Deep Sea at SXSW’s Screenburn

Deep Sea, Robin Arnott’s terrifying sound-based undersea adventure pushes boundaries between game and interactive experience. Sure, there’s combat, a battle between the player and some sort of killer leviathan, but the focus is much more on an experience than a high score.

Deep Sea caught my eye in a sea of stunning indie titles at SxSW’s indiePub pavilion because of all the apparatus. Players wear a modified gas mask, covering the entire head and blocking out all light, and a set of headphones, blocking all the noise from the show floor and playing Arnott’s creepy undersea audio.

Players use a joystick to move and to shoot at the undersea mobs, but enemies can only be tracked by listening intently to the ominous sounds of approaching monsters. Inside the dark sensory deprivation of their hood, a player hears only a crackling help request — which explains the basic commands without breaking the fourth wall — and the vibrations of encroaching but undefined enemies, and the playback of their own breathing.

The sound of shooting and even the player’s breathing will draw the monsters, a mechanic that reminded me of Taiyoung Ryu’s Maum, although I found it much easier to control my breath in Deep Sea than my brainwaves in Maum.

Unexplained horror is much more terrifying than blood and guts, and Deep Sea is no exception. Game players who’d shot their way gleefully though Left 4 Dead or Gears of War, talked about feeling shaken by Deep Sea. The narration offers gameplay hints, suggesting players aim one way or another to target, but never reveals what kind of horrific monsters are being targeted. The vagueness of the storyline, plus the sensory deprivation, really creates an experience.

Relying on equipment like this mask is a risky choice for a game developer, as anyone who’s played a clunky VR game or worn awkward 3d glasses can attest. But Deep Sea uses the logistics of the required equipment to set the tone. The use of the game system itself to establish the situation and setting couldn’t help but bring Brenda Brathewaite’s project, The Mechanic Is The Message to my mind.  After putting on the gasmask, which seems intentionally awkward but was made more challenging by my ponytail and earrings, I reached blindly for the joystick, missed, and needed my hand guided to it. The mechanics are used to amazing effect here; the game opens with the player disoriented and helpless.

I quickly forgot about the mask I was wearing, perhaps because it was meant to inhibit my senses rather than enhance them as other gaming headsets would. I found myself focusing so intensely on the sounds of enemy movement that I was even standing at the Deep Sea booth, leaning towards the source. There’s no replay value, no desire to kill a record number of leviathans or stay alive longer next time, but at the same time, it’s impossible to play it without being moved, or take off that hood without immediately telling friends they just have to try it, too.

I don’t expect Deep Sea to take off as a popular game, or to see mass-production of Arnott’s homemade gasmask hoods, but this is the type of wild, immersive experience that makes me love indie games.

Originally written for Indie Game Magazine, 2011

 

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Fairy Princess Programming Teacher

fairy princess programming teacher

With sparkle ballet flats and sparkle French manicure, today’s look is fairy princess programming teacher.

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Project Management

Imagine a vast prairie. Full of steers, and cows, and they’re all going different directions! Running crazy in all different directions. And they’re big. Also, there are buffalo. Buffaloes? Anyway, multiple buffalo.

And there is one lone cowboy, on this vast prairie, with a lasso, making all these animals go the same direction.

I am the herder of those animals.

— my coworker, explaining her job

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The Silent Age: Episode Two

The second part of House on Fire’s The Silent Age continues janitor Joe’s time-traveling adventures as he saves the world from certain destruction. Like in the first episode, Joe travels between groovy 1972 and a terrible post-apocalyptic future with his solar-powered time-machine.

Players continue using the same time-travel mechanic. Plant an apple in 1972, pick it in the future, bring it back to the seventies to feed a hungry scientist. (Doing this chain of actions, I was about 90% convinced that this was how the mysterious disease was spread) Open a valve in 1972, and drain water from the future.  I don’t know if I better understood the time-travel mechanic or House of Fire’s particular brand of point-and-click puzzle solving, but I felt like I flew threw the second half of the game. Especially compared with Episode One, in Episode Two I spent almost no time walking from room to room, trying to figure out what to click, and what to use together. But, of course, I did try some ridiculous combinations to see what Joe would have to say.

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Janitor Joe takes a break from saving the world to drink a fancy cocktail.

The loose ends in the first half — why is Joe listed as a person of interest? Where did Frank go? What started the plague? What will happen to Archon Industries? Will the environmental saboteurs succeed? — are wrapped up well in the second part. In the beginning of Episode 1, Frank, Joe’s boss, leaves abruptly, getting Joe the “promotion” that kicks off off the entire plot. I assumed that Frank was tragically killed while emptying the wastepaper baskets in one of the shady laboratories, but in episode 2, he is revealed as Yuri, a Soviet plant, investigating Archon’s labs. I laughed out loud at that part, and

After endless jokes about disco, polyester, and dying in extremely manly ways, I was surprised when the end was terribly emotional. (Without giving it away, I’m talking about the moment in the stasis chambers.)

The Silent Age: Episode 2 is now available on iOs or Android, as an in-app purchase through the first episode.

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Virtual Book Tour: Syncing Forward

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In W. Laurence’s new novel Syncing Forward, the protagonist Martin James is investigating possible theft and espionage when he’s injected with a drug that slows his body down so much he finds himself unstuck in time. He’s able to realign with everyone else for short bursts of time. What seems like a day for James is months for everyone else, which naturally strains his personal and family relationships, as well as his search for a cure.  I enjoy well written timetravel, when it’s more about how human relationships are affected than technobabbling about how the time machine works. In this case, time travel was more of a mechanic to tell a story, or really two stories, one about what happens to James’ family as a result of this, and another about James’ search for the antidote and the various organizations involved in keeping it away from him.

The future in Syncing Forward is simultaneously scary and realistic. I don’t want to reveal too much, because I really enjoyed the way world events at each of James’ synchronizations unfolded into the next. One plotpoint involves genetically modified food that’s slowly eliminating a certain group of people, and the narration is careful to point out that this is malicious and intentional, and not just the usual macro corporations accidentally offing people to save money. At other points in the novel, we encounter more sinister and extreme versions of today’s political factions.

The beginning is a little awkward and a little jarring, but keep reading through the exposition and the story becomes a page-turner. There are occasional troublesome transitions, but the novel is both a compelling family saga and a dystopian scifi adventure, so there’s bound to be a little awkwardness between the two.

My only complaint is this is another rich, developed scifi world with very few roles for women. James’ daughters are both dutiful family-focused women in their own ways, and Wfeature well in the family-sage side of the novel. Science and technology have advanced quite far in this novel, and along realistic channels, but as James deals with a shady world of scientific terrorists, researchers, double agents, and not to mention cosmonauts interested in his longevity for their own purposes,  he tends to deal with men (and, towards the end, a sexy lady companion-bot). Would have been nice to see more female characters in the hard science story arc as well.

Good scifi creates a believable future world and then sets the action in that world, but because of the time travel mechanic, Syncing Forward creates many believable, engaging future worlds.

 

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Actual Concerns In Games Journalism

(Spoiler: None of these involve a secret cabal of games journalists, plotting to destroy videogames in order to take over the world. Also, none of these concerns make me want to join up with a certain internet hate mob.)

1) The system of unpaid internships writing for gaming publications gives a massive advantage to prospective writers who have family money or other resources to support themselves while they work without pay for a year, and it puts writers who need to earn money from their work at a major disadvantage. This isn’t unique to gaming publications, but it doesn’t encourage a variety of voices, perspectives, or life experiences in games journalism.

2) Publications paying writers in revenue share, a bonus based on hits, or other similar methods that basically reward writers for writing clickbaity headlines and inflammatory posts.

3) Outlets that charge developers for “premium” or “expedited” reviews, and then just happen to give the paying developers 5-star reviews, and run these sponsored reviews next to legit reviews. It’s rough for developers, for writers who want to be journos and get these assignments, and the end result is annoying for readers/consumers.

4) One of the great things about the internet is that anyone and everyone can be a games writer! Seriously, Blogspot and WordPress are free, and take almost no time to set up. The barrier to entry has never been lower. (Which is one of the reasons that it’s ridiculous to say that closing comments on a blog or YouTube is censorship. You can write your own blog!) But, when the publisher, editor, ad sales, accounting, reviewer are all the same person, it’s easier for conflicts of interest to slip in. (I keep hearing about all these corporate shills, but in my experience, this is usually about trying to get a few extra AdSense pennies, not massive kickbacks.)
Editors receiving ad money from a games publisher (or soliciting an ad buy from that publisher) might be less inclined to run an unfavorable review of one of that publisher’s products. Reviewers who received their first review copies, or know they’ll need to work with that PR rep again, might be less inclined to write and publish critical reviews. And for one of a billion tiny examples of something other that pure artistry influencing which games are reviewed, Big Fish Games and Amazon offer affiliate programs that let bloggers earn commissions on products they’re reviewed positively, which can be a disincentive to review indie games, where there’s no affiliate profit to be made.
There are plenty of other examples of awkward areas for those whose love of games and game writing drives them to become the writer, editor, and publisher of their own outlet.

Finally, none of these concerns make me want to throw up my hands and condemn games journalism, these are more my thoughts on potential issues to bear in mind than OMG GAMES JOURNALISM CORRUPTION!!! ETHICS!!1!one!!! SMOKING GUN!!!! Still, the recent internet shrieking is probably what’s encouraged me to articulate and share some actual concerns in game writing.

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To Ms. Meg

noah youth digital

This weekend, I caught a bad cold  so I spent a few days napping and watching Star Trek and having soup and napping again. I wasn’t feeling great when I came back in to work on Tuesday morning, but when I got to my desk and I saw this message from one of my former students, it was all worthwhile.

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Sometimes Nostalgia’s Not Enough For a Successful Game

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New piece up on Hardcore Games.

After the first dungeon, where my biggest challenge was finding my way, the second dungeon became almost impossibly difficult. (The party wipes were not helped by a small bug that caused the game to hang or lag on the Load Game screen, or by a larger one that crashed the game when I returned to town with one unconscious party member. Ugh.) Since E does an all-out attack, the only time I really messed around with the awkward combat menus was when I wanted one of my spellcasters to use a particular spell. Pretty soon, I felt like I was just armoring up, hitting E, and hoping for the best.

Overall, the creative monsters, dungeon crawl theme, and general art styles reminded me of a Dungeons and Dragons handbook, but as I played, it turned out to be one of the D&D editions that required pages of errata and half a dozen house rules to be any fun.

via Elminage Gothic Review on Hardcore Games

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Axonic Diodes, Revisited

Wait! Before he begins, this was a science fiction game set on a tropical island!

 –Me, attempting an explanatory preface before one of my coworkers performed a dramatic reading of one of my Next Island mission dialogues for the rest of our coworkers. When I wrote these missions, I was thinking about MMO players, and never imagined listening to an impromptu dramatic reading for the Products team at YD, but it was pretty good fun.

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Robots Need Love Too

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Robots Need Love Too is an iOs puzzle game about two lovestruck robots from Elephant Mouse.

In the beginning of Robots Need Love Too, you can choose names, gender, and preferred pronoun for your romantic robots. In addition to the obvious he and she choices, your robots could use the genderqueer pronouns they, zie, ey, or xie, and naturally any two robots can fall in love. Robot gender and pronouns are entirely cosmetic features for this puzzle game, but character customization is always about allowing players to recognize ourselves in the game and connect more with our protagonist. The ability to select preferred pronoun and the gender creates an inclusive space for all gamers and a refreshing spin on the ol’ rescue-the-princess narrative as well.

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It’s amazing how inclusive just a few text options can be. Oh, and the UI doesn’t start on any particular gender, either, which helps question heteronormative defaults.

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I chose Pyramus and Thisbe, because I’ve received a classical education. (And when connecting with characters, I like doomed relationships and literary references. What?)  I was not disappointed in any of the resulting text narrative.

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One every level, the lovestruck robots need to reach each other. Players arrange arrows to bring the ‘bots to their goal, collecting up to 3 hearts along the way.  As the game progresses, there are obstacles, gaping holes in the floor, immobile arrows, magnets to drag robots across the room, and other challenges to the robots’ union. The course of true love never did run smooth.

Robots can only go where they’re programmed, so I wondered if my robots would walk an endless loop or if they’d step off into a hole. They would! And my ridiculous experimentation was rewarded with achievements! It’s like the Elephant Mouse team was rewarding my bad choices!

Each puzzle level is made up of two parts, Pyramus’ path and Thisbe’s path, and sometimes one side was much more difficult than the other.  It also took me a couple levels to really figure out how to work the magnets. A couple rough patches didn’t turn me off the game, because the game is just so cute, and because each level had a sweet little flavortext about the robots’ relationship.

Elephant Mouse’s previous games include Star Trek: Rivals and Lil’ Birds (as Villain Games).  Also, I’ve socialized with more than one employee of Elephant Mouse, and I worked with some of the RNLT team on Star Trek: Rivals. None of them have offered me sexual favors, illicit drugs, piles of cash, or whatever massive bribes games bloggers are supposedly receiving, which I think was a gross oversight on their part, don’t you?

Robots Need Love Too is available free on the App Store.

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