Friday, February 25, 2011

Review: BIT.TRIP VOID and RUNNER

You.
Your goal.
Nothing can stop you.
Believe in yourself
and you can do anything.
Take up the challenge
and continue your BIT.TRIP.


It's time for more BIT.TRIP madness! As a part of our review series, this time we will play BIT.TRIP VOID and BIT.TRIP RUNNER. You can grab both on the Wii Shop Channel for 600/800 Wii Points. And it seems RUNNER for your computer at home is not far away.

Hey guys. What's up.
So, we've been following CommanderVideo for quite some time now, and now it's about time he gets social. Meeting others, finding friends, etc. Sadly, the Commander is doing it completely wrong at first.
The story is being told mainly in the cutscenes this time, and the occassional text appearing shortly in a stage. The background doesn't become less awesome, though.



Popping the void is a good idea
in this situation.
VOID doesn't limit you to the Wiimote this time. You can choose beetween using your Nunchuck or a Classic Controller, both of which work equally well. You can move your void around using the stick, and pop your void using a button.
The game goes after the classic R/R system. In case you are not familar with this, here's a quick explantation. R/R means risk/reward - there is a special goal you can only reach by taking a risk. Let's take Super Mario as example. There's a 1UP hanging right above a pit. The risk is losing your life, the reward getting a life.
The blog of Super Meat Boy has a quite nice analysis, go check it out.

How much will you risk to get
a good score here?
Now how is R/R implemented in BIT.TRIP VOID? Easy - you move around with your void, collecting black beats. For chaining black beats the value for each best increases, the multiplier grows and you get more points stored in your void. The catch is: with every beat your void grows, which makes it slower and thus it's harder to avoid white beats, which reset the beat value. Thus you have to pop your void after some time, and that's when the points in your void are added to your real score.


The R/R system brings a whole new dimension to the game, as you now can't get a highest possible score anymore. That keeps the competition up - sadly, due to the lack of online leaderboards it's hard to compare all scores.
note to myself: make an online portal to post your scores to. Would be awesome, I guess
The new checkpoints sure make the game easier than BEAT and CORE (that may be a good or bad point depending on your skill). The soundtrack is one of the best in the series, and the new backgrounds are awesome. While not being the best game, it comes pretty damn close to it. A great start for new BIT.TRIPpers who are not too sure if they have enough skills.
4.8/5

Now that the Commander has gotten some social skills and new-found friends, it's time to go on. He is living life to it's fullest. Nothing can stop him now. It's time for the TRIP in BIT.TRIP. It's time for BIT.TRIP RUNNER.

RUNNER features 3 zones with 11 levels,
11 retro challenges and a boss.
First thing you notice, the game title has 6 letters as opposed to the 4 letters of any other game. Why? I don't know, but it's worth noting.
Second thing you notice, the gameplay can be compared to the free flash game Canabalt. Holding the Wiimore horizontally, press 2 to jump over pits, rocks and other stuff. But as opposed to the flash game, you can do various other moves you learn while running through the 3 zones, which include sliding, using springs, kicking and getting your paddle from BIT.TRIP BEAT to block beats aiming for your head.

If you reach the highest mode, you
leave a rainbow trail. Double
Rainbow all the way!
As you jump, slide and kick your way through 69 (!) 2-minute-long levels, you must not fail. The NETHER meter from the older games is absent. One hit, and you're out. Back to the start, score set to 0 and mode reset to HYPER. RUNNER takes an idea from Super Meat Boy here - CommanderVideo will start running again just 3 seconds after your death.
But even though you just take one hit, RUNNER is by far the easiest of the pack right now.

And this is just the first part
of the level.


Why, you ask? Well, let's take a look at BEAT and CORE, where a death in one of the three levels would result in a restart of the entire level. In VOID there were 3 checkpoints per level, but you had to have a credit left, thus keeping the difficulty up.
Now let's imagine RUNNER's three zones were levels. You would have 11 checkpoints per level, free to use, and 11 challenges in front of each checkpoint as the only thing you can truly fail at. Also the bit-sized levels make it way easier to get a PERFECT.

That doesn't mean it's bad, though. In fact, this is - right now - the best BIT.TRIP game. Due to the short levels you can play this game for a short time while you wait for another game to finish loading, and it feels way more likely to get a perfect score, thus motivatnig many players to try what they haven't in the other BIT.TRIP games. And since it's the easiest game right now, other players with less skill can also quickly success. This is a must-buy, if you have a Wii.

4.9/5

You may ask why I didn't give a full 5 of 5. Well, it's because there's still room for improvement, since the final game is coming tomorrow. BIT.TRIP FLUX, the 6th part, will was released in Europe today and the USA get it on Monday! Get your Wii Points ready to complete the final chapter of your BIT.TRIP.
But before we review the final duo BIT.TRIP FATE and FLUX, we will take a look at what is most likely one of the most successful indie games of all time, being still in beta and has sold one million copies, though. If you still don't know what we're talking about, here's a final hint:
It's about working in mines and crafting.

Monday, February 21, 2011

Interview: John Sandoval

If you aren't already familiar with the name "John Sandoval," you damn well should be.  John is an independent developer who, while having yet to release any of his big projects, shows an immense amount of promise and dedication to his work.  If you haven't heard of this guy or any of his current stuff, you've come to right place.

When did you first become interested in making games?
JOHN: When did I first become interested in game development? Well, since the moment I picked up a controller, really.

What was your first programming language?
JOHN: Well, I started learning how to program about two to three years ago, when I was 15. Up to that point, I'd been spending a lot of time coming up with ideas and design documents, in the margins of homework and notes and whatever little scraps of paper were lying about, but nothing substantial had ever really come of it. With the intent to change that, I started off learning C++. It was tricky, but immensely satisfying.

Are you still continuing to learn more C++, or have you stopped learning for now?
JOHN: On occasion, I'll still fire up DevC++ and just muck around in it a bit, but for now, I don't actually use C++ to program games. Instead, I use GM8 (Game Maker 8). It's just a lot easier to get a prototype up and running. In the future, I'd like to see if I can build something from the ground up, but for now, it's GM.

Has your prior experience in other programming languages made GML (Game Maker Language) easier to get into?
JOHN: Well, the syntax of GML's not exactly a tough nut to crack, but the general thinking process behind it, the identification of a problem and the discerning of solutions, that's something that's been pretty helpful. I don't know if I picked it up while learning more 'difficult' languages, but it's definitely been my most useful tool.

Biochrome; Sandoval's first game.
You definitely show a liking for Game Maker, as Erhardt and Vergessen, your two current projects, are being actively developed with it.  What made Game Maker the program of choice for development?
JOHN: It's cheap. It's easy. And there's a lot of tutorials for it on TIGSource (The Independent Gaming Source).

Speaking of TIGSource, that's probably the one community you're most active in.  What drew you to TIGS - and the independent gaming scene moreover - in the first place?
JOHN: Well, I can track my very first encounter with indie games back to the Freeloader blog, which was written by Scott Sharkey of 1UP. Anyway, he did a little video podcast on independent gaming, covering stuff like Crayon Physics and Darwinia, and a few of Cactus' games. And as for TIGSource, I got involved with the Indie Brawl Community project (it's been going on for a while now) as a spriter. I liked the people there, so I've stuck with it ever since.

And you've started up a few projects of your own, too!  I'm already familiar with Erhardt and Vergessen, the two you're working on now, but I don't believe I've heard anything about Biochrome, your mysterious other project.  For those who don't know about any of these games, would you mind giving a brief summary of each?
JOHN: Right. Well, Biochrome was the first real project I made (using GM). It started off as a school project for Biology class. The idea was that you were a virus, and you had to infect as many cells as possible. Avoid T-Cells, multiply, evolve, repeat. Aesthetically speaking, the game looked like a microscope slide. Gameplay was a bit derivative, but hey. You've gotta start somewhere.

Erhardt, a "little puzzle platformer" about a girl with mind powers
As for Erhardt, it's a little puzzle platformer I started in the summer of 2010  where you control a young woman with the ability to move objects with her mind. She's trapped in this sort of hellish dimension, and the objective of the game is simply to utilize your abilities to get to the exit. Hopefully that'll be finished before summer of this year, but for now, it's been put on the backburner while I work on my latest project, Vergessen.

Vergessen's currently entered in the TIGSource Versus Competition, and it's a 2 player game built around the theme of "survival of the fittest". In the game, you must work with your partner in order to survive this frozen wasteland, but it becomes clear that the two of you are in direct competition for food and water. So the whole game is sort of this passive aggressive mind game that ultimately results in murder and/or cannibalism.

Judging from what you've released about it so far, Vergessen is probably the most intriguing Versus entry I have yet to see.  Another game that I was reminded of when I saw your thread was Under the Garden, which was submitted last year for the "Game By Its Cover" competition.  While you might not have drawn inspiration from that one specifically, where did you get the idea for that "survival of the fittest" type game?
JOHN: Econ 201. There was a lecture on economic scarcity, and I sort of took that information and tried to bring it to life as a game. We'll see how successful my attempt is in a few days.....

It's a dog eat dog world out there, or man eat man, in this case.
Even from the current screenshots, there's already a sort of bitterness and isolation present.  The idea of cooperating with your partner to survive at the beginning, only to have to stab him in the back later on for your own well being is a pretty brilliant one.  Were you planning to give the player some sort of emotional attatchment to his/her partner to make the act of killing them at the end a morally challenging one?
JOHN: Well, yes. Through the course of the game, there are quite a few instances where players will have to save each others' asses, and inevitably they'll build up some sort of comradeship. However, as to whether or not it'll factor into making them question the act of killing one another, I'm a bit of a skeptic. Murder is just much too fun.  In games, at least.

Since you are making this for the "Versus" competition, you have to finish the game by a set deadline.  Have there been many difficulties in trying to conform to that deadline?
JOHN: I've been managing to keep up fairly well, but a lot of things have had to be cut. Online play was pretty much ruled out in the first week. But some of the cuts have been for the best. Originally, the game focused on exploration, with new areas being unlocked as players delved beneath the surface. Naturally, time constraints have forced me to cut that down quite a bit, reshaping the game's focus into holing down in one area and building up a sort of a base, though exploration still plays a decent part. Still, I feel it provides for a much tighter gameplay experience. An added plus is that I don't have to make nearly as many art assets as I did before.

Vergessen: a game about dots and larger dots.
What has been the most challenging part of development so far?
JOHN: Am I allowed to swear?

Sure, I don't see why not.
JOHN: Right, well then, all I can say is: fuck inventory systems, fuck data structures, and most of all, a very special 'fuck you' to user interfaces. Getting these little bastards up and running has been a long arduous process that's still not 100% complete. In comparison, terrain generation/destruction took me two days, and the damage/death system only took me a few hours.  Yeah, my first version of the inventory system was done with a huge set of variables that was completely hack-ish and ass backwards. It took me a week before I realized I had to redo it.

Is there any confirmed date for release, or is this going to be a "barely make the deadline" ordeal?
JOHN: One way or another, the game will end up being released on the 27th of February. Percentage wise, right now I'd say I'm currently 85% complete, so I feel I've got a pretty solid chance of finishing it to my satisfaction.

Silly questions
"While you were busy fucking off on TIGSource, this guy built 7 games"
Nuclear Holocaust imminent.  You're only allowed to take 3 games into the shelter.  Which three do you choose?
JOHN: Minecraft, Minecraft, and a pack of cards for when the power inevitably dies out.

Inspirational figures?
JOHN: Petri Purho and Jonatan Soderstrom, also known as Cactus. Both are indie developers, and both are known for their ridiculously high output of interesting games. I've actually got each of their faces posted up on my corkboard as sort of motivational posters...  (one of the posters says "WWPD: What Would Petri Do?" and the other says "While you were busy fucking off on TIGSource, this guy [Soderstrom] built 7 games")

You can find out more about John's projects on their respective threads on TIGSource: Vergessen, Erhardt

You should also check out the works of Artem Bank, the man responsible for Vergessen's incredible soundtrack.

Sunday, February 20, 2011

A humble goodbye: Babbity


Well, all good things must come to an end at some point.  As of this morning, Babbity, the artist for Monday's reviews, has left the team.  Until I can get a new illustrator, the only posts with illustrations will be those by Mabelma and Suyo on Thursdays.  The resignation message came to me unexpectedly this morning.  While I'm a bit saddened by this, I'm sure there was a reason for it.  He did a wonderful job with the illustrations for the time he was with Grizzly Pixel, and he's no doubt out there making some great-looking comics and drawings somewhere.  Goodbye, Babbit.  You'll be missed.

Thursday, February 17, 2011

Review: Super Meat Boy

In 2008, Edmund McMillen and Jonathan McEntee put a flash game called Meat Boy on Newgrounds. It became an instant hit, and even had a map pack added not long after its release. In January 2009, McMillen, now teamed up with programmer Tommy Refenes, announced Super Meat Boy, a sequel for WiiWare and PC. Read on to see why this is the third best game of 2010 according to Metacritic, on which systems it ended up, and what's soon to come.



The regular Super Meat Boy level:
Saws everywhere.
The story tells the classic tale of "my girlfriend was kidnapped, go save her."  This may seem like standard platforming fare, but the pure creativity and hilarious manner in which it is told really makes it stand out against the sea the other video game stories. First off, the game's hero, Meat Boy, is a boy without skin. Then there's his girlfriend, Bandage Girl. A girl out of - well - bandages. Their life would be perfect if there wasn't a certain diabolical fetus. That fetus, titled appropriately "Dr. Fetus", lives in a jar, and wears a tuxedo, a monocle and a top hat. He hates Meat Boy (actually, he hates everything, including you) and thus runs away with Bandage Girl. What follows is a chase through 6 worlds, each with 20 levels (not counting bonus levels, worlds, DLC and the Dark World levels, which are harder versions of the normal levels) In total, there are over 300 levels to beat.

Guess which game this level references to!
Click for solution: *
This game is brimming with references to other games.. You want some examples? World 5 Intro. A destroyed city in the background, a skyscraper in the foreground. The camera slowly scrolls up, and low and behold, Meat Boy is standing atop it. Get the reference?

Next example. After entering a Warp Zone (another reference!) in World 3, you are greeted with Ogmo from Matt Thorson's Jumper, who can be unlocked by clearing his three stages. Also, at the end of the level the guy from Karoshi: Suicide Salaryman tells you "Bandage Girl is in another Warp Zone" (a nice little nod to "Super Mario Brothers").  Aside from Ogmo, there are 9 other Indie Characters from other games, like CommanderVideo from BIT.TRIP, Runman from Runman: Race Around the World, Steve from Minecraft and The Kid from I Wanna Be the Guy. Everyone has a special ability, like double jumps, warping, floating or just running really damn fast.

These spikes have a point.
For the controls, you better get yourself a gamepad. While the keyboard controls work, the gamepad controls make Meat Boy way easier to control. To quote Team Meat, "[A gamepad] is not required, but neither is bathing. Think about it."

The level design is great - there is a fine line beetween hard and unfair, and Super Meat Boy is balancing on that line. There are traps everywhere, but it's always your fault - there are no unfair jumps or traps like in I Wanna Be the Guy.

Not only does this picture sum up Tofu
Boy, but the speech bubble also
represents the gameplay. Nice.
Also worth a mention: Edmund McMillen has been trolling PETA. Yeah, a indie developer team consisting out of 2 people has been posting the game on the forums of those guys. Then the vegans striked back - releasing a parody of Super Meat Boy, appropriatly titled Super Tofu Boy. Not only has this given a lot of publicity to Team Meat, they weren't done yet and added Tofu Boy as a playable character.
And yes, he plays as well as a wet sack full of snails.





Super Meat Boy is a platformer, but stands out because of its difficulty, which ranges from "this isn't too hard" hard to "try to stop aliens from destroying the world using chewing gum" hard; the retro references, and the indie all-star cast. It's on Steam and XBox Live Arcade, and there will be an annoucement releating to the Wii Retail version during the Game Developer's Conference. The upcoming Level Editor for the PC will bring tons of new content; for the Xbox players too, since Team Meat will upload user-made chapters they deem awesome to the DLC chapter of the console.  (Oh, there's a reference in there too. The DLC chapter is called "Teh Internets" and the planet has an imprinted troll face.)

This game totally deserves being the third best game of 2010 after Starcraft 2 and Mass Effect 2.  It's a fantastic title, but it's not a game for people who don't like getting frustrated at games.  Life has enough of those moments already. If you do like your difficulty hard-as-nails, though, this game is a must-buy.

4.9/5