Tuesday, February 26, 2013

Winter Shorts 3: PyWeek #16 in April, Rainbow Rooms, Valyria Tear on OS X

PyWeek #16 in April

PyWeek logo

PyWeek is a game jam that obviously goes on for one week and requires the use of Python. It takes place online and there are overall winners in team and solo categories, as well as awards. The dates of the 16th PyWeek challenge are 00:00 UTC April 14, 2013 to 00:00 UTC April 21, 2013. Registration opens on 15. March 2013.

There is a message board for the community and there are interesting methods to publish Python games as HTML/JavaScript using pyjs, as demonstrated by the PyWeek #15 entry Kaos.

License Requirements: At least Shared Source required. Free software licenses recommended.

PyWeek #15 Entry: Rainbow Rooms


Rainbow Rooms is a physical-nonsense-maze puzzle game based on libtcod.

Various fonts are being used, some of which might be problematic license-wise for including in for example Debian's official repositories but it should be possible to replace them in less than two hours including research and documentation.

Code License: GPLv2
Content License: Unclear

Valyria Tear: "Final Release of Half-Episode I"

New Valyria Tear GUI screens

Valyria Tear Half-Episode I has been released, which I suppose we can take as 50% of Episode I's acts being complete.

The release brings new graphical interfaces and development is ongoing.

An OS X version can now also be grabbed from the OSX thread.

Code License: GPLv2
Content License: Various (DFSG approved)

Monday, February 25, 2013

Asylum: Free-as-in-Freedom Horror Adventure, Successfully Crowd-Funded

This is a guest post by Hythlodaeus on an interesting FLOSS game engine project, being developed by a professional games company.



I guess I should take a few paragraphs on this article to explain my stance on crowd-funded game projects. I've always been turned off by most Kickstarter game projects for a very simple reason: after personally inquiring a plethora of developers on their stance for Open-Source and Free Software, I was generally met with negative replies, half-baked excuses, bitter retorts or complete silence.

Now, although I recognize it is every developer's right to pick the license and the conditions for the usage of their own work, it strikes me as a very odd attitude for people engaging into crowd funding projects to be so unwilling to provide any other warranties to their prospective backers and future customers other than “we will make this happen if you give us enough money”. From this point, let's make something clear: pledging on a crowd-funded game project isn't exactly the same thing as buying a video game. From the backers' part it's an investment and a risk. It's about depositing your faith on other peoples' words, in hopes they will eventually deliver what they promised. When you buy a game, be it good or bad, you at least know that you're dealing with a finished product. When you pledge on a crowd-funded project, completion is only a possibility regardless of the campaign's success.

So, in my personal opinion, I've always thought crowd-funded game projects should strive to provide the level of trust they request from their backers. In this case,  that means allowing people to have access to the game's source code under a permissive / Free Software license, preferably starting right at the end of the campaign. Why? Simply because that allows for a tighter control of what's going on in the development backstage, and will allow every contributor to provide better feedback on the work being done. Raw engine code also gives backers something that can eventually be picked up and used for other personal purposes, if the project happens to fail for some reason.

With that said, let's talk a little about this project, which is, after all, what lead me to write this post. Asylum is the brainchild of Agustin Cordes, the Argentinian developer behind Scratches, a horror game that managed to get some degree of attention way back in 2006. The project aims to create a Lovecraftian-inspired horror point-and-click adventure game that will focus on an intense and immersive atmosphere, followed closely by engaging storytelling. From the trailer and screenshots provided so far, it seems like a rather professional endeavour, but for me the most pleasant surprise, was that the developer's in-house engine, Dagon, will be Free and Open-Source. On top of that, Cordes himself actually took the time to explain why he believes the engine should be free, and how such a decision aims not only to help preserve Asylum for future generations, but also to empower other indie developers by providing an open platform anyone will be free to use.


Since there is no information available about specific licensing on the project page, I actually went on to ask the developer about which specific license was being used for the Dagon engine:
Me: Hello. I have one question regarding Dagon. You already stated it's going to be free and open source, but exactly under which software license are you going to release it?
Agustin Cordes: Hi! We're currently using CDDL but I'm expecting to re-license with the more popular MPL 2.0 very soon. Cheers!
Me: Fair enough. Do I have your permission to quote this conversation in a news blog about Free Software gaming?
Agustin Cordes: Absolutely! :)
“MPL” referring of course to the Mozilla Public License, which despite not being a strong copyleft license, it is both Free Software and GPL compatible. So perhaps Dagon can motivate a new generation of graphic adventure lovers to innovate upon the work started by Asylum. We can only hope future Kickstarter projects and indie developers adopt a similar perspective on Open-Source development.

With little less than a few days to go (I'm ashamed to say I only heard about this project very recently), Asylum is already fully funded, but if you still wish to contribute to this genuinely FLOSS project, or simply purchase the game for a special price, you still have a chance. Extra funding goals have already been set, and some additional rewards may also seem worthy to you.

The source for Asylum's engine, Dagon, can already be found here, currently licensed under CDDL (Thanks to Evropi for pointing this out).


Saturday, February 23, 2013

Winter Shorts 2: Physica, SkyRiot, OpenMW



Physica screenshots


Physica is a very simple casual platformer game where the goal is to drive a square through game levels from its starting position to his goal, avoiding hazards and without falling down.

SkyRiot screens

SkyRiot is available for free for Android on Google Play and was released under open source and free content licenses on SourceForge.net [forum post].
SkyRiot is a 2D flying shooting platform action game for Android devices. Fly a hoverboard and use an assortment of weaponry as you, an anarchist, single-handedly wage war against a totalitarian regime. Full 360-degree aiming along with total freedom of movement will keep you glued to your device for many hours as you blast your way across over 10 game maps.




OpenMW 0.21.0 has been released. Changelog:
  • Various dialogue, trading, and disposition fixes and improvements
  • Torch flickering improved to better match vanilla Morrowind
  • Fix for attribute fluctuation when infected with Ash Woe Blight
  • Adjusted activation range to better match vanilla Morrowind
  • Fixes for the Journal UI
  • Fixed crash caused by Golden Saint models
  • Fix for beast races being able to wear shoes
  • Fix for background music not playing
  • Fix for meshes without certain node names not being loaded
  • Fix for incorrect terrain shape on inital cell load
  • Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
  • Added video playback
  • Added support for escape sequences in message box and dialogue text
  • Added AI related script functions, note that AI is not functional yet
  • Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
  • Implemented execution of scripts of objects in containers/inventories in active cells
  • Cell loading performance improvements
  • Removed broken GMST contamination fixing mechanism

Winter Shorts 1: Word War Vi Laser Edition, Space Nerds in Space

SNiS Engineering screen
Stephen Cameron, one of my personal heroes of game development (Be The Wumpus), made Word War Vi support color laser projectors using the openlase library [blog post].


Another project that our forum users were allowed to follow in this thread is Space Nerds in Space:

So this game (when it becomes a game) is very much inspired by Artemis Spaceship Bridge Simulator
See: artemis.eochu.com The idea is you have a game which is played much as the actors in the Star Trek TV series played their roles on the bridge of the Starship Enterprise. There are a number of "stations": Navigation, Weapons, Science, Communications, etc. and each player assumes that role. Each station has it's own laptop or other computer which communicates via network to a central server which simulates the game universe. So it's kind of a cooperative multiplayer network game... No reason not to have multiple teams in multiple starships inhabiting the same server/universe either cooperating or doing battle.
Mine is different than Artemis Spaceship Bridge Simulator in that it is:
GPL'ed.
Linux/gtk
Probably uglier (lol).
Probably more scalable (yay vector graphics.)
Not even close to finished.


It will probably be a while until I'm in a room with enough Linux users to test play this game but when the time comes, I shall be prepared!

Friday, February 22, 2013

Cube2 engine keeps on expanding!

While the recent new release of Cube2: Sauerbraten didn't bring any really big changes, the network of friendly forks keeps expanding. But before I go into more details, here is a new feature trailer of Cube2: Sauerbraten:



The maybe most prominent and fully FOSS fork RedEclipse is still working on the promised new 1.4 release, with them doing some silly and some cool enhancement projects in the meantime... so yeah:

Red Eclipse in Valve Time tm
Octaforge still has a few day to go in order to avoid missing their estimated release "this month", but when browsing OpenGameArt.org, I came across an interesting fork of the Sandbox Game Maker fork, called Lamiae with the RPG game Kelgar:


Kelgar Gameplay 0.8 - Indie DB

According to their github page, content seems to be libre (CC-by or CC-by-SA) but information is a bit scarce. Even less information is available for this other fork, called SabiCube, but you can download and test their alpha.

Oh and a bit older, but also interesting: the emscripten powered HTML5 port of Cube2, called Banana Bread, has also really picked up since the main emscripten developer was hired by the Mozilla foundation. Here you can see it running a multi-player game (very recent new feature), and with the upcoming (also Mozilla powered) asm.js Javascript speed-up, it will probably run at near native speeds in the not too far future.

Ok... I hope that is all... if you know of other interesting Cube2 powered projects, please comment below!


Tuesday, February 19, 2013

SuperTuxKart Development News


First, after 12 years of development, SuperTuxKart is a candidate for the March project of the month at Sourceforge. This is a huge honor and a significant boost for the project, so please vote for us here.

Second, last month we were featured in Microsoft's IllumiRoom demo alongside Red Eclipse (another FOSS game) and Halo. For those who are interested, you can find the video in the last post. It's the second time STK has been featured in an unexpected place. The game has previously appeared in an episode of the show Friday Night Lights. The episode was critical of drug use and videogames, so downloads for the game probably didn't go up. I am not entirely sure why they chose a kart racer game over, let's say, postal 3, but licensing issues are likely to have played a prominent role in their decision. STK's permissive licenses mean, companies don't need to contact us before using it in media.
Development news
To try these new features out by compiling the latest source code from sourceforge page. Links are located at the bottom of the page.

Bubblegum:
The Bubble gum powerup currently can be dropped by a player to create a track obstacle. While not finalized, there is an idea to make it more useful by including a second phase to this particular powerup. The first phase occurs when the player activates the gum, it expands into a pink force-field which protects the player from enemy attacks for 15 seconds. If the player is hit by a weapon while the force-field is up, the shield is destroyed, and bubble gum shrapnel will hit any players within a certain proximity blinding them for a couple seconds. It will also leave a smear on the ground which if hit, will cause a moderate decrease in the players speed.

The second phase happens if the fifteen seconds pass without the shield being destroyed. It shrinks back down and the player can then drop it on the ground like in the current version of the game.
The new icon

New bubblegum icon       

Bubblegum icon 2

Planetarium:

Planetarium 2

Planetarium 1

This is a level Samuncle is currently working on.

Konqi's new kart:

Here's what will likely be the final version of Konqi's new kart. It now includes pedals and a steering wheel. It's looking good.

New Peripheral Support: Wiimote





Funto is working on adding wiimote support via the open source library “wiiuse” https://github.com/rpavlik/wiiuse. After 3 years it's finally coming together. Wiimotes now work on Linux and Windows (if you compile from the latest svn). It is not working on OS X yet, but Auria is buying a wiimote to try to get it working on her Mac. There are also some issues with tuning and steering that need to be worked out and we have not integrated support for motionplus, because only the external version was working. So wiimotes with motionplus built in will not work (older models will). We may add the motionplus functionality in later and we always appreciate help.

Game Tutorial:


Auria is developing a gameplay tutorials covering the core gameplay elements for new players. The tutorial takes place on a modified version of the track “Hacienda” and the player takes a single lap around the track. During the lap the game pauses periodically to explains things like how to control the kart, obtaining and using weapons and powerups, how to use nitro boosters and the skidding feature.

New WIP Game Mode: Soccer

Soccer mode is one of our developer funto's, pet projects. It's a multiplayer game mode where two teams fight to push an oversized soccer ball into the opposing team's goal. There is a test level derived from the Stadium arena. Currently, obstacles have been removed, but map makers could always re-add them. It's WIP, and the scoring system is not currently implemented and the system for making team's is still a WIP.

Other enhancements:



- Sparking particles now emit from the kart's wheel's while drifting. It's a welcomed addition. You can also compare Konqi's old kart (below) to the new one (above).



- Characters can now wear customizable hats. We'd love to see what people can make

You can test all these features out today by downloading and compiling the latest trunk of the SVN, located at: http://supertuxkart.svn.sourceforge.net/viewvc/supertuxkart/main/

How to compile from from source:
This is a guest post by Antoine Stroll.

Monday, February 11, 2013

To unknown horizons to forge worlds...

I totally missed the rather big update of Unknown Horizons at the end of last month. The changes/updates are summarized by them as following:
  • Completely new tileset
  • New buildings: alvearies, barracks, blender, cocoa field, doctor, herbary, lookout, pastry shop, spice field, vineyard, vintner
  • Many new graphics for existing buildings
  • AI can now handle war and diplomacy
  • Vast performance improvements
  • New music track: Battle
  • Tons of bug fixes
  • Updated translations
  • Much, much more
Yesterday there was also a new 0.7.0 release of the 3D Worldforge client Ember:
Worldforge 3D client Ember 0.7.0
Graphics are starting to look rather nice, right?

Last but not least,the recently open-sourced AgentKeeper got a dedicated sub-forum on our messageboards and is looking for contributors:



So, if you want to help out with this brand new jMonkey powered dungeon tycoon game, check out this nice list of video tutorials.

Sunday, February 10, 2013

Corpse Party


The Short

Pros
- Horrific, graphic Japanese horror game on PSP
- Extremely unsettling to the point of bringing on nausea
- Fantastic sound design
- Cutscene/drawn art assets are appropriately disturbing
- 16-bit graphics conflicting with the awful events create a great mind-bending dissonance
- By majority, the translation is top notch, particularly when describing some of the grotesque ways characters die
- Story takes a while to get revved up, but has some fantastic and unpredictable twists

Cons
- Actual core game (a fusion of adventure mixed with visual novel and 16-bit RPGs) is horrendous
- Many of the deaths/different endings happen for completely unrelated or predictable reasons
- In addition, the minimal save points and lack of an ability to skip cutscenes or text at a reliable rate exacerbates every time you screw up
- 16-bit graphics look like they were made in RPG Maker 2000, because they were. Sprites in particular are fuzzy and not great
- Game feels less "scary" and more "unsettling," and the ending is downright depressing
- Weird "Japanisms," such as random panty shots and voyeuristic fan service feels out of place and gross
- Speaking of which, is Japan really filled with 16-year-olds with DD sized breasts? I doubt it.

Corpse Parties: About as fun as they sound. 
A Warning: Corpse Party features some really screwed up stuff, and those easily disturbed should be warned that there will be some creepy images in this review. There will also be very minor spoilers, but not enough to ruin your experience (play the game unspoiled. It's better that way). If you still want a review, go all the way down to where I say "Let's Cut The Crap" in bold, and just read from there.

The Long

I love 16-bit horror games. The dissonance that plays out between the cutsy, overexaggurated sprites of my childhood and the grotesque, horrible things that happens to them is just enough to set my hair on end. It's like somebody went into my past and took the games I find so much nostalgic comfort in and turned it against me. And, despite the obvious limitations of adhering to a style, I find that the limitations only make the blood and gore that much more horrific.

Enter Corpse Party, one of the handful of games I actually went out and bought a PSP for (another one being Persona 3 Portable). At first glance, Corpse Party looks like everything I want in my horror. Japanese (who are inarguably the masters of creep-out horror), pixelated, with crazy things happening all the time in messed up ways. Sold.

So after blitzing through Corpse Party and getting every single ending for every single chapter, I must love the game, right? Well...let's get to that.

Hello there. 

The story in Corpse Party is actually its biggest strength. A group of eight high school students (as well as a middle school aged younger sister and their teacher) all recite and participate in a ritual called "Sachiko Ever After," seeing as one of the students is being transferred and this ritual is supposed to show how they'll all be together. Shortly after everything goes wrong, and the group is transported to Heavenly Host Elementary school, an old school that was destroyed and their current school was built over. Trapped (usually in groups of two) and alone, the various characters must uncover the mystery of how they got there, what happened at Heavenly Host, and if it's ever even going to be possible to get home.

A common theme throughout the game is helplessness and despair, one that really hits home early on. It is explained very early that the groups of characters are in different planes of existence while in the school, meaning their present might be another group's past, etc, and there is frequently some bizarre carry-over between these multiple dimensions. This allows for the story to do some very clever set-ups and awful things to screw with the player's (and characters') minds. Finding or seeing something that might originally be believed to be a cheap scare gains further depth on other playthroughs, as you discover exactly what happened. Piecing the bits together is deliciously satisfying as well as creepy, pushing you to continue forward to see what is going to happen all the way to the end.

If you are scared of ghosts, this is not the game for you. 

This is good, because it takes the story's main plot a while to actually kick in. The biggest plot reveal happens at the end of Chapter 4, and Chapter 5 feels like an elongated expository cutscene with how much stuff is just shoved into you to better explain the reveal (remember: this game only has five chapters total). Part of me wants to critique the pacing as being "weak" (and throwing a truckload of red herrings at you and the characters), but the other part of me feels this ties in well with the helplessness mentioned before. There is no obvious way out, and you and the characters are just trying to survive without going insane, starving to death, or whatever. This makes the fact that next to nothing is accomplished (in terms of the overarching plot, mind) in the first three chapters seem acceptable to me. It made me upset at how I was clearly not progressing in saving these characters, which is exactly what the game wanted. So, kudos to them for that, though I will admit I almost lost interested when I finished Chapter 3 and felt like I was going nowhere.

I will also say the writers have some serious guts in how they treat their characters. By that I mean George R. R. Martin would cringe at some of the completely horrible things Corpse Party does to its group of high schoolers. Main characters will die frequently, but that isn't the worst of it. Those who die do so often in horrific, grotesque ways, but what really hurts is the aftermath it has on the living charters  As famed author Patrick Rothfuss said, "There's a lot worse things I can do to a character than kill them." Corpse Party has this and in spades. And while the deaths (for the "Wrong End" endings) are absolutely unsettling in nearly every way, at least then you can mark it as closure so you don't have to keep torturing these poor kids any longer (though even death isn't an escape, as revealed in an early portion of the game. This game really hates its characters).

If you want to tell yourself they're talking about hair, that's fine. I won't feel bad for you.
...it isn't hair. 

I must also make note on how well it uses text without visuals to make things unsettling. While several bad endings have some nice, full screen art to accompany the awful thing that has happened, most tend to avoid showing the exact moment of horror. Instead, the game uses vivid text descriptions and sound effect and then lets your imagination do the rest. This is an excellent use of both overcoming the obvious graphical limitations of the game, as well as that ancient horror tactic that what the viewer things is always far worse than anything you can display on screen. Corpse Party takes this to the extreme, to a point where I actually had to look away from the screen rather than read and listen to the descriptions of what was going on, and I actually felt sick during several instances. As a relatively spoiler free example: if the notion of a possessed girl, fully aware of her surroundings but unable to control her movements, being forced to swallow a pair of scissors complete with vivid textual descriptions of the damage is too much for you, you should not play Corpse Party.

All this being said, it does seem to end quite abruptly, and good grief is it depressing. While I love fiction that impacts me emotionally (usually through grief or stress), Corpse Party might go to far, especially for those who get heavily invested in characters. Very little positive happens here, all the way down to the downright Prozac-necessary ending, so unless you are really good at shaking stuff off, Corpse Party might hit you pretty hard. 

This game does not shy away from disturbing imagery. 

So now that I've praised the story, let's talk about where Corpse Party completely and utterly falls flat: it's absolutely abismal gameplay experience. 

Corpse Party is a fusion of two genres: adventure games and visual novels, and all this is wrapped in a 16-bit, JRPG graphical wrapper. Don't let the fact that characters have hit points and are are small sprites moving on a grid-based map fool you, there are no RPG elements in this game, and in fact the hit points only really apply in two situations I can think of during the game, and even then it boils down to one or two hits and you die. All other "attacks" that happen are on a strict fail/pass basis, rendering all that moot. 

The problem arises with how the adventure game elements come into play, or rather, how they completely suck. A regular chapter of Corpse Party consists of a few very simple objectives: find random items, use random items in ways that make sense, use random items in ways that make no sense, and answer dialogue options that tend to only matter about 20% of the time. While doing this you'll be wandering around the school, frequently in no actual danger at all (sorry to break the illusion, but this game has very distinct "Game Over" screens, meaning you can only screw up if the game lets you), trying to know where the hell to go next or what item you need. It's maddening. 

It's nothing. I'm sure everything will turn out ok, bro. 

Rather than try to explain it with hypotheticals, let me give you the story of my experience with Chapter 1, which very nearly caused me to quit the game completely. I knew going in this game tends to do stupid crap like give you bad endings if you fail to read every random newspaper article lying around or whatever, so I took great care in seeking out everything I could find. After sitting through several long cutscenes I finally got to a point of the game where my character was locked in a room and hunted by a monster. I knew what items where in the room to solve the puzzle, but the game wouldn't let me pick up one of the items before I tested that the other item I had didn't work. All while being chased by a monster who randomly threw up barriers in my way only after I'd stepped on the spot to try to escape. In a very small, grid-based, enclosed room. Great. 

Needless to say, I died several times, and every time I died I had to go back to a savepoint and watch the entire slow cutscene that preceded the chase scene because the game has no way to fast-skip stuff you've already seen (again, I'm going to blame this on the fact it's made in RPG Maker). So after about twenty minutes trapped in the same room, I finally figured out where the creature spawned the random, invisible blocks, and was able to figure out the arbitrary order the game wanted me to approach the room and get the items needed. It as a miserable experience, and any immersive horror I'd felt was yanked away as the game's busted up mechanics came to light.

Yes, run from the bad gameplay! RUN!

But that isn't even the worst of it. I finally got to the end and, to my surprise, got a "Wrong End." I couldn't understand: I'd explored everything! I'd gone back and checked every inch as I progressed! Well, it turns out I screwed up. After a cutscene where the game very clearly directs you to go forward, you are instead supposed to go back. And not only back, but into a completely random stairwell (which I'd checked before and found nothing) a distance behind. Now, after the cutscene was over, a key had magically appeared. And I'll point out, the cutscene I mentioned had nothing to do with the key or the doorway, no hits whatsoever. It was just there, now. 

This key opens another random door that has no indication of unlocking. What does this do? Grants another brief cutscene that more or less has nothing to do with the bad ending I got. I should also point out this happens very early on in the game (and I didn't have a save before it, because the game has extremely limited save spots), so I had to watch the entire beginning of the chapter again and replay the whole thing with no text skip. 

Ahem. Anyway, after all this, what happened? I got a slightly elongated sequence near the end, and then the actual ending only changed very, very slightly. Without any spoilers, the big awful thing still happened, it just didn't have the additional secondary awful thing that happened during my "Bad End" where I failed to watch the completely unrelated cutscene in the completely unrelated room. Awesome game design, guys. 

It seems you're all tied up at the moment. 

While I will admit this sort of blatant bad game design does soften up a bit in later chapters, it never goes away completely. There's a scene where you emerge from a door to find an enemy, the second one in the whole game. Previously, you couldn't run out of the door to escape (see my rant above); you just had to learn how to run. After dying countless times to this guy (who also spawns invisible walls) I found out you are supposed to go back into the door, and when you go out a second time he spawns further away (with no walls) and you can get away. Again, no explanation.

And don't even get me started about the items that "save you" from one death, but if that happens it might as well game over, because you have to keep that item to the end of the level to get the good ending (and progress to the next chapter). So why even have it? Just let me die; I end up having to reload a save if it gets used anyway. 

This total lack of direction is where Corpse Party failed me, so much so I gave up and used a spoiler-free guide for the last three chapters. I am not ashamed in saying that, and I think I had a much better experience because of it. It was getting to a point that the game wasn't scary anymore, because all I could see was the broken mechanics, and I was constantly backtracking over the whole huge school after every cutscene to be certain I didn't miss something and screwed up like I did in Chapter 1. And don't even get me started on the things you can look at that seem to do nothing, but if you trigger that unrelated, unhinted at "switch" then you're just doomed to get a bad ending. Seriously? How is this ok?

Me, before I got a guide. 

After I got a guide, I should point out, I actually enjoyed the game a lot more. While the ambient creepiness sort of diminished because I was following instructions, it was gone anyway after I realized there were only very specific ways you could die (despite numerous ways you could "fail"), so I don't count it as too big a loss. I recommend playing through Chapter 1 without a guide to experience how the game could have been, and after failing go to a guide and never go back. Trust me. You'll like it better this way.

Let me really quickly bring up another thing that kept ruining the game for me before talking about the graphics and sound: what I like to call "Japanisms." Now, I don't mind Japanese games. I have some friends who adore how the culture influences their games, and others that straight up hate it. I tend to just love the weirdness and not like the other less permissible bits, but Corpse Party is filled with plenty of the latter. Like...seriously? Is it really mandatory that we see panty shots of characters in key scenes that are supposed to be disturbing or plot-crucial? Is it necessary that all the girls have the chests of porn stars (except the 14-year-old, who acts like she's 5 to fill the "little sister" role, and even she ends up taking off her underwear at one point in the game. Don't ask)? Do we really need a bath scene flashback? Now, I get the whole "it comes with the culture" argument the otaku will counter this with, but for me it really tore me out of the game and made me feel really uncomfortable. To be fair, it only happened maybe five times in total, but every time it did the game totally lost me (especially the time it happened during an extremely climactic story flashback scene. Like...seriously?). 

You stay classy, Japan. 

The graphics are a mixed bag. As I've mentioned before, I dig pixelated horror games, but something about Corpse Party's extremely low-rent presentation really bothered me. The game, despite being remade from its original RPG Maker 2k PC release, still looked fuzzy and super low-def on the PSP screen. The backgrounds were ok (though they get recycled frequently thanks to the game's "multiple dimensions, same place" trick) and actually pretty good looking at times, but the character sprites were fuzzy and jittery in their animations (probably a weakness of RPG Maker). All the UI stuff, from menus to the weird "HP" levels and everything looked straight out of old RPG Maker games (this coming from the guy who made stuff on RPG Maker) and as such it feels like an extremely low-rent indie game. They also are in sharp contrast with the cutscenes, which were added to the game after the PC release, but often the sprites don't match the in-game characters (or the scene/gore will be much more graphic in the pixelated version but quite toned down for the drawn cutscene). While I usually think this sort of thing works, Corpse Party doesn't look good. And considering how much wandering you'll do, that's a bad thing.

Music, on the other hand, is excellent. The game uses silence quite well, and despite the soundtrack perhaps feeling a bit too "upbeat," I'm pretty sure they did that to lure you into a false sense of security. I liked all the songs (and the fact they all variate on a similar theme, which is clever) and they were certainly catchy and memorable. The sound effects, as mentioned above, are a downright standout, and the Japanese voice acting is also quite good despite it being done by a small team. Sound design gets an A, at least. 

I still can't listen to this song without feeling uneasy. 

Let's Cut the Crap and get on to what's really important, the big, elephant in the room question: Is Corpse Party scary? And to that I say...maybe?

I can say this: it is certainly unnerving, disturbing, depressing, and it sticks with you long after you finish. I am a hardened horror buff and I fully intended to blitz this game over the course of five nights (since playing at night is the best way to play horror games), but after the second chapter I found I started feeling uneasy playing the game, even with a guide. I played Chapter 3 during the day, and after that actually had to take a break for almost a week before continuing and beating Chapter 4. Chapter 4 left me so unhinged I didn't finish the game for another week and a half, neglecting the bad ends (which are by far the most messed up parts of the game) and just wanting to get it over with. I later went back and got the rest of Chapter 5's ends (and did most of the "extra chapters," which tell the story of other groups of students trapped in the same school), but I didn't have the heart (or guts) to go back again. So on that front? Yeah, it worked. 

I don't feel Corpse Party has the atmosphere it thinks it has, however. Games like Silent Hill and Amnesia prey on you during the quiet times, the slow times when you are walking around, alone and in the dark and in complete silence, long shadows creeping you out and the atmosphere of not what is there, but what might be there causing your own head to play games with you. Corpse Party, either because its awful gameplay shatters any illusion of immersion, or simply because of the way it is designed, doesn't really have this atmosphere of dread. What it does have, however, is horrible things happening in completely, mercilessly horrible ways to otherwise good people, and the implications of many of these things are more than enough to disturb. So is it scary? I can't say (it's an arbitrary thing anyway). But I will say I will not be playing it again, and not because of the gameplay, but because of what it did to my head. 

Nobody is safe. Not even you. 

As it stands, Corpse Party is a very specific game created for a very specific group of people. Some people absolutely love it, and are willing to overlook it's massive gameplay flaws in leu of the visual-novel style horror story awaiting. Others, like myself, will only barely stomach the game (and almost give up on it) and still somehow push through with a guide or otherwise and find the great horror game that is buried underneath all the garbage. And many will play the first chapter, realize this isn't the game for them, and never play it again.

At $20, that makes Corpse Party a hard sell if you are on the fence. When it was on sale for $10 that seemed much more reasonable for a risky plunge, but still be aware of what you are getting into. I'm a massive fan of this genre, and Corpse Party pushed my gaming patience to its absolute limit. Which makes me sad because, again, I think there's a fantastic scary story buried under here. It's just buried a little too deep for most. 

That being said, it accomplished exactly what it was designed to do: unnerved me completely and left an unforgettable impression. If that alone seems enticing enough, then grab your PSP, jump over to Gamefaqs (the one guide that says it isn't spoiler free actually is, so you should be ok. It's also a better guide, FYI), and get yourself on over to Heavenly Host Elementary. However, if more than once during this review you've said "this is not for me," you should probably avoid it.

Three out of five stars, though again: if you aren't into these kind of things (and don't have the patience of a saint), then knock one or two stars off the score.

Ain't no party like a Corpse Party


Saturday, February 9, 2013

Various follow-ups

First off as a rather fast follow up on the last post:
Otherwise, as previously mentioned, Garage Games has now also released their 2D game framework under the MIT license:



Their 3D game engine also saw some nice updates lately, however sadly their crowd funding push to port Torque3D to Linux fell (not totally unsurprisingly) short of their 30,000$ mark (with about 10,000$ pledged).

Monday, February 4, 2013

Quick FPS updates

I will keep it short today: Unvanquished Alpha12 released:
New rim-lighting options on alien scum
New releases of Red Eclipse and Alien Arena still pending, but really close (tm), not much news from War§ow either except that they are looking for a .deb package manager.

Xonotic's development seems to have slowed down a bit, but here is a nice road map of what is to come, and some current fragging fun can be seen here.

Oh and the developers of the Octaforge engine estimated that the first release might be this month :)

Sunday, February 3, 2013

Nathan vs Perler Beads Part 6: Persona 3


Long time, no Perler. After a long hiatus, I returned to the world of perlers (I've actually been making stuff, but this is the most significant update in recent years) to make the characters from one of my favorite JRPGs: Persona 3.

But you might wonder: how does one perler a PS2 sprite based game? Easy, find somebody who made fan sprites. Especially if that person is Paul Robertson, the guy who made the sprites for the Scott Pilgrim video game adaptation.

The whole crew, chibi-ized and pixelated

Now, it's worth pointing out that these things are pretty big, about a foot tall each were I to make them, and took several hundreds beads each. They also use a lot more colors than there are perlers, but luckily Perler introduced a bunch of new colors recently (specifically grays) that helped with the shading. Still, it took a lot of tweaking in order to get everything to work. 

Startin' out with the protag. 
Our sullen, emo protag.  Or, in my guy's case, a dude who talked back to everybody. 

Fuuka and Protag
Of course we do Fuuka next. She's the best lady of them all, duh.

The rest of the main crew. Yukari, Akihiko, and Mitsuru. I liked how the hair turned out in particular. 

So there isn't much more progress ones from here, because I kind of just did 'em all. But here's the grand finale.

The whole shebang, except Shinji, who I made after. Game for size reference. 

Pretty rad, right? Aegis' hair was hell, as was Koro's fur color. In the end, however, I like how they turned out.

Me, posing. Yes, I cut my hair. It's a tragic thing. 

And lastly, the whole batch on the walls.

All hangin' out on the walls. 

These guys, again, are way bigger than you probably think. At least four feet from bottom to top, so they cover the wall pretty well. Now nobody will ever go to the bathroom (the room to the right) because evil-Igor is staring ya down.

That's it from this time, but who knows what else I'll do next? I did Sonic and didn't take pictures. Keep an eye out!