Sunday, June 19, 2011

Authority figures in cactus games

I originally wrote this in October of last year, which is why it says "cactus released Dear Agent the other day." Also, the term "player" is used also to refer to the player-character of their respective games, as most of them have no names.

cactus released a new game, Dear Agent, the other day. It's a sidescrolling platformer, super low-res (which makes it a little hard to play/read, but I think it works), with destructible environments and a focus on conserving ammo and manipulating lava flows. It reminds me a little of his earlier game Krebswelte, although one thing it has that Krebswelte doesn't, and many other cactus games do, is an authority figure giving you orders. In this case it's the agent's father and superior, a man in a leather gimp mask who gives the agent orders, urges them to "remember your duties!", and signs off with an eerily intimate "hugs and kisses..."

It's an interesting spin on the idea of the unseen boss giving you orders by phone, especially when you consider the other authority figures in cactus games--many of which communicate to the player in a similar fashion, and almost all of which have nothing but disdain for the player themselves.

Monday, June 13, 2011

The Best of Formspring

I originally posted this as part of a Best of Formspring collection on Livejournal. I've transplanted most of the relevant games-discussion ones here. 

Featuring: thoughts on background art in 2D games, Sonic Fan Remix and the "redesign trap," programming for beginners, mechanics vs. narrative, and (my personal favorite), thoughts on good "random" humor in games.


Monday, May 9, 2011

Design & Color: Sonic the Hedgehog (Part 1 of 3 & Knuckles)

Design & Color, this time about the Sonic series! Part 1 of 3 (& Knuckles), unless we decide to go further and do CD or something, but I never did play that very much. Brought to you by myself and the ever-wonderful gsilverfish, and aided by The Sonic Scene's amazing screenshots section.





Design & Color: Deadly Towers

(Originally posted on February 28, 2011 at my personal blog.)
 
[Note: about half of these screenshots are taken from Youtube, with others taken from StrategyWiki and the game itself. If you have higher quality screenshots of those, I'd really love it if you could throw them my way!]

As a followup to my last Design & Color post about Kirby's Adventure, I'd like to examine a game which is just about the polar opposite of it. Kirby's Adventure was almost universally beloved and propelled a still-running, successful franchise; Deadly Towers is almost unanimously reviled, with many people first learning of it as Seanbaby's Worst Nintendo Game of All Time. There are a lot of reasons for this, but they aren't important: I come here not to bury Deadly Towers, but to praise it.


Final Fantasy VI: Characters and Story

(The images in this post, while totally irrelevant to the rest of the text, are from the incredible romhack Awful Fantasy. Originally posted on December 13, 2010 at my personal blog.)

The day we had that killer7 conversation we also had a REALLY LONG conversation about FF6, how it works and how it doesn't, and why we love it despite its problems. We approached that game from a lot of angles and talked about it for a really long time, so this will probably be equally as long and rambling.

Disclaimer: I haven't played FF6 in a long time. I've been playing through the Awful Fantasy romhack of it recently, but yeah I should probably go back and replay the original sometime soon if I'm going to talk about it like this.



killer7: Linear Movement, and Why it Works

(Originally posted on December 12th, 2010 at my personal blog.)
 
I was talking with enigmaopoeia yesterday or the day before. I was going off of this formspring question I answered recently, about the divide between mechanics and narrative in games. I mentioned Suda51 in there, and I started thinking and talking with her about whether or not killer7's mechanics--things like "hold X to move forward in a predetermined path, hit Triangle to turn around"--serve its story well. killer7 is a great game, but a lot of people who played it seemed to struggle with it adopting such unconventional movement method for a reason that wasn't immediately discernible. Couldn't you just make it a free-roaming control scheme, maybe with a fixed camera, like Resident Evil?


Kirby's Adventure: Design and Color

(Originally posted on November 2nd, 2010, at my personal blog.)

[FYI, this article was written before Kirby's Epic Yarn was released. Also, big thanks to Kirby's Rainbow Resort for having such an amazing selection of Kirby's Adventure screenshots, and to Mobygames for a couple others.]


I spent an evening playing Kirby's Adventure on Virtual Console recently. I grew up with the game on an NES cartridge; I'd played Kirby's Dream Land first and wasn't too enthralled, but Kirby's Adventure was one of the games that dominated my childhood. I didn't realize it at the time, but this game's design sticks out like a black sheep from the rest of the series: not only does it have a sophisticated and evocative color palette different from anything else on the NES, but many of the level motifs (such as the many buildings and castles) are surprisingly detailed and concrete--not exactly what you expect from a series that is now defined by marshmallowy, candy-colored vistas.