument is that harvesting them gives you more Adam (basically money for powers) and thus makes the game easier, but the game is 1. Super easy already and 2. Ends up giving you more Adam if you stick to your guns and just save the little brats, that the whole thing seems like a wash. Point being: third act spoils the goodwill in the first two acts (though not all of it) and both endings are so over-the-top they can't be taken seriously. 

But while you're in the world, it's certainly one crazy trip, and one absolutely worth taking. But what about the gameplay?

Mario, eat your heart out. 

Bioshock got mad rave reviews when it came out for it's setting and story, and people just sort of lumped the gameplay into that when giving their analysis's. There's  so much crap you can do in Bioshock I can't really spend much time on it, but let me just give you a rundown of how you could approach nearly any engagement:
- Look for stuff on the floor to burn to roast people
- Lure them to water to zippy-zap them
- Hack some turrets/sentry bots/ etc. to turn their own weapons against them
- Plant some mines and bait them.
OR:
- Shoot them.
- Shoot them some more.
- If that doesn't work, electricity plus the wrench will take out 90% of guys

Bioshock does well in presenting lots of options. Almost too well, in fact. One of it's biggest problems (and the one that resurfaces with a vengeance in Bioshock Infinite) is that you don't really need to use all the resources available. With the exception if the hardest difficulty and if you turn of the Vita-chambers (read: infinite free respawns at full  health, while your enemies stay at whatever damage you dealt them), 90% of the game can be beaten with the starting plasmid and the starting wrench. With a few minor augments and a dash of skill, you'll easily zap-whack your way through most Splicers you encounter, leaving the rest of your insane arsenal to burn in one fell swoop against the Big Daddy fights. It's that theory people talk about: if you give a player one really good combo at the start of the game, it doesn't matter how many other combos you give them later, people will just use that one combo over and over. Bioshock teaches you the one-two punch at the very start (shock+wrench), and it never becomes ineffective.

Well, it doesn't work against THESE guys.

That isn't to say you aren't rewarded in other ways for screwing around. Setting off an alarm only to hack five or six bots and have your own squadron of death is pretty funny, but unnecessary. Placing mines and then baiting people into them is a laugh, though shooting them with the mines directly (or just...with bullets) also gets the job done. Since the "dual-wield guns and plasmids" hasn't been invented yet, swapping between the two is a bit of a chore, meaning when I got tired of the one-two punch I just upgraded my shotgun and machine gun until everything got mowed down. Since you are a jack-of-all-trades (unlike System Shock 2, which forces you to specialize), you don't feel like you're building your own unique character. Instead you have a guy who is good at just about everything, so why hack something when you can just shoot it?

Point being: Bioshock has lots of options, but replaying it I found I hardly ever used any of them. I'd ignore tar pits to burn people with fire, usually only zap in water if it happened to be convenient, and just min-maxed my shotgun to Shock Ammo (the best weapon against Big Daddies) and crushed everything else with the one-two punch. Unfortunate? Perhaps. But certainly a flaw of the gameplay. At least the shooting feels solid. 

They really love Ryan here.

When you aren't zap-punching dudes in the face, you're usually rummaging through old trash cans to eat month old chips and pep bars. Yep, the scavenging mechanic from System Shock 2 is back, though it's a bit less useful this time around. Most stuff doesn't go to your inventory (except money, which is sort of important if you like just buying ammo to victory) and is consumed on use, and most gives you minor boots to health and Eve (aka MP), so you'll spend most time mashing X next to any consumables without even reading it and hope you get some health or magic or money. Multiply the dozens of things in any given room with the extra dozen enemies, and your X button will get quite a workout. It was novel at the time I suppose (though, again, System Shock 2's system had more of a point, if it was a bit more cumbersome about it), and the idea of my guy digging through trash cans to eat peanuts is kind of funny in and of itself, but considering the availability of health packs and Eve syringes, you could probably cut all the random garbage to collect and just give people money upon killing enemies and everybody would be fine. One might argue it's immersive, but honestly it's just another chore.

This game still looks great, especially the PC version.

If there's one thing Bioshock does perfectly well (aside from it's incredible setting) it's the detail and work done in the graphics and sound. The world itself is, as mentioned before, absurdly fleshed out, and this is only heightened by the phenomenal graphics and art design. Splicers, while their design does get old, are delightfully creepy, saying some disturbing things as they try to rip your lungs out. The juxtaposition of this dystopian insanity verses the paradise that Ryan keeps spouting at you (and the remnants of which are visible as you dig deeper through Rapture) makes for a disturbing dissonance that really shines. Something beautiful was here, and the art shows it, but now it's covered in blood and body parts.

The sound is also great, evoking the era through rustic background music that haunts the empty (or not-so-empty) halls of rapture. Big Daddies sound especially horrifying, their booming bass tones sending chills down my spine even when I can't spot them yet. The voice actors are great all around, with Ryan absolutely stealing the show every time you turn around, but the supporting cast (through audiologs) also excels. There is no doubting the insane production values in this game, and it makes for a memorable experience.

Atlas is a good counterpoint to Ryan throughout, though in the last third he becomes...boring.

With all my critiquing you might think I hate Bioshock. On the contrary: revisiting Rapture was, for me, a magical experience back into a world I'd forgotten I'd loved. The game is still genuinely creepy, with the first few hours of limited ammo and Eve making it survival horror-esque, and I still can't help but admire the insane attention to detail present in this dying world.

That being said, it is still unfortunate the actual gameplay can be boiled down fairly easily for those simply wanting to win. It is worth noting that the game does scale somewhat in terms of difficulty, though again...that last third you are basically just mowing down people. It's sort of the Resident Evil 4 problem where you have to get better equips or you won't feel like you are progressing, but then the game stops being scary and instead is just sort of busywork as you mow down people (to it's credit, I think Resident Evil 4 did it right all the way up to the helicopter fight). 

Is it the perfect game? No. It's aged and clunky and sort of loses sight of it's goals at the end. Is it still a fantastic experience and one of the best worlds to visit in gaming? Absolutely. In fact, it should be "required viewing" for anybody who takes games seriously, if only for it's unique setting and stunning production values. While it might not be the "Genetically Altered Shooter" it said it was on the box, Bioshock is still worth it for the ride, and what a ride it is. 

Four out of five stars. 

Moral of the story: If you're a cat, don't splice up. 

Friday, December 27, 2013

Torque3D seems to finally get a Linux port!

Following the release of the Torque3D engine under the MIT license (latest release 3.5 here), there was a lot of back and forth regarding a port to Linux (the engine actually used to have a good Linux port, but that one was dropped a few years back). At some point there was even an official Kickstarter crowed-funding attempt, which however failed to reach the estimated funds (but nether the less more than US$10k were pledged). After that things quited down, but several people continued developing a OpenGL renderer and Linux port.

Now it seems like all these efforts seem to be near a somewhat usable Linux port or at least that's what I understand by following this forum thread.

Torque3D running on Xubuntu 12.10

In the short term the most interesting application of this Linux port is probably that the creator of RotC has announced on his currently running indigogo campaign to liberate (and update) the game, that now there will also be a Linux port.

Great news if you ask me, so don't forget to pledge some of that Christmas money you got towards reaching the funding goal (currently $388 out of $1500, with 36 days left). Let's make this happen!

Edit (nearly forgot): these two projects related to Torque3D might be interesting to follow: Project GREED and Zentense.

Wednesday, December 25, 2013

December RTS updates

Merry Christmas from FreeGamer!

As a nice present from the 0 A.D. team, the new Alpha 15 Osiris was released today:



Lots of great new features and especially multiplayer games should be now much easier to do with hosting improvements and a lobby for browsing available games.

Another open-source RTS engine (using Mono/C# though) has also released a new version: OpenRA. Currently it is still geared toward running an assortment of older Command & Conquer based games, so you need to own these for the data. But this release adds lua scripting for the creation of custom missions, so maybe someone will come up with a libre game to run on this engine.

Last but not least, a new version of Warzone2100 was released about a week ago. This one actually includes some higher resolution textures, which is hopefully the first step to officially integrate all the awesome new art assets from the art revolution project.
Speaking of WZ mods: There is also an interesting new tower-defense mod currently being developed.

Saturday, December 21, 2013

Let's Play Permissions for Open Source Games With Free Art

Let's Play (LP) is an uprising form of previewing and experiencing video games.

While a review summarizes the experience, a LP allows to look a player over their shoulder and indirectly experience the game from one perspective in its entirety - if both Let's Player and viewer have the endurance.

LPs have many styles: non-commented, informational, humorous... And their production quality varies too, be it video, audio or presentation.

Example of a Let's Play video in its natural environment

Some creators of LPs ("LPers") earn money using YouTube's monetization features. When they do, YouTube's semi-automatic moderation process starts paying more attention to the videos' compliance with copyright.

Sometimes, LPers will contact game developers to receive permission to create LPs. To many creators of games, LPs are a welcome form of promotion and they will always say yes.

Clint Bellanger of FLARE released a Let's Play policy, which elegantly covers both the situation in which a game's art assets are CC-BY-SA 3.0 licensed and where all copyright belongs to one person.

FLARE is a collaborative effort of many artists who agreed to release their art under CC-BY-SA 3.0 and I think that FLARE's LP policy reflects the intention of the license very well.

A complicated case might be a game which contains art that is under the GPL, which could be interpreted in a way, that requires the resulting video, as well as video project files to be made available under GPL as well.

In theory, any LP could be considered "fair use". However, for-profit use and use of large portions of a work are often considered as not being "fair use" - for example by YouTube.

For game designers, I consider LPs to be a valuable resource, allowing to look up features or part-experience gameplay, where acquiring, installing and playing the game would be impossible, due to time restrictions.

I recommend looking up games that you have fond memories of or which you always wanted to try but the installation effort was too high on lparchive.org or just YouTube's search function with "let's play" in the query.

If YouTube's HTML5 doesn't work for you, youtube-dl will allow you to circumvent flash player issues (monetized YouTube videos appear to require flash).

Wednesday, December 18, 2013

Reminder: 1 week left to vote

Voting for the Linux Game Awards January 2014 will come to an end in about one week (24th of December).



So if you haven't voted yet, don't waste any time!
You can read more about the award in this older blog entry.

Saturday, December 14, 2013

Tales of Maj'Eyal (ToME) version 1.1.0 and Steam edition

The great roguelike RPG Tales of Maj'Eyal (ToME) is available as a new version (1.1.0) nicknamed "Full Steam Ahead". Here is a slightly older trailer for version 1.0.5.:



Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!
Interestingly it has also been "greenlit" on the popular game distribution channel Steam, so if you want to donate to the developers you can also do it by buying ToME through this channel. The currently discounted version includes a DLC with an updated UI (and the hint for a Steampunk themed extension) which seems to me like a planned way of funding the development of the game in the future.

Sunday, December 8, 2013

Help to ROTC:Ethernet to become fully open-source

The creator of the nice, but pretty niche, freeware game (but with Creative Commons licensed assets) Revenge of the Cats: Ethernet has just informed us that he started a Indiegogo campaign (target US$ 1500) to liberate the game.



The current version still runs on an old closed source build of the Torque3D engine, but with the somewhat recent move to MIT licensing, it has now become possible to go fully open-source.

According to the author:
All I need is about a month's time and some cash to make it happen.
So lets give him the help he needs ;)

The only not so great part of it is that the Linux port of the Torque3D MIT engine is not yet available. Several people are slowly working on it, but after a failed attempt to crowd-fund it, there seems to have been some setbacks.
But optimistically speaking, this could give it the needed push to also motivate the finalization of a working Linux port.

Saturday, November 30, 2013

Progress on Octaforge

One of the newer engine/game projects I have been following closely is Octaforge. It is basically a fork of Tesseract, which in turn is an graphic improvement project by the makers of the well known Cube2 engine.

The main difference with Octaforge is that aims to become a game SDK and platform for easy creation of mods; And one of its prime new features for this is full scriptability with Lua.

Read about their progress on the latest beta here, which also includes this nice video showcasing the new player model and an test map:



Wednesday, November 27, 2013

Zelda can now be free as in freedom




Not only from the clutches of Ganondorf, but also from the dominion of proprietary software. All thanks to the magnificent Solarus Engine, a GPLed, SDL-based, 2D action RPG engine. This amazing project aims to provide a stable and easily customizable platform for users to create their own Zelda-like games, and so far, I must say, I am darn impressed by what I've seen. The engine already has two incredible launching titles, named The Legend of Zelda: Mystery of Solarus DX, and a parody of the former, Mystery of Solarus XD. Both are true love letters to the classic SNES RPG, The Legend of Zelda: A Link to the Past, and amazing and enjoyable games on their own.

Mystery of Solarus DX

But hark, the mere words of a mortal make no justice to the grandiosity of this undertaking. Sheathe thy sword, get thy green cap and ready yourself to adventure! You can start by marching straight to the Solarus download section, or, if your intentions are more creative, you can check the various sources here, and the quest editor here.



Code License: GPLv3
Mystery of Solarus DX Artwork License: Mixed  (original Solarus assets under CC-BY-SA, but the game also uses spritework taken directly the A Link to the Past rom)

Tuesday, November 26, 2013

Linux Game Awards voting open now!

Quietly in the background a group of open-source and Linux enthusiast websites (full disclosure: including FreeGamer ;) ) has developed a new platform for promoting open-source games: http://www.linuxgameawards.org/

One of its regular features will be a monthly award and a related promotion drive for the winner on all affiliated sites.

Project of the Month January 2014

As a start, our community came up with the first 10 nominees for the January 2014 award and you can now vote for your favorite game of those here.

P.S.: One of the nominated projects, SuperTuxKart, had a new release today also. Don't forget to check it out and vote for them if you like it.

Monday, November 25, 2013

Holiday Racer 2.2 released (aka Stunt Rally)

Obviously someone is having a hard time with the winter in the northern hemisphere right now:



More awesome screenshots of Stunt Rally 2.2 here, and don't miss the details of the new version in the full change log.

Last but not least, discuss it on our forums :)

Tuesday, November 19, 2013

Lips of Suna 0.8.0 released

And another great new release :)

Our favorite work in progress & not quite serious anime RPG Lips of Suna bumps its release number to 0.8 (change-log).

I know what you are thinking...
Most notable changes:
  • New player model and animations contributed by gruntunbur.
  • Lots of sound effects contributed by qubodup.
  • More powerful animation blending.
  • Performance improvements.
  • Better eye, face and hair color customization.
  • Fixed the AI not being able to use many kind of weapons correctly.
  • Procedural map area placement and planning system.
  • Procedural dungeon generation with corridors, rooms, treasures and monsters.
  • Balanced the movement speed and physics behavior of player characters.
  • Terrain chunks close to the player character load much faster.
Comment away below or in our forums.

Addition (2013-11-21): Now there are also windows binaries available.

Monday, November 18, 2013

MegaGlest 3.9.0 released

Since I am having internet troubles as of late, I'll keep it short and hope it will actually come through:

Megaglest 3.9.0 was released today, see changelog:
v3.9.0
- we hopefully now really solved the last out of sync problems for cross platform games.
- animated tileset object support. ( like trees moving in the wind )
- new tileset texturing possibilities
- new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system
- greatly improved textures and animations for the roman faction
- new maps
- better network game performance / management to handle slower clients.
- easier ability to download game content from host and masterserver( if available there ).
- new arranged options menu with several sub menus
- menu gui improvements
- attack hotkey toggles through all attack types
- single player games can be sped up incrementally in steps.
- color picking is greatly improved and the default selection mode now for better compatibility
- greater ability to translate game content into your native language. (including techtrees)
- Added Hebrew, Arabic, Vietnamese (and others).
- screenshots for savegames without annoying menu in screenshot.
- addition of google-breakpad to better track down bugs.
- many new lua functions for scenario modders.
- cell coordinates are shown in the mapeditor
- tilesets can set default air unit heights
- added ability for stand alone mod's to customize more of the engine like about screen.
- performance improvements.
- and as always many bugs were fixed
- improved textures for tech faction

Thursday, October 31, 2013

Phenomina Movie Commentary


Happy Halloween everybody! I was going to write a review of Silent Hill: Revelations for the holiday, but that movie was so awful I decided I didn't want to devote any more energy to it.
So instead, Reset Tears and I watched Phenomina, the movie which the SNES Clock Tower game (which I love) was based off of. Here's a hint: It's nothing like the game.

Anyway, if you want to see our text commentary, check out his hilarious blog. Also if you read this blog you should be reading his blog, because his blog is funnier than mine. It also gets updated. :'(

Scare Spree


The Short

Pros
- Spooky, scary, ghosty fun
- It is, as advertised, a Spree of Scares
- Music and art are both great
- Large assortment of levels and characters to unlock and play
- Gameplay is simple to learn, tricky to master
- Getting high scores and finding all the unlocks can be addicting
- Only a buck on Android

Cons
- The engine, while admirably holding up, doesn't quite fit to the gameplay style
- Unlocks for new characters and levels can take a while. You may be stuck on the first level a while
- Touch controls take a while getting used to.
- No online leaderboards or sharing (again, an engine thing)

Thems a lotta spooks ready for scarin'. 

The Long

You know what's great? Halloween. You know what's also great? Scaring kids.
Legally, of course. Wait, where was I going with this?
Scare Spree is a recently released game on Android about (you guessed it), scaring kids on Halloween. Made on the OHRRPGCE game engine and later ported to the handheld, it combines arcade-style, points-grubbing action with the Halloweeny feel to create an addicting, if a bit rough-around-the-edges android experience.
So is it worth picking up this All Hallows Eve? For sure, but read on for exactly why.

It's not illegal if you are actually a monster. 

There isn't really a story here: scare kids. There's the story. It's the most important story ever told, because if kids deserve anything, it's having the Fear O' God put into 'em. That or a fear of a skeleton, pig, alien, witch, or guy dressed up like a bug-eyed Hamster. All those are playable characters, by the way. 

The goal of Scare Spree is a simple one: Scare as many kids as possible within the time limit, and rank up combos. Combos are essential to doing well, as that you'll get a measly and pathetic score if you don't bother to learn the combo system. 

The controls are simple: You can scare, sprint, or MEGA SCARE. MEGA SCARE can only be done after you've scared a bunch of kids in a row (again, combos) and filled up the meter, so your primary form of attack will be the standard scare fare. You can also hold down the attack button to attract kids around you, then scare them all at once for sick combos, which is pretty hilarious. The kids all scream bloody murder when they get frightened, which is a hoot.

I ain't afraid of no...tornadoes?

Unfortunately, a few minor issues arise after playing a few rounds. The first is easily overcome: the controls. While it works fine, this game was clearly designed with a keyboard or gamepad in mind, with the touch controls to move (it's limited to a grid) feel a bit clunky. These controls work for a slower game, like an RPG, but for an action based game it's a bit cumbersome. However, you'll adjust quickly to it's three button, one stick layout.

The other issue is the scaring itself, especially combos. When kids are "scared" they run off screaming but don't disappear. This often lead to me wondering which in a group of kids I'd scared and which I hadn't, with the only way to know counting the kids and the boost to my combo. While they do flail about and run faster, it can still be tricky (since they're still on-screen), and did confuse me a bit. Again, you get used to it, but the bar of entry is still a tad high. 

Who wouldn't be scared of that...thing?

Once you get it, however, the game becomes a hoot. While it does take a bit longer than it probably should to unlock more characters and stages (and the different characters are just cosmetic; they don't actually do anything different), figuring out the best way to chain combos to get high scores quickly becomes addicting. On top of that, the quirky graphics and absolutely killer soundtrack really sells the spooky scene. The title screen looks straight out of an NES-era game, and I love it. 

Keeping it simple. Ish. 

While the lack of any online leaderboards won't make Scare Spree the next Angry Birds, it's a fantastic Halloween romp that's also awesome any day of the year. Here's hoping the creator provides more updates and content (maybe more stages, or making the various characters actually different) over the next little bit to flesh the game out, and perhaps tighter controls or an easier beginning game will help newbies. But for those willing to invest the time (and $1), you're in for a spooky halloween treat.

It currently goes for a buck on the Google Store, so check it out. Four out of five stars. 

Let there be spooks. 

Sunday, October 27, 2013

New releases from the Worldforge project.

Yesterday saw the release of a new version of the client-side software "Ember" for the Worldforge project (an open-source MMO framework).


The focus of this version was to improve the world-editing features, and if not yet included, the GoSC 2013 improvements (for example an updated terrain renderer) should arrive in Ember soon too.

Speaking of the GoSC 2013: Another project benefiting from it under the umbrella of Worldforge was Ryzom Core, the open-sourced MMORPG engine behind the (older) commercial Ryzom MMORPG.

It seems like their OpenGL3.0 renderer is making good progress (see some videos here), and they seem to have finally decided to tackle the lack of proper Blender tools by hiring someone to do it (see paid job advertisement on Blender Artists). As it is an open-source project this seems to have been initiated by one of the developers only, so maybe we can get some people to pledge some extra funds to add to the bounty he is offering?

Tuesday, October 22, 2013

Quick reminder: Free The Monsters open game art crowd-funding

We talked about it before here, but now there is only about 2 days left and even though all funds go to the team regardless of if the goal is reached, they are still a long way off what then would need to create a nice set of openly licensed fantasy monsters.

So please head over to their indiegogo fund-raiser page: "Free the Monsters" and donate.

Friday, October 18, 2013

DevCorner: jMonkeyEngine SDK 3.0 (stealth) release

The maybe most user friendly and complete FOSS game engine jMonkey Engine 3, has recently released the final version 3.0 of their very nice SDK.

Here is a list of the full changes:
Engine
- LWJGL base now works on MacOSX 10.7+ incl. Applets
- Hardware Skinning
- Shader Nodes
- Better Character (beta)
New LOD Generator!
TangentBinormalGenerator was refactored
- Better physics debug view
SDK
- Now bundles a compatible version of the JDK
- Now bundles a version of Blender for conversion and more
- Shader Node Editor (!)
- Code completion for assets
- Texture Atlas creation and packed texture handling
- External editor mesh updates for j3o files
- Seamless 3DS and Collada import through blender
- Improvements to model import tool, allows to locate and import textures
- Attach custom AppStates to the SDK editor scene
- New help and error log system, look for the monkey in the bottom right!
- Improved Font Importer
- Improved support for using other IDEs for code
- Improved obfuscation support for protecting your applications code

Besides general advanced of this Java based game engine, some changes of the list of new features are especially interesting! I think that for example their graphical editor of GLSL shaders is something that could benefit even projects not using jMonkey3 itself, and it is definitely something that was lacking as a FOSS game-dev tool (the half-heartily implementation for something like this in Blender has yet to reach the level of real usability).

Check out the link above to learn more about this shader node editor!

Saturday, October 12, 2013

Frogatto & Friends looking to be "greenlit" on Steam

We have mentioned in the past a few times that it is a common misconception that FOSS games need to be also "freeware", and in fact the opposite can be quite beneficial to the overall development of a game or the engine it is build on.

The 2D jump & run  Frogatto & Friends has been for sale on mobile platforms for a while now, and its really high quality game-play and graphics are definitely a notch above most other open-source games:



All of it is possible through the use of their awesome open-source engine Anura.

Now they are looking to sell their game also on desktop computers through the very popular Steam digital distribution platform. You can vote for inclusion here.

As far as I am aware this is the first open-source game that actually aims to be sold through this channel, but recently another one, Warsow, was actually approved for inclusion as a freeware title.

As a launch of their "greenlight" campaign, the creators of Frogatto & Friends have started a Q&A session on reddit, where you can learn more about them and their awesome game(s).

Unrelated to that: please also check out our own "sub-reddit" about open-source gaming :)

Tuesday, October 8, 2013

Breaking news: The Dark Mod 2.0 stand alone version out now!

I guess quite a few people were waiting for this to finally happen :)

Have a look at the release announcement here and the full change-log here.

They also did a nice introduction video a few months ago:



Haven't got the chance to try it myself yet, but this is high on my list of open-source games to play!

Monday, October 7, 2013

Blender Game Making Challenge starts on the 20th of this month

While not necessary only for FOSS games, all will be done with the Blender3D included game engine (BGE). Check out their website here and/watch the video below:



The overall theme will be announce on the 20th when the contest starts.

Monday, September 30, 2013

Valyria Tear 0.6.0 released

I have to admit that we are a bit slow on reporting the news on FOSS gaming projects with we actually host ourselves via the freegamedev.net forums. Valyria Tear is sadly no exception, and their new 0.6.0 release has been out a few days already. Sorry to all whom this may concern.

For those not in the loop, Valyria Tear is based on the engine of Hero of Allacrost and aims to be an all FOSS jRPG. To give you a better idea of the game-play, here is a (slightly older) cool video of it done by some Linux enthusiasts:



(Thanks also to Rootgamer who reminded me of this news).

If you like the new release, give them some praise on our forums!

Wednesday, September 25, 2013

Fundraiser: Fantasy Creature under Creative Commons Attribution-ShareAlike


Free the Monsters! is a collaborative Indiegogo campaign to create and share five fantasy creature 3d models under CC-BY-SA 3.0


5 3d models and 10 works of concept art will be released if the goal of USD5000 is reached.

Perks include t-shirts and voting rights. Voting will be based on short creature descriptions. The top 10 will be turned into concept art and of those, the top 5 will be turned into 3d models.

Two additional creature concepts and models for each additional USD2000 will be produced.

Justin Nichol will be creating the concept art. You can find his past contributions to the free and open pool of game art on his OpenGameArt profile page.

Jonathan Williamson - partner at CG Cookie (aka Blender Cookie) - will be creating the 3d models.

Sunday, September 22, 2013

Stephen Cameron: Space Nerds in Space Interview and Crew Gameplay Video

A 15 minutes long video profile of Stephen Cameron was published on YouTube by Jack Younger - hacker (presumed) at TX/RX Labs.


The video includes an interview of Cameron's about his latest project Space Nerds in Space including inspiration and actual authentic gameplay video footage of the crew (highlights at 08:30).

Video thumbnails

Some of Word War Vi's history also is covered in the video (4:00).

Do I need to spell it out? Press that like button if you can! :)

Source: Announcement on the FreeGameDev forums