Friday, 29 November 2013

State of Play 2013

Prison Architect producer Mark Morris will be giving the keynote speech at tonight's State of Play at DIT Angier Street. He works with Introversion Software in the UK.



A satirical twist on business-sim games like Theme Hospital, Prison Architect tasks players with running the most efficient privatley owned prison possible. It's currently in open alpha (an early test version) for people who want to preorder the game.

State of Play is an annual event looking at the Irish game development scene. There'll be games to play from a host of Irish indies from 5PM and a range of Irish and International speakers on stage. Coverage of last years event is available here on HackettOut.

You can still register for the event on stateofplay.ie.

Here's a terrible trailer for the Alpha version of Prison Architect.

Sunday, 24 November 2013

Play this: Demon's Souls revival

Image - From Software
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Demon's Souls' approach to online play was one of the most important design decisions of the generation. These days however, it can be hard to remember why.

The game allowed players to affect other people's games indirectly through their actions. And, with the use of in-game items, to get the help of other players in their single-player game.


READ MORE:
- My thoughts on Demon's Souls from 2011.

Demon's Souls' servers were first scheduled for shut-down over a year and half ago - but they're still live thanks to fan support and the success of the game's outstanding follow-up Dark Souls. They're just not as populated as they used to be.

Epic Name Bro makes let's-play videos on YouTube for Dark Souls and Demon's Souls among other games. He's calling on players worldwide to venture back into the cursed kingdom of Boletaria over the next few days with detailed times for what areas to tackle on what days to make sure that there will be plenty of others to play with - or face off against.

If you've been finding Boletaria empty recently, or if like me, you haven't set foot there since the sequal came out, this might be the week for you.

Take a look at Epic Name Bro's video for more information:

Friday, 18 October 2013

Listen Up! - Tone Control

A podcast on the design and development of Teltale's The Walking Dead that strays into the personal

Lee and Clementine - Image: Telltale, The Walking Dead
The man behind Gone Home and Minerva's Den is
 back with a new podcast series where he talks to other game designers about their backgrounds and how they go about making games.

First up Steve Gaynor talks to Jake Rodkin and Sean Vanaman, the design and story leads on The Walking Dead. The duo have left their jobs at Telltale and branched out on their own with new studio - Campo Santo.

This conversational interview looks at how they both got into gaming, and how they work together. There's an indept section on the development of The Walking Dead - it's origins and the specifics of how and why the cast took the form it did.



One particularly personal section just manages to avoid being uncomfortable - it touches on the personal investment that goes into creating a video game character.

Well worth a listen. If the rest of the series can live up to the quality of episode one, Tone Control should be of interest to anyone who wants to know how their games get made.

You can hear Rodkin and Vanaman regularly on the Idle Thumbs podcast. Tone Control is hosted on the Idle Thumbs website and new episodes will be released every two weeks.

Sunday, 29 September 2013

Thoughts on Gone Home

This first-person adventure has more in common with a Richard Linklater film than Call of Duty

Note: Gone Home is cheap and will only take about two hours to complete. If you have any interest in interactive fiction go play it before you read on.

Lived-in environments define Gone Home
Honest human interactions and a sense of catharsis define Gone Home. It tells the story of an American woman who's been travelling in Europe for a year. She gets home to find that life has moved on without her.

Her family has moved house while she was away and the game begins when she (and the player) arrives on an unfamiliar, rainswept doorstep. Both parents are missing and a note from her younger sister hints at an underlying issue best not discovered. But that discovery isn't just worth making – it will very likely be remembered as one of the most profound in gaming history.

Gone Home invites players to unravel its secrets by creating spaces that demand investigation in a natural way. A locked front door is the first thing you encounter. That forces you to rummage through presses to find the spare key. You know it has to be there because every family has a spare.


READ MORE:
- Blogger Austin Walker on the dark under-current of abuse in the game.
- What is ludonarrative harmony and what's it got to do with Gone Home?
- A sycophantic/interesting interview with Steve Gaynor from Brainy Gamer.
- Previously on Hackett Out: thoughts on Minerva's Den.

The dark hallway you step into forces another basic human action – hunting in the dark for a lightswitch. Imagine a game without mechanical complexity or combat. Imagine one without an outlandish setting or simple two-dimensional characters. Imagine a game the sole purpose of which is to experience its world. It's a voyeuristic tour through a family’s secrets.

This is an abandoned house with a history – with a narrative designed to draw you in. But more importantly it's a home, the sort of lived-in space so long missing from video games.

What happened in the basement of Arbour Hill?
Gone Home presents its story as a series of vignettes. Rooms - spaces both private and shared - contain artifacts - both personal and public - that hold the essence of the people who live there.

A bedroom is naturally a personal space, but the shared pizza box-strewn tv room is used by both father and daughter and tells us something about their relationship.

The game presents those stories with the brutal honesty of a Richard Linklater film. The central love-story unfolds believably. The protagonists feel like human beings, in the same way that Jessie and Celine in Linklater's Before Sunrise feel like real people. Both game and film are set in 1995 and Gone Home's mood evokes the time.

The year brings with it the music, the pop-culture, the clothes and the technology of the time. VHS tapes with hand-written labels, tape recorders, and magazines celebrating Kurt Cobain a year after his death. It's a startlingly real-world setting in a medium usually littered with sci-fi and fantasy trappings.



Gone Home was made by a four-person team at the Fullbright Company. The lead designer is Steve Gaynor - the man behind Minerva’s Den (which I wrote about last year). It’s a personal tale, grounded in the real world. The experiences of the team behind it can’t help but seep into the game.

There are parallel stories; a man wrestling with inadequate coping mechanisms he's used to deal with the abuse he suffered as a child; a woman who's fantasies about a man she barely knows threaten her marriage, and a teenager who is struggling with her sexuality. But it's the way these stories interact - with each person dealing with their own problems while struggling to deal with each other - that really elevate the game. 

And all this told through only the items and inferences you pick up along the way.

Gone Home doesn't pull its punches. But it takes each story to a fulfilling conclusion in a way that offers catharsis to you the player at the same time as it offer resolution to the character you play.

It uses pathetic falicy to create a clostrophobic atmosphere that will keep you waiting for jump scares. And it engenders a feeling of dred that grows as you progress. The peak and trough of tension and release that Gone Home achieves is expertly handled.

The game establishes some boundaries. It wrests control from the player, for example, when the character you play decides not to read a particularly personal note. For the most part Gone Home allows the player to make their own decisions. I, for example, carefully replaced the stack of books that hide a stash of porn magazines in one room. I left the room the way I'd found it. I was so embedded in the world that I felt obliged to offer the same courtesy in-game that I would in the real world.

Gone Home's greatest achievement is its positivity. The game’s authors haven’t flinched from addressing serious human problems. But they have avoided the melodrama of so many 'serious' video games in favour of the mundane drama of day to day life.

It celebrates the little things that make us who we are. It's a far cry from the power fantasy fulfillment that most games offer, and it's better for it.




Friday, 20 September 2013

Games of the Generation - Uncharted 2: Among Thieves


The definition of a AAA Sony game - character driven and with a sense of scale designed to awe

All this talk about the next generation has me on edge - I won't be able to buy my way into the next wave of consoles for quite a while. But it also has me feeling nostalgic for the game of the past eight or so years. Uncharted 2 takes pride of place here - the first in a series looking at the best games of the generation.
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One of Uncharted 2's puzzle sequences.
Image: Naughty Dog
Uncharted 2 is the rare confluence of aesthetic, mechanical and design goals, with a team capable of executing them. 

It's one of the most successful communications of a designer's intention to a player in recent years – you'll move fluidly through almost every scene, you'll understand what your character is doing there and why, and you'll feel for Nathan Drake - root for him when he's down, cringe when he's uncomfortable and smile with him when he's happy. 

The developers at Naughty Dog set out to add depth to their roguish protagonist – a calculated move to take Drake from his roots in Indiana Jones and to recast him as Han Solo. Here he becomes a man with a past he might not be proud of, and a personality more suited to Uncharted's core gameplay mechanics of shooting and snapping necks.



Among Thieves opens with an extended heist sequence introducing a quest, and a cast of characters with varying levels of allegiance to Drake. But the heist is just the preamble to a round-the-world adventure.

The way the game renders snow is one of its
many technical triumphs
Image: Naughty Dog
Drake, we learn, has a string of past associates and has been involved in some less-than-above-board archeology down through the years. Some of those former friends are happy to see him and some are holding grudges, but none of them are to be trusted.

In this darker world, the violence of a third person shooter should feel right at home. Uncharted Drake's Fortune (2007) drew criticism for the gap between its happy go lucky tone and violent gameplay. It doesn't quite work however - you'll kill 1200-plus armed and aggressive thugs along the way.

The game has a roughly 70:30 split between combat and exploration. Normal cover-based shooting is built on with the introduction of basic stealth mechanics and a hand to hand combat system much improved from the original.

'Last year's model' - an awkward meeting
Image: Naughty Dog
The result is a range of options for the player about how to approach most situations. Combat is taken out of the traditional horizontal arenas and into a more vertical setting. Often the player needs to react to the approach of enemies while clinging to a ledge or otherwise exposed. The usual split between combat and exploration is broken down effectively.

There are problems however. Stealth is an excellent addition when used to create more options for the player. It's less useful when the game's designers force it on the player. And a couple of boss battles severely brake up the flow of the game - their simple attack and repeat gameplay structure not clearly communicated to the player. 

The sense of scale runs all through Uncharted 2
Image: Naughty Dog
There are stand-out moments here that have yet to be equaled - including by the game's disappointing sequel. There's a battle against a tank in a devastated Nepalese village and a shoot-out on a high speed moving train that spring to mind. But in many ways it's how Uncharted 2 handles its character interactions that give the game its lasting appeal.

Drake finds himself wrapped up in an awkward love-triangle and the strong bond between him and likable father-figure Sully is further developed from the first game. Uncharted 2 doesn't flinch from hard hitting scenes of violence but can just as easily deliver touching moments such as the game's ending - one that delivers a real feeling of resolution. Those moments outweigh the slightly hokey fantasy turn that the game takes towards the end.

Uncharted 2 never lets up. While the action is always ramped to eleven, Naughty Dog knows how to vary the pacing of its games in a way that keeps players wanting more. And all that is held together by a strong narrative and some of gaming's most memorable characters.

Gameplay footage in the accompanying video was captured off-screen using a digital camera. All content (other than my scripting) is copyright of Naughty Dog and Sony Computer Entertainment.

Sunday, 21 July 2013

Read this: Edge on the representation of women in The Last of Us


Ellie, Marlene and Tess with protagonist Joel.
The Last Us is a game about the downfall of civil society in the wake of a serious natural disaster. Developer Naughty Dog has crafted both gameplay and a story that can carry the weight of the setting.

At its core, the story is about one man dealing with his past, but its strength lies in his interactions with the characters he meets along the way. There is a subtlety and a level of detail to these interactions that sets The Last of Us apart.

Naughty Dog's previous games, the Uncharted series, were praised for their representation of strong female characters. Uncharted 2 is in many ways the pinnacle of what I want from videogames. An article I wrote about that game was featured on edge-online.com. However, Uncharted had it's problems, most notably the huge body count and the overly sexualised nature of characters such as Chloe.

Writing on edge-online.com, Jason Killingsworth highlights how the developers have moved beyond that, presenting a cast of strong women who aren't defined by their sexuality. It also presents perhaps the only gay character in videogames who's primary defining characteristic isn't his being gay.

"It’s depressing that mainstream games have such an atrocious record with portrayals of women that simply writing your game’s female characters in a humane fashion warrants congratulatory slaps on the back. This ought to be standard practice. But with the inertia pushing so forcefully in the wrong direction, it’s worth taking a moment to examine and appreciate the ways in which The Last Of Us rattles the cage of the game industry’s institutional sexism and moves things forward."

Read the full article here.

The game is developed by Naughty Dog and was released for Playstation 3 in June 2013. Jason Killingsworth (@jasonkill) is features editor for Edge magazine.

Saturday, 6 April 2013

From gas-power to quantum mechanics: The development of Bioshock Infinite

The Bioshock Infinite released last week looks very different from the one announced back in 2010. It looks different from the one demoed at E3 2011. It looks different from the one hinted at in the interviews creative lead, Ken Levine, gave throughout development. Take a look.

Sunday, 31 March 2013

Metal Gear Rising: Revengeance


PS3/Xbox 360; €54.99; Konami; 18+

Two hours into Metal Gear Rising everything just clicks. From its opening scene the game refuses to hold players’ hands. But the sensory overload of early combat gives way to fluid, instinctive action. This is a game that demands players stay alert and on the offensive.

Rising is a third-person perspective action game. Raiden, the protagonist, is a sword-wielding, robotically-enhanced soldier who engages armed and armoured opponents in hand-to-hand combat. This ‘cyborg-ninja’ bats away bullets with the blade of his swords, dashes and jumps with ease, and single-handedly takes down ‘Gears,’ the towering armoured enemies that gave the series its name.

It’s an unexpected change of pace for a twenty-six-year-old series with its origins in the last years of the cold war. Metal Gear games have always had a strong anti-war message - albeit one buried under the excesses of Japanese anime. Stories about rogue states and nuclear proliferation complemented gameplay emphasising stealth over combat.

Violence is your only option here. Using two buttons, light and heavy blows are strung together into elaborate attacks. Wear an enemy down and you can trigger ‘blade mode’ with a tap of the L1 button. This slows time to enable precision attacks that cleave off armour, cut the weapons from larger mechanical enemies and even remove limbs.


Put yourself in someone else's shoes with Auti-sim

Can videogames help us understand the experience of others? A new first-person game from Canadian Taylan Kay is trying to answer that question.

Auti-sim (Photograph: Toughcellgames.com)
Videogames have come a long way. From shooting space invaders to experiencing the simulated life of a single mother fighting for custody of her daughter in Richard Hofmier's Cart Life. But a game that directly puts us in the shoes of someone else, seeing and feeling what another person sees and feels is something different.

Auti-Sim is a short first-person experience that tries to simulate auditory-hypersensitivity, which impacts the cognitive functions of some children with autism.

It's a terrifying experience, one well worth experiencing. You can play it in your browser and it will only take you a couple of minutes.

Find out more about the developer on his twitter account.
Play the game on GameJolt here


Saturday, 2 March 2013

Watch it: Gabe Newell talking economics and design

Gabe Newell, founder of Valve Corp, can be heard here talking a little about game design and a whole lot about economics and the organisation of corporate structures.

The conversation ranges from awe-inspiring to terrifying. The focus on productivity over the emotional impact of gaming is worrying. So far Valve haven't put a foot wrong, so for as long as they keep on making engaging games I'll be happy.



The man is a confident, intelligent speaker. Take a look.

Friday, 1 February 2013

Watch it: Jonathan Blow on Truth in Game Design

Gamasutra are hosting this video of a talk on the creative process in game design by Jonathan Blow. The presentation was made at the European Game Developer's Conference back in 2011.

Blow is the developer behind the 2008 classic 2D puzzle-platformer Braid. The talk is interesting for two reasons. The first is the glimpse it gives into the mind of the man. Second, and more importantly, this is the first time I've heard a game designer talk about allowing design to be led by content, in the way a writer or musician might talk about their creative processes.

Blow talks about sitting back to observe the truth inherent to the systems he's created, and then refining, building and curating what comes from that.

Click here to watch the video

It's a fascinating talk if you have 45 minutes to spare.


Thursday, 31 January 2013

Thoughts on 2013

The  new year carries the promise of new consoles, Steam-boxes and big name releases. But there's an interesting new trend that emerged in 2012 that hopefully won't get lost  - the rise of successful story-driven indie releases.
Source: Freebird Games

There's been a huge growth in the indie scene since the launch of the Xbox 360. Small releases are gaining acceptance and generating financial returns on platforms from Xbox Live Arcade and Steam to a slew of indie-focused marketplaces like Desura.

Retro aesthetics and arcade mechanics defined the space for years - relegating more thoughtful works to the shadows. But 2012 seemed to change that. Small teams of indies, with the specific goal of engendering a given emotional response, popped upduring the year. The style of simple, focused design is similar to what Team Ico achieved a decade ago.

These days indies and smaller studios are just as likely to experiment with story-telling as they are with mechanics, and long may it continue. The Walking Dead may have raised some questions about what constitutes a 'game,' but it still took numerous game-of-the-year awards. 

I've already written about Dear Esther at length. Here are some of the other games that stood out:

People are astonishing

Two amazing examples of how videogames allow creativity to flourish surfaced recently. They're also examples of just how insane people can be.

First is a recreation of the city of King's Landing from Game of Thrones. @Polygon reports that 100 builders worked for 4 months to hand-build the city in Minecraft. 


The results are beautiful. 




source: Polygon.com




















And a few days ago, news emerged of a battle that erupted in Eve Online when a ship accidentally jumped into enemy territory. @testedcom reported losses of $17,000 in real-world money as a result of the miss-step. The first couple of minutes of this video, showing the 3000 player battle, is worth a look.




Wednesday, 30 January 2013

2012 Review - The Playlist


What did I play in 2013?

Super Crate Box (iOS)
MGS 3 HD (PS3)
Dear Esther (PC) review
Mass Effect 2 (PS3)
Mass Effect 3 (PS3) comment
Waking Mars (iOS)
Bit Trip Runner (PC)
Braid (PC) comment
Journey (PS3)
Limbo (PC)
Psychonauts (PC)
10000000 (iOS)
Super Hexagon (iOS) article/interview
Bastion (PC) comment
Dyad (PS3)
Minerva's Den (PS3) comment
P3 Biotic(PC)
Bulletstorm (PS3) comment
Batman Arkham City (PS3) comment
To the Moon (PC)
Thirty Flights of Loving (PC)
Cart Life (PC)

2012 Review – In defence of Mass Effect



It’s interesting to watch the tide of opinion turn on a game. Last year it was Skyrim - in 2012 it was the turn of Mass Effect 3 to suffer the brunt of revisionist commentary.

Alas poor Morton.
Source: Bioware
Games coverage is driven by hype and with time enthusiasm wanes. Impressions of a game can pivot quickly from positive hyperbole to negative.

The complaints leveled at big-name releases aren’t always core to theor experience either. There were some bizarre criticisms leveled at Mass Effect 3.

Some commented on the pacing of the game - they found it odd that Shepard and his crew had down-time mid-mission, or that they would take side-missions off the beaten path. Casablanca, Apocalypse Now and Zero Dark Thirty are just some examples of the slow rate of progress during missions in war.

Other complaints are more valid. The sense throughout the game that Shepard is a small cog in far-reaching machine was well conveyed. So why did the story descend into chosen-one nonsense with the future of the galaxy resting in his hands?


Saturday, 19 January 2013

Read it: Ken Levine Article on Polygon



Bioshock Infinite Artwork
Source: Polygon.com
Ken Levine is an interesting man to listen to. And he makes great games. 

Chris Plante at Polygon has written an excellent longform article on Levine's past, his motivations, and his methods when approaching game design. And I think you should read it.

"BioShock games are the hardest kind of games to make that I've ever worked on. I think sometimes people on the team look at the old timers and wonder, 'Do these guys have any idea what they're doing?' Because we know part of the process is not knowing, but discovering. But that's hard for people who haven't been through it before to always understand." - Ken Levine

The piece weaves together an interview with the history of the development of Irrational Games. Also, Polygon's feature layouts are incredible.

Read more at Polygon.com

Sunday, 13 January 2013

Bulletstorm - Why did I ever doubt you?


The chaos of combat
Source: Giantbomb.com
People Can Fly tried to reinvigorate the first person shooter with Bulletstorm. But did they succeed? The FPS is a genre so staid that, despite drawing huge crowds for annual installments of its heavy-hitter titles, it seems to have lost relevance for many gamers.

The FPS hasn't changed all that much over the years. The deep rut it’s worn through gaming makes it difficult for developers to contribute anything original.

People Can Fly’s addition? Allow the player to close ground quickly. And it’s just enough to shake up the experience.

Bulletstorm is littered with excellent set-pieces
Source: Giantbomb.com
Bulletstorm introduced a leash to pull enemies out of cover. An environment that makes full use of the tool was then built around it. The level design revels in the chaos it invites. There’s a cohesion and inventiveness to the game that reminds me of a polished Nintendo title.

The leash allows the player to manipulate their environment directly, replacing traditional doors and switches. It functions as a powerful weapon too; pull down a walkway or leash an explosive and kick it towards and enemy to upset the status-quo.