Game of the Week: Warp

Well, it’s finally happened, after all of the browser/app based games I’ve been promoting on this blog I finally get around to promoting some console nuggets to share with the gaming universe and today I’m extremely excited to be bringing you:

Warp

Have you ever wondered what it might be like if the movie E.T.  if it was rated R instead of rated G? – Well, that’s kind of what you’re getting in Warp by Trapdoor  Inc. The synopsis is pretty much exactly the same, but with fun little gameplay quirks. You play as Zero – a cuddly little alien test subject that a group of scientists found in some random crater. They take you back to their labs and remove your power core – and thus, it’s a game of stealth, evasion, and puzzle-solving to escape the compound and remove all evidence of Zero’s existence from the poor scientists hard drives.

Zero. He's my hero - so adorable, and yet, so unassumingly vicious.

Sound fun yet? – oh, well what if I told you this game was rated M for Mature and that one of the core mechanics was that you use a “FRAG” warping ability to possess soldiers and scientists and EXPLODE THEM?! – Sound interested yet? Now, certainly, this game is not for everyone. There’s curse words a-flying and pretty comical blood splatter physics that occur after every possession, but the game is fun if you can take the funny and comical with the darker, more adult content.

Now let’s move on to the meat of most of my posts – the accessibility.

I have to admit when I first attempted to grab the controller and look at Warp. I was skeptical, because most [ if not all ] console games require two hands to play. This game was no different, but it did have a small amount of button inputs which makes for easier controlling. Most moments are spent navigating and teleporting through rooms and hallways, and evading guards, laser turrets, and scientists – but the story has some fantastic comedy and depth to the very simplistic story. The ‘warp‘ ability only requires the touch of the X button and most actions are prompted on the screen, so it makes the gameplay easier for you to recognize when to press which input.

Help! Help! - There's something cuddly trying to kill me!

A little yellow dot signifies the distance that Zero can ‘warp’ to from one sequence to the next, and it’s not a huge distance, so you’ll have to plan your move accordingly. There is a way to format the view of your screen to a specific tones – so that colors can be more vibrant, softer, etc. – so depending on your preference that will help visibility.

Unfortunately, I didn’t see any subtitle suggestions in the options menu [ but perhaps that’s because I played the demo ] but not having subtitles, or any sort of follow along text support really cuts down the playability for deaf gamers enjoyment. You can still enjoy the game certainly, but it makes the game more difficult if you can’t hear guards in hallways, hear laser paths, etc. So what next?

Pros:

  • Simple control scheme makes for easier play
  • Visual change options makes for easier vision for vision impaired
  • Deep and comical storyline makes for fun and exciting new game
  • Puzzles are complex and deep enough to keep simple mechanics challenging
  • Challenge maps to hone skills
  • Checkpoints are frequent and rewarding

Cons:

  • Zero subtitles or deaf impaired assistance 
  • Dual handed controls [ though one-handed may be attempted. ]
  • Precision required on some puzzles due to fast paced warping.
  • Small print via most on-screen text makes for difficult instruction reading.

The point is – Warp is a great game. It’s fun and comical, although morbidly toned. There’s something infectious about that little cute alien Zero that just makes you want to squeeze him. Though watching as he bursts all cuddly from some scientists chest prompted me to suddenly think about what Alien would have been like if it had been made as a Disney movie.

The puzzles are challenging, the challenge rooms are fun and there are leader boards that you can compete with others online with. There are upgrades available and collectables to discover – and it’s just a real bloody good time! I’m truly satisfied with this game, in fact, it’s one of the few games lately I feel EA has gotten spot on as far as entertainment lately. Zero disappointments from my new pal Zero! So, if you’re hankering for a good ol’ fashion puzzler that will keep you hooked by the seat of your warping little britches – I suggest you check out Warp.

You can pick up Warp for PSN, XBLA, or PC and it’s going for about $9.99 – so for 10 dollars you can tell your friends you just had the most violently fun E.T. experience that you could possibly have. It doesn’t have all the bells and whistles it needs to to be fully accessible, and it’s by no-means fully accessible on consoles, but the simplistic controls and engaging puzzles make for a wonderfully dark romp of fun!

Enjoy folks and as always – happy gaming for all!

Game of the Week: Bunni: How We First Met

Hey there folks, so I know I just posted a Game of the Week yesterday, and I realize that this game is late notice – but today is Easter, and what kind of gamer would I be if I didn’t celebrate the holiday in some kind of style by giving you fellow gamers a joyous, heartfelt experience of gaming to go along with this occasion. Today I’m bringing you a game some of you folks may have heard of, but never have taken the time to play. Trust me, I do it a lot. It’s normal. You hear about a game, and then you’re like:

“Oh, that game sounds amazing – too bad I can’t afford to play it.” 

– and so you wait, and then you’re like the last person to experience it – and rewarding feeling of discovery is gone for you. Oh – right – enough with my ramblings and carrying-on-abouts! Time for the gaming and the naming, shall we? So tonight I’m going to be talking about an adorable little indie gem of a game:

Bunni: How We First Met

I am King and you are my foxy minions!

Now this game does a lot of things right in terms of accessibility and this is why I think it should be well noted. Here’s how it works, essentially Bunni is a game that revolves around resource management and maintenance of an island [ that is presumably haunted by other wandering soul Bunni’s ] – in order to stay alive and appease the spirits of the island you have to build a bunny civilization and maintain the delicate balance between the needs of the spirit world and the needs of your own.

Did that synopsis suck you in yet? No. Drat. I need to work harder at this! Well how about if I mention that the art direction is adorable and simple and it’s user friendly with all of the colorations being bright and distinct enough that it won’t affect colorblind gamers play? – or how about the addition of full subtitled directions? Point and Click accessibility, etc., etc. This game has so many things going for it I suppose I’ll just have to list them all:

  • Full written and subtitled directions for deaf gamers
  • Color scheme is conducive to all players visual fields
  • Point and Click makes the game easier for mobility impaired gamers.
  • Icons for items that appear to point you in the right direction on the map
  • Tracing Resource Bar at the Top of Screen

Here’s a tutorial of how it plays out [ sorry, it’s the best quality I could find ]:
There are sound cues for when things drop, but it’s not really necessary to play the game. It may make it more difficult for deaf gamers, but the game is still fully playable and fun. The game draws you in by only giving you so many options at the beginning, but as you complete tasks and build new structures – new building opportunities arise. This is where the manic gamer in me comes out – if I’m given new options to explore with, or new places to venture to I want those experiences! This game will keep you on your toes with it’s random requests from your ghost relatives, fending off deer and monsters from your trees, etc. and that’s the joy of it really.

I am your adorable King. Cuddle me and bow before my snuggles!

I have to admit I’m not often a huge fan of resource management games, but there have been quite a few that have struck me lately and Bunni is no exception – so please, feel free to spend what ever you have left of this lovely Easter evening enjoying the cute, fluffy, cuddlesome joy and become a King of the Bunni in:

Bunni: How We First Met

You can play it for FREE on Kongregate, but be warned, unless you have a user account [ which is totally free by the way I suggest getting one ] it won’t save your game progress, otherwise, it’s totally a wonderful experience and definitely a game that I endorse during this holiday season. Thanks folks, and as always, happy gaming!

Game of the Week: Axon

Well hey there fellow gamers! Real quick blog today featuring a game that’s both educational and fun at the same time. I know – they’re rare, but they’re out there. Anywho today’s game comes to you from a company called Wellcome Collection. They are, apparently, an online museum relating to the human culture and inner workings – which is why their game Axon intrigued me enough to write about it.

The science of neurons has never looked so fun!

Axon is a very quick point and click action game where you try and connect as many synapses as you can to earn points. There are multiple colors that you can connect throughout that serve as power-ups, and the game – although simple, is surprisingly addictive fun. Here’s how the power ups work:

  • Purple: Range – This will increase the range of your click radius for a short time.
  • Green: Boost – This boosts your protein count by boosting you up the targets.
  • Blue: Freeze – Provides a 1-second delay of the click radius and anything around.
  • Yellow: Chain Force – The best power-up, but also the hardest, click all the yellow proteins in order and you get the largest boost of any upgrade available.

The game is exceptional, because it does allow for point and click accessibility, and it’s art style is conducive to just about anyone to play it. Another key element, that I found really sealed the gameplay for me, was the competitive nature of the game. The AI of the other red neurons as they tried to steal away your available proteins was a really nice touch that kept me engaged. The music is ambient and intriguing and the gameplay is fast paced enough that you don’t get bored of the concept easily. The only problems here is that it’s not exactly conducive gameplay for those with motor-skill impairments.

 

Precision timing is key here since the radius ring closes rather fast – so your clicking finger needs to be super quick as you increase up in length. Overall though the game is fantastic, and even though it’s simple, it kept me wanting to try and increase my score over and over. I kept wanting to see if I could create new neurons as I went on, because when you lose the game gives you a synopsis of what type of neuron you created. I thought it was fascinating and I hope you will too. I know today’s article is short and sweet, but truth be told, it’s all about the game – not about what I have to say about it.

Give it a go yourself if you’d like to test your speed skills: Axon

Hope you enjoy folks and as always here on Gastrogamer – Happy gaming to all!

Inspirational Gamer of The Week: Almost Human Games

Imagine if you will that you are a gamer and you love playing games, or you would love to play games, but the accessibility of the controls made it inaccessible or impossible to succeed at playing said games. This is a situation that occurs for thousands, if not millions of gamers world wide with disabilities. This week though we have a case of a gaming company hearing the voice of one individual and changing the course of their games accessibility just from the sound of one question posed to them.

In January 2012 a small indie company called Almost Human Games began promotion of a game called Legends of Grimrock. It was set to be an old-school dungeon crawler RPG. The dungeons have tile based movement and so most actions are rather simplistic in nature. The real story here comes from a gamer, HarpoonIPA, who contacted Almost Human about their accessibility and why the option of on-screen directional movement arrows was actually a necessity in his case.

This is amazing - so I had to share.

HarpoonIPA is a paraplegic gamer who is required to use a mouth stick for any of his typing and so when HarpoonIPA explained the reason why accessible onscreen button controls were a necessity for his enjoyment and gameplay. The developers were touched by his story and, thus, set about implementing the onscreen HUD to the game. Developer, Petri Hakkinen, stated in an interview with Kotaku that:

” It was no big deal to implement it. I mean even it were to affect only the life of one single person, it is still totally worth it.”

The game will be released on April 11th, 2012 on Windows, Mac, and iOS – but this event truly speaks to me. I mean, as a designer, I’m constantly searching for new ideas and new methods that people are working on and trying to see how to best implement aspects into my own projects. In this story I think it speaks in droves the kind of impact small gestures like this can have.

Why don’t we have more onscreen HUD controls?

Why don’t we see more main-stream developers taking the reigns and reformatting their works to be more accessible?

I have to ask, is it a finance thing?

Is it a lack of desire to change control schemes, or do developers feel locked to the plastic control schemes presented by mainstream consoles?

Is it because the needs of the many outweigh the needs of the few?

I applaud HarpoonIPA for speaking out and requesting his needs and desires to help the developers change their accessibility, and I applaud the developers for having the courage and wherewithal to follow through with it. Most gaming companies would have stopped this idea at the front door, because there’s so much consumerism and mass appeal that goes into production of most of these games. Indie games catch a break though, because they don’t often have to deal with all of the red-tape of a hierarchy system.

Badger Badger Badger Badger...MUSHROOM MONSTER!

My question that this poses is why? Why does it have to be indie houses that show the most attention to detail when it comes to creating accessibility? Why can’t the console market take steps to creating meaningful experiences like this? I’ve traveled many forums, talked to countless other gamers, and even having SOME options like this available to them would make their enjoyment of their gaming lives overall better. One thing I hate though above all are the folks out there who are able-bodied and who troll forums like Youtube and other major network sites and claim that the needs of disabled players shouldn’t be recognized because it will give them an ‘unfair advantage.’

Trust me I’ve seen hate bashing on some button remapping campaigns. Some able-bodied gamers believe that giving access to additions like button remapping or assistive controls will ultimately give disabled gamers an advantage in their gameplay. How much sense does this really make? None. I pose this argument to anyone who still thinks this is true: If you’re getting beat by a disabled gamer, and you’re able bodied, you seriously need to think about choosing a new game to play. They are playing at a disadvantage already, so how does giving them the ability to play on an equal playing field make it an unfair advantage for them?

Hmm - He's behind bars... now how to make a stew out of him?

Fellow gamers shouldn’t complain, instead, embrace and show love and support for your fellow gamers. Almost Human has and I’m so excited to see design studios doing this. I hope there’s more of it in the future. I believe a ton of MMO’s could benefit from onscreen HUD displays like this: The Old Republic, World of Warcraft, DC Universe Online – you name it, they could use it. I’ve also thought about the concept of voice recognition software too. I know that Bioware was working on voice software for the Kinect and Mass Effect 3, but I would love to see that same concept implemented into other games before I can truly say that it’s a step forward in gaming.

So here is to you Almost Human Games! You reached out to a gamer in need and changed your game for the benefit of, not only him, but countless new gamers who will play your title. You have not only my respect, but my admiration, and I wish you all the best of luck upon the games release April 11th, 2012! Time for me to go slay a dragon in some dungeon somewhere…

Why I Think There Should Be A New Live-Action Batman Series

Good morning fellow gamers, now today is Wednesday, which means that I pretty much, have no scheduled item to talk about. That being said, I’m more than eager to fill today’s slot with a thought that’s been mulling in my brain as of late. I’ve tried to hold it in, but the thought just keeps beating at me. Now I know in past weeks those of you who have followed me will recall that I have an overwhelming love and appreciation for Batman.

I’m practically enthralled with anything that has his logo plastered all over it, and I consider the Batman: Arkham series to be one of the best superhero games to ever be released. This got me wondering though about one very peculiar detail, which many may have overlooked:

Why hasn’t there been a live-action Batman TV Series since the 1960’s?

Is it because Batman’s too provocative of a comic book to be put on the small screen? Is it because Christopher Nolan’s had so much high quality success with his Batman universe that nobody else wants to dare to attempt take on The Dark Knight in a small screen adaptation? I want to know, because honestly I think that’s what television is missing lately. I remember when I was younger and watching every different form of Batman I could glue my eyeballs to:

  • Batman ( 1960’s – Adam West )
  • Batman: The Animated Series ( 1990’s – Kevin Conroy )
  • Batman Beyond ( 1999  – Will Freidel )

My point is – Batman’s been around, and for as many cartoon iterations that he’s had over the years I’ve always longed to have a live-action one back in my life. I’ve wanted a Batman show that I could look forward to as an adult now.  I remember watching the 1960’s version on AMC with my grandparents and remembering how campy and humorous it was – but it still made me retain a memory and that’s what counts.

Holy Batarangs Batman! He's right - so what do we do now?

So, where do we go from here? Batman: The Animated Series was probably one of the most well known Batman lore ever to be produced for the small screen, certainly we wouldn’t dream of tarnishing that – but I suggest we honor that tradition with a live-action version for today’s modern audience.

Many adults, like myself, were once comic-book reading nerds hunkered down in their rooms like it was a burrow at Bag’s End. Why should they have to be subjected to comic book ideologies designed for children? So that poses a brand new question:

If a Batman: Arkham series [or a live-action Batman of any kind] was made for television – what channel would broadcast it? – And who would fulfill the roles?

Well it’s worth noting that within the past couple of years we’ve seen a dramatic leap of some major movie faces taking roles upon the small screen – and I think it’s a joy to see that. You’ve got actors like:

  • Steve Buscemi [Boardwalk Empire]
  • Dustin Hoffman [Luck]
  • Anna Paquin [True Blood]
  • Keifer Sutherland [Touch]
  • Dominic Monaghan [Lost]
  • Olivia Wilde [House]
  • Jennifer Morrison [Once Upon A Time]

My point is that television audiences are now getting experiences that they never have, with actors that they’ve only thought were film based stars. They are branching from their traditional formats and coming to the small screen, which, provides a wonderful backdrop for a high-production live-action Batman to be able to successfully be done for this generation. The station it would go to would have to be one willing to take a risk.

Oh Cape - You tried to be a superhero the people needed, but hey, I watched.

There’s always this sort of risk/reward thing when trying to develop comic-book television shows. [ just look at the clearly under-watched and under-rated Cape from NBC ] The benefit for anyone who were to grab this franchise though, would be the popularity factor. Batman is an insanely popular pop-culture icon. If you slap a Bat-Signal on a television screen they will come [ if even for only a moment if it sucks. ] So, how do we begin, and who would play these roles? Well here goes:

I personally say that some of the higher end, more premium networks would have to take charge of this if it ever came to be. I’m not saying shows like Smallville, The Cape, and other comic/sci-fi genre shows aren’t good on networks, but there’s something that premium channels like HBO and Stars can provide franchises like Batman – freedom of expression. The comic book versions of Batman are surprisingly dark and often deal with lots of very intense violent situations that I don’t think could accurately be depicted via a network company judging on my past viewing experiences.

Is it possible that a network could pull Batman off?

Yeah, certainly, I’ve been thoroughly enjoying Fringe and Grimm and they’re much darker than past shows on their respective networks, but my point is, taking away that risk of restriction will help to tell a better-rounded story – so my vote goes to HBO, Showtime, or Stars.

Now on to, who would play these iconic roles?

This is a very difficult task and by no means am I an expert or am I a casting agent who knows what he’s talking about when it comes to placing people in roles. These are just a gamer’s musings on who he feels would fit and suit a live action television version of Batman: Arkham. Honestly, I’m hoping people will disagree with me and post their own opinions of cast members. The more odd and interesting the better, who knows if suggestions made here may actually become a reality some day?

Batman:

Now some folks may hurt me with this suggestion – because nobody will ever out-do Kevin Conroy for a Batman voice. Conroy has something special in his soul that allows him to be the quintessential Dark Knight – but I digress. I personally believe though that one man may be able to pull this off if given the chance. I’m a massive Mad Men fan and for some reason whenever I see John Hamm on the screen I instantly think of a certain superhero billionaire playboy – of course there is also Matt Bomer from White Collarto contend with. Either gentleman, I feel, has the charisma and swagger of Bruce Wayne, while still having enough intensity and muscle to put on the cowl for a television screen.

Oh, no sir, I don't think so - Batman Off!

I'm brooding, I'm cool, I -could- be Batman!

Harley Quinn:

Now Harley was probably one of my favorite Batman vixens when I was growing up. There was just something so charming about her flirtatious nature, her charisma, and her brute ruthlessness that was so deceptive to the common of Gotham. This is why, when I scavenged through the remains of Hollywood I was disappointed that I couldn’t put Brittney Murphy in this place [ RIP Brittney Murphy ] I always felt that Murphy would have made a wonderful Harley due to her humor, infectious personality, and take-charge female attitude. Alas, I had to look elsewhere and so my choice for Harley would have to be none other than Malin Akerman.

She’s already got enough geek-cred for being a vital part of the Watchmen series as Silk Spector. She’s got humor and wit and we’ve witnessed she’s definitely got some ass-kicking vixen in her. Definitely my one and only choice for Harley Quinn at the moment, but any other suggestions are extremely welcome.

Oh I think Joker wouldn't mind this woman being obsessive...

Joker:

 This one is extremely hard to deal with. I find Joker to be the one villain I can never place a face with. I was also one of those guys who, when posed the question as to whether Heath Ledger could pull of Joker, stated that I couldn’t picture him fulfilling that role. How stupid do I look now hmm? I was blown away by his performance, so to even attempt of fill someone in this spot is hard – extremely hard. I’m going to try to anyways though – so please outcry your distaste if you think my choice blows.

My choice for Joker comes off of two things:

Can the person play an evil villain convincingly? – and does the person have a wit to them when doing so?

I originally wanted to throw NPH’s name out there – because I felt he did a wonderful job as Dr. Horrible, but alas, Neil Patrick Harris is just not imposing or vicious enough for me to consider him a real threat in the Batman universe. I finally broke it down to two people I feel could fill that role: Steve Bucemi or Michael C. Hall.

This guy gives me the creeps without even trying...

If that doesn't scream psychotic Joker I don't know what would...

Steve may seem like an old choice, far too old to play a supposedly 30-something Joker, but Bucemi is a wicked, dark, brooding badass in Boardwalk Empire. He exudes this aura of fear in people even for his lanky stature and I think that’s something that Joker brings out in his character. Hall would be my second choice, because he’s younger and he’s got experience playing a serial killer on television’s Dexter. The man knows what playing a psychopathic individual is all about and he can do it with style. So either of these men I think would make fine additions to the Joker pool for a tv series.

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Gaming With A Cause: Catalysts for Change

Well folks, once again I find myself stumbling upon a game that can actually assist the lives of many. Now I know that I’ve discussed the idea that gaming can actually help form a better world, and you know my deep appreciation for folks like Jane McGonigal. Well, the Institute for the Future has done it again. Today April 3rd they launched a game campaign called:

Catalysts for Change: A Game To Discover Paths out of Poverty.

Now I have my mixed feelings about social interaction games where it becomes a series of blog posts and social interactions between people. The sociological and psychological aspects of this though are so engrossing to me that I had to take a look. Essentially what you do is register to play the game, and then you can start playing cards which are viewable here.

With so many people in poverty today - we should share our voices to solve it.

Here’s how it works:

You are given either Positive Imagination cards, or Critical Imagination cards. Positive cards describe positive ideas and paths out of poverty. Critical Imagination cards are cards that could lead to greater vulnerability. You can play as many or as few cards as you like but the point is to use these card points to begin engaging people. Once the ideas are spread perhaps they will want to join in on spreading similar ideas and thus the motion of the game progresses into this social brainstorming activity that will last for 48 hours.

Once you play a card there are other cards that others can play off of these idea cards. Momentum, Antagonism, Adaptation, and Investigation.

You earn points based on the amount of engagement you gain during discussions.

Momentum cards are whenever you pose a question that asks:

“How can we build off this idea? What would happen next?”

Antagonism cards are whenever you disagree with an idea and wish to address what’s wrong with it:

” This idea lacks… I think we should…”

Adaptation cards are when you agree with an idea, but choose to accommodate it to your particular region or grouping:

“I love your idea, but I feel that in my country we will probably have to…”

Investigation cards are any time you have questions about an idea and wish to find out more information to gain clarity towards the discussion.

“I appreciate your idea, but could you please explain…”

Now, what exactly are my feelings on all of this social gaming towards the benefit of solving poverty? I love the idea – because gaming is a social media aspect anyways. It promotes socialization and teamwork. We work better at problem solving when we’re grouped together, and honestly, solving poverty sounds like a better solution for our nation than solving a zombie horde in CoD: Black Ops.

My point is, that while I may not agree with the email/blog social interaction gameplay mechanic, I’m just not used to the mechanics of this type of game and I’m getting used to the concept. We need to find ways to allow people to make changes in this world, and not just in virtual ones. You know it astonishes me that people spend so much money on World of Warcraft gear [ REAL MONEY! Check Ebay! ] and yet we are dealing with a poverty-stricken world outside of the virtual one they inhabit.

Perhaps that’s why MMO’s were built? – to hide us away from the sad realization of our world existence. We want virtual worlds, where poverty isn’t even a word and where raiding for gold is as easy as a mouse click. Imagine though if we could devise a way to help poverty that was as easy as a mouse click? Would you join in on a game designed to aid poverty? World-wide poverty? If your ideas had the power to spread action into the lives of others would you do it? How? Would you build a game, or start a blog, or start a youth group of active innovators? The idea of Catalysts for Change is to get people playing a real-life MMO. No, not LARPing, but real people interacting with real people.

Games, if posed in this manner, can change the world. We can make a difference if we expose ideas and generate content that can benefit the world around us. You can check out and join the Catalysts for Change game and it starts as 4 pm GMT time and will run until 4 pm GMT on April 5th. Join the change and let’s see if we can’t make a difference for a better tomorrow!

Development: MolyJam 2012 Wrap Up

Well folks, the wonderful MolyJam 2012 has come and gone, and now only the games remain. This quirky, out-of-the-box, off-the-wall range of ideas from the odd mind of a green pixel named Peter Molydeux, has brought some amazing concepts and, shall we say, very unique array of indie games from all over the world. There are so many that it certainly hard to cover ALL of them in detail within this one post, but I’m going to try and cover some of my favorites throughout this post. I hope you enjoy these odd titles as much as I did.

I haven’t had a chance to play all of these an most of these are Windows run games [ I learned from experience folks ] but if you’ve got the time and energy to take a look at some of these indie gems I totally suggest it. I’m only going to present a few of them, primarily ones that have content you can view here, but there’s so many that honestly you’re just going to have to gauge for yourself. Here goes, welcome to the world of Peter Molydeux and what his oddities have created.

MolyJam Seattle:

Unbearable 

Molydeux Tweet: “You are a bear but for some reason your oxygen comes from hugging people. Problem is that hugging people breaks their bones.”

 

MolyJam Australia:

The Spandex Parable

Molydeux Tweet: “You know, what if the aim of the game was to resist actually completing it? That kept me up all night yesterday.”

 

The Miner

Molydeux Tweet: “Imagine a world where people don’t talk, physical words are hidden underground. You must travel the world hunting ‘I’, ‘love’ and ‘you’.”

 

MolyJam Netherlands:

My Last Friend

Molydeux Tweet: “You’re a scarecrow in a world with just 1 bird”

 

MolyJam Montreal:

Friends ‘Til The End

Molydeux Tweet: “You play as a small boy with a remote control helicoptor that is alive and your friend, then you discover a nuclear missle inside it”

 

MolyJam Monterrey 

Plug and Slay

Molydeux Tweet: “What if you lived in a world where all guns are required to be plugged into wall sockets? Now THAT would be a tactical shooter wouldn’t it?”

 

All of these games are very simple, and most have surprisingly accessible mechanics involved. The most interesting aspect that I find comes from game jams like this, and why I feel we need to do this more often, is because it breaks us from the mundane. It tears us away from our FPS universe of game design which we, unfortunately, live in today. The games that I’ve posed here [ and the hundreds that were submitted worldwide ] are games that evoke something in us. An emotion comes over us and we’re invested in the game. Watch. You’ll see.

You may think that playing a game with a bear who needs constant affection, or playing a scarecrow who can’t move but desires love from another living creature is a boring concept for a game. Everyone has rights to their own opinions, but what intrigues me about these games [ all of the ones submitted to MolyJam ] is that they took simple concepts and made them into meaningful and intriguing games. So, whether you’re a ‘hardcore’ gamer and wouldn’t dream of touching an indie nugget for the life of you – or you’re a light-hearted video game savant who loves games for the art of it all – I severely suggest checking out the entire listing of MolyJam games.

Many of these games can be played from your computer, but some have added accessibility by allowing for use of a controller of your choice [ PS3, XBox – anything with a USB cord ] Now these are just a small sampling of the games that were submitted over the 48 hour period of MolyJam and so if you’re curious you can go and check out ALL of the submissions and download the games for FREE here:

MolyJam Game Archive

Note: Now folks, let us remember, these games were made in 48 hours. If you’re expecting high-end quality production value I’d try and lower your expectations. Some of the games are incomplete, lack certain physics standards, etc. Don’t let that take away from the enjoyment or the experience. These games are more about the fun and the emotion they evoke than anything else.

In closing folks, this past few days of playing these 48 hour nuggets of awesome has inspired me to truly start working on my own concepts as well and taking them from paper to actual production level. I’ll be using GameSalad, and or GameMaker, and so I’ll keep you folks posted as to when I begin that lush journey into the sea of indie building. I hope you all enjoy these games and get something out of their messages:

Games can be simple, evoke emotion, and have more meaning to a player than mere achievements and trophies. The days of old are gone. It’s time to open up a new slate and share ideas, meaningful ones, with the world.

 

Game of the Week: Super Smash Land!

Hello there folks! Now are you among the vast many people in this world, like myself, who hunger for another Super Smash Bros. game? The type of people who would have ridden their N64’s to the last pixel just to smash a Falcon Punch into Kirby’s face one last time? – Well, then you’re in luck! Today I’ve found a game that provides the love of Super Smash Bros. – with the glory that is Game Boy. Yep. That’s right – Super Smash Land!

Super Smash Land is a wonderful little indie ‘de-make’ of the classic Super Smash Bros. franchise. Now, I’m just going to give you my brief first impressions here, because Super Smash Land is really in almost a beta form at the moment, and it’s available for download via PC only [ Sorry Mac fans – but here’s hoping he’ll make a version for Mac soon! ] The creator, Dan Fornace, really put a ton of love into this title and it’s evident in the design.

8-Bit Super Smash Bros? PINCH ME I'M DREAMING!

The controls are simple [ Arrow Keys for movement, and Z and X are your A and B buttons respectively – while Enter serves as your Start button. ] but I will be the first to say that this control scheme is counter productive for mobility challenged gamers or one handed gamers. You have to be able to move with the arrow keys and hit the attack buttons if you want the same seamless experience like the N64 gave you. I also, unfortunately, found out that some of the signature moves you’re accustomed to don’t work due to design constraints.

Update: I just went to Dan’s forums, and it states that in the file download there’s a Joy2Key in the zip file. This file allows you to use any USB plug controller that you’d like – so I suppose that jumps the accessibility up just slightly. You’re still dealing with complex move sets in a fighting game though and it would still require two hands to play.

So folks who were hoping that Kirby would be able to own everyone by swallowing their powers? Unfortunately it’s not to be – the function only causes Kirby to spit throw you, which isn’t a bad thing at all, just saying if you’re a purist you might be saddened by that fact. I’m sure there are other missing character moves, but come on, the man built this homage to one of the greatest fighting games ever invented. I think we can cut him some slack don’t you?

Let the Battle COMMENCE!

The graphics are ALL 8-bit, and while I love the nostalgia of seeing Super Smash in Gameboy fashion, I’m sure that my colorblind gamers will probably be roaring in agony. The game is the soft green pixelated coloration of a Gameboy and without different color schemes to diversify the tones it can cause problems for colorblind gamers. The music is a joy, and you can even download the full soundtrack if you want to separately from the game download. Sound isn’t really a factor to the accessibility of the game, but it does add to the enjoyment factor – so deaf gamers may be slightly disappointed by the game without sound to accompany the lush retro graphics.

The game includes four playable characters at the start: Mario, Kirby, Link and Pikachu. Now while I have to admit the controls are kind of clunky, and I would love to see a revised version some day, the joy that I get from the fact that there’s an 8-Bit Smash Bros. emulator out there in this world makes me weak in the knees with joy. So – how can you get this game? Well, you can go to:

Super Smash Land!

Here you can download the Windows 1.1 Version. Fornace has talked about making a Mac version though as he continues to develop updates for the game. One vital note here is that it is a ZIP file, so you’ll need to make sure to UNZIP the file in order to access the game properly. If you don’t you’ll end up getting an error message after the Game Boy emulator screen shows up. Other than that the game includes a LOT for a free to play version of a classic game made even more classic:

  • Arcade Mode
  • Versus Mode
  • Team Battles
  • Endless Mode
  • Online High Scores
  • Tower of Heaven

The game looks awesome and feels nostalgic, and while I would definitely like better controls and perhaps a color version to break up the green blob of pixelated goodness, it’s definitely one of those games you have to try at least once. If you have any trouble with the download, let me know and I’ll try and figure out why it’s going wonky. I know I personally got the Error messages the first time, until I checked Fornace’s forums for advice. So – NO this is not an April Fool’s joke. This game is real. Please go check it out, because it’s something that I would love to see promoted to a mass stage.

Who knows? Perhaps he’ll make a mobile Android and iOS version and then we’ll be able to play it from our phones and tablets. Here’s looking at you Dan Fornace! I wish you the best of luck and success in future gaming endeavors and I look forward to seeing what you have to offer in future installments of Super Smash Land! I also want to give a shout to fellow game bloggers over at Power Cords for introducing the game to me. You guys are awesome. Thank you for keeping me in the loop on a really cool indie discovery.

Oh and one more thing: If you’re still in the mood for Smash Bros. nostalgia when you leave here I suggest taking a look over at my fellow blogger Sam Whelan’s blog. He’s got a really cool segment called Timelapse Tuesday over there and currently he’s been running a poll for which Super Smash Bros. character he should draw. Check out his version of Pikachu!

So, yes, go forth my minions! Play as you will! The Smash is calling you!

Development: What Would Molydeux?: Game Jam Tomorrow

Hey there folks! So today – to build off of my Tech Talk argument of yesterday, I figured I would give my developer folks a heads up [ because unfortunately I can’t attend – but you might! ] So, if you haven’t heard yet, there’s a funny little faux Peter Molyneux Twitter account out there and it’s posted up some really odd and intriguing game concepts under the tag Peter Molydeux. I figured this was a wonderful idea and so I wanted to share it with fans. Essentially here’s the deal:

People all over are going to be running a 48 hour gaming jam to come up with ideas based on these game concepts that greenpixeldeux has come up with. Thanks though, goes to Anna Kipnis of Double Fine Productions suggesting the game jam.

Reading his Twitter feed, some of the concepts are incredible and I would love to see the outcome of the games! I mean, they are off the wall and cooky. Some are so off the beaten path that I shudder to think how someone would make a game out of something that odd. Here are just a few to get you understanding the insanity and fun of this event at hand:

“Imagine, you play a baby in a pram and can only see your parent’s faces. Studying those faces deeply is the key to true progress”

“Game in which you can only progress during one minute silences. You need to find creative ways to keep the nation having 1 minute silences.”

“Imagine carrying a radioactive baby in a pitch black environment, your baby would act as a torch. Rocking the baby intensifies the glow etc”

“Game in which you must comfort children on a plane who are afraid of flying, game mechanic is similar to spinning plates.”

“What if your tummy rumbling created earthquakes? In a world where food is rare.”

If you are interested in joining the efforts of this wonderful game opportunity then here’s what you need to know:

Cities that will be hosting MolyJam:

What Would Molydeux? Jam Sessions

You can just click your city of preference and go directly to their Facebook sign up sheet. I’ll be following up with this as it goes along and I can’t wait to see what kind of games come out of this wonderful idea! I’ve heard of game jams before, so they’re not uncommon, but this is the first time I’ve ever seen a Twitter account used in this way to promote the operation of game design. It’s a neat feeling knowing that there will be possibly thousands of designers attending and huddling in different cities all over the world and using these small suggestions via a faux Twitter account to make interesting, innovative and brilliant new IP’s. I can’t wait to see the end result – but what’s the best part you ask?!

Peter Molyneux will be ATTENDING the LONDON MolyJam!

The whole thing is apparently going to be live streamed from the MolyJam website so I’ll keep people posted about that. I am so stoked for this, and it’s a shame I can’t attend, but I never hesitate to be excited for my fellow gamers.

I say happy programming and designing to all of you who manage to attend this awesome experience! I, for one, am not going to let the lack of my jam session access deter me though. I am definitely going to be using inspiration from some of these tweets for future reference and perhaps future game concepts. Thanks Peter Molydeux – your epic oddities and whimsies about what gamers deserve – are awesome.

Much more follow up on this in the days to come!

UPDATE: This was a promotional video for the Game Jam release via the Twitter last night:

Join up folks developer powers unite!

Tech Talk: Molyneux on Motion = Controller Chaos

Usually, I would wait till Thursday to post a Tech Talk discussion, but since this is pertinent information and a recent development, I figured that before it gets swept under the rug by other media updates. Here’s the issue at hand: controller chaos.

What do I mean by controller chaos?

Well, recently, Mr. Peter Molyneux had some choice words to say about today’s industry and current market controllers in his interview with an online game publication Beefjack. His statement was as follows, and thus where my frustrations begin:

“I am just sick to death of having my hand clamped to this controller – of having to be forced to use my thumb in a certain way, and having my other hand clamped to the other side of the controller, and having games say ‘No, you will do it this way, and if you don’t do it this way then we will punish you’.”

Now while I don’t necessarily agree with him, I don’t want to be reduced to using motion control in any way either. Mr. Molyneux there was a time in my gaming life when I used to look up to you as a designer. I loved [ and still love ] the original Fable, but quite honestly there comes a point in time when I just have to ask:

Why would you want to alienate your consumers by telling them that Kinect is the way to go? You are only doing yourself a disservice by expressing that you hate having games tell you how to play them right? Well then why would you express your verbose opinions of Kinect and next-gen gaming on us as if your opinion is the wave of the future? I’m not try to rant, because I truly look up to you as a designer – but come on man – doesn’t that sound a little bit hypocritical?

If you came out and said something like – I don’t know – this:

” I feel like the current game trend and controllers that are sweeping the market don’t provide nearly the amount of accessibility that we could achieve with games today. That’s why I’m so adamant about making sure the game controller trend changes.”

I would have totally backed that! – but instead you stuck your foot in your mouth and stated an opinion that most core gamers are going to be exceptionally disappointed with. Here’s my whole take on controllers, just so everyone is aware – because I think I’ve talked about this before on my blog already. We’ve discussed the possibility of button remapping, but motion control is a different animal. Motion control is different, because it was originally designed for the casual gaming industry. Nintendo came out with the Nintendo Wii to allow for families to get involved with gaming together instead of separately with visceral experiences.

Here’s the problem: Everyone saw the idea and ran with it. Now there’s too much.

Look I’m an advocate for the controller, but I’m also an advocate for accessibility. This industry is filled with pressure to conform to motion control and controllers that require us to use both hands in order for them to function properly, but what if we can’t move much? – it makes motion control absolutely pointless. Kinect is meant for people to get up and get moving, and sure, I’ve seen videos of players in wheelchairs trying to use Kinect, but that’s not what gamers want either. We want accessibility not conformity.

The controller, in and of itself, hasn’t changed very much. Why break what formula seems to have worked for years right? Well, here’s a video I’d like to share with you from the AbleGamer’s Foundation. Mark Barlet and Steve Spohn have made some amazing strides in getting the word of accessibility in games out there.They express why game accessibility is so important, and they show off a wonderful prototype piece of equipment I talked about in an earlier post, the Arodite Switchblade controller. The controller allows for disabled individuals to remap their button schemes accordingly throughout a game to provide an easier and more accessible play experience.

Instead of focusing on how can we get players more active in games, we should start focusing on how we can get more players to experience our games in the first place. You know what I’m sick to death of folks? – companies cramming this ‘new age’ of gaming down my throat and claiming that ‘motion control‘ is the way to go. It’s not from my perspective [ and many others ] we want great games – not great tech. The tech we have works, we just have to utilize it properly to make games more accessible. Now, hold on, there may be a shining light at the end of the tunnel in this rant and that’s with Nintendo.

Nintendo has been promoting their new Wii U system pretty well at conventions, and I have to say I’m excited to see what this thing can do. If it does what I think it can, it may very well provide a brand new form of gameplay and accessibility to gamers who couldn’t play with traditional control schemes in the past.

Does that mean that I think disabled gamers should be reduced to touch screen gaming?

No. Absolutely not.

There’s something meaningful about button inputs and having the feeling of full control in the palm of your hands, but some folks don’t have the luxury to experience that sensation. This is why I think providing cutting edge technology like the Wii U touchscreen, the voice activation in Kinect, and the Arodite Switchblade are great signs for the gaming industry. We’re learning methods of game design that promote accessibility. The controllers are alright as they are for most gamers. We don’t want to ruffle the feathers of a mass fan-base by any means. I mean look at Sony – their control scheme hasn’t changed in years and they still make bank off sales.

This is point proven in a rant by IGN’s Luke Riley who shared his thoughts on the whole Molyneux/Kinect bit:

My point here is that Molyneux, you may be a ranting gentleman, but some of your points stand. The gaming industry does need to look at how games are played. We need to be more cognizant of the audiences we provide for, but at the same time we should open up venues for the most accessibility possible. If that means new controllers, if that means changes in gameplay, etc. I’m excited for either, but I will say that I want to see a change. There needs to be one, and it’s either going to come in the form of hardware or software. I’d prefer the software first, but that’s just me.