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Half-Minute Hero Review

Half-Minute SiteThe premise of Half-Minute Hero: Super Mega Neo Climax Ultimate Boy is simultaneously high concept and simple. An evil warlock has discovered a spell that can destroy the entire world. This incantation takes exactly thirty seconds to cast, and you must slay the villain before he finishes it.

Superficially the game’s core mechanics ape those of a classic JRPG. Of course, defeating the dark lord in thirty seconds would be patently impossible in a classic JRPG – thirty hours would be a more likely time frame. To make your task less harrowing, the enigmatic Goddess of Time blesses you with the ability to reset the timer at her shrines for a small sum of gold. Repeatedly using the shrine increases the cost exponentially, so the player has to budget their time and gold accordingly.

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Faster Than Light Review

FTLLosing is fun. This adage has achieved memetic status in the gaming community as of late. The small but devoted fanbase of Dwarf Fortress, the original fantasy mining simulator, coined the philosophy. In Dwarf Fortress, there is no win state. Regardless of the player’s strategic savvy, their fortress will inevitably fall to dragon fire or subterranean invasion. The fun, as any Dwarf Fortress player will tell you, comes from seeing what chaotic force hammers the last nail in your coffin.

It may seem a morose game design philosophy, but it’s one that’s enjoying boundless popularity. Two of the best selling PC games of the past year, Minecraft and Diablo 3, have both included a hardcore mode. Die once, lose everything, start again. A quick Youtube search will yield dozens of hardcore playthroughs of games, even ones that don’t innately support this mode. Perhaps in a post World of Warcraft world we’ve grown tired of the constant hand-holding, tutorials, and coddling that has become status quo. Players yearn for the days of 8-bit graphics where a game over screen meant starting over from scratch – no save point, no password, no pat on the head.

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Who Greenlit Greenlight?

Steam GreenlightIndustry darling Valve Software released their Greenlight service recently, a system that empowers players to help decide what new games make it to Steam. Developers post a summary of their game on the Greenlight service accompanied by screenshots, videos, and occasionally a demo. Community members are then free to leaf through these projects, voting “yay” or “nay” at their discretion. If a project garners enough positive feedback, it ascends to the glorious Valhalla of the Steam store.

It’s a great system on paper. The methodology Valve currently uses to adjudicate what games are added to their digital distribution platform is murky at best. Quality titles such as Offspring Fling have been inexplicably rejected, while atrocities such as Revelations 2012 have squeaked their way into the limelight. The democracy afforded by Greenlight supposedly acts as a corrective measure, giving fans the final say over what makes the cut.

Unfortunately, things are never that simply when you hand over the reins to the masses.

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Kickstart Your Week: 4/15/2012

It’s time for another installment of Kickstart Your Week! Now featuring videos in state-of-the-art Technicolor! It’s a shame Mike is on vacation this week, since there’s a number of projects in this batch that’d tickle him just the right way. Board games, dice, and high fantasy are abound. Here goes!

Shadowrun Returns

Another week, another vintage game franchise resurrected from the dead. Grizzled game design veteran Jordan Weisman is bringing back Shadowrun, and I couldn’t be more pleased. Shadowrun is a classic roleplaying game franchise that merges high fantasy and cyberpunk. Asides from a lackluster first-person shooter installment in 2007, the series has remained dormant on the computer since 1995. The new game – aptly titled Shadowrun Returns – will be a 2D turn-based roleplaying game, a welcome return to form.

The game has already reached its $400 000 goal (and then some), so it’s already a sure thing. You can still drop a measly $15 for a full copy of the game on release to show your support.

The Ultimate Store and Play Board

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Zombie Cinema

Zombie Cinema

Last summer I had the opportunity to try out Zombie Cinema, a storytelling game released by Arkenstone Publishing. Nestled in a VHS-shaped box splattered with blood red letters, the game immediately caught my attention. The blurb on the back of the box appropriately reads like a B-movie poster:

Nobody knew when it started, or why. Perhaps the lonely death of a spinster was one too much for angels to bear, or a chemical leak in the ground-water had unexpected consequences. Only one thing is certain: now the dead walk.

It’s common knowledge among my peers that I’m a zombie buff. I gush over films like Zombieland, the Left 4 Dead video game series, and the early issues of The Walking Dead. If a zombie apocalypse were to happen today, I have a foolproof 12-step contingency plan in place to ensure my own survival. Needless to say, I’m precisely the demographic the creators of Zombie Cinema is catering too.

The premise of the game is straightforward. Each player enacts the role of a random civilian during a zombie outbreak. The goal is to survive the play session, whether it be by fleeing or fighting the zombies.

Each player begins by drawing a handful of cards. These cards define your character’s personality, strengths, and weaknesses. In my session, I was dealt a volatile hand: a simple weapon, a position of authority, and a hair-trigger temper. These traits were clear enough to ease me into play quickly but broad enough to allow for creative embellishment. Gordon, the shell-shocked military officer who just wanted to get home to his kids, was born.

Zombie Cinema cards

Structured play occurs on a small game board. A piece representing the zombies begins on the first square, and the players begin a few squares ahead. If a player’s pawn reaches the top of the board, their character safely escapes disaster; if the pawn is ever bumped into the same square as the zombies, their character becomes kibble for the undead.

The flow of Zombie Cinema is simple. Each player takes turns framing a scene of the story. This player lays out the time, location, and predicament of the players in cinematic fashion. Each player then narrates how his or her character reacts to the situation. After all characters are accounted for, the scene ends. When each player has framed a scene, the round is complete.

What makes the game compelling is how the game board interacts with the story. After every round, the zombie piece advances a single square. The new square the zombies occupy represents not only a closer physical proximity to the players but a heightened level of danger in the narrative. Early squares indicate that the presence of zombies is only implied. Later squares enforce that a full infestation has occurred. This subtle molding of the narrative helps to maintain momentum and dissuade overly conservative play.

Zombie Cinema board

Player dynamics similarly play to the game board. If there is a dispute between two characters during any of these scenes – whether it be a physical altercation or a quarrel for leadership – a conflict of interest is declared. Each of the involved players roll a die. The player with the higher number is moved ahead one square on the board and gets to decide the outcome of the dispute. The losing player is moved back one square.  Any peripheral player may choose to ally with one side of the dispute, granting that side an additional die roll. However, that player is subject to the same penalty should their side lose the conflict. Like a game of Risk, success in Zombie Cinema lies on your ability to pick your battles and forge alliances. Backstabbing and chicanery are rampant.

The amount of fun you’ll have playing Zombie Cinema relies on who you play it with. Like charades or Dungeons and Dragons, strength of personality is the key variable. Although the group I played with was mostly amiable, the experience became agonizing at times because one player tried to wrestle too much control over the narrative. Zombie Cinema isn’t a game for big egos. More often than not, you’ll end up dead, and you have to set your expectations accordingly. Playing with close friends or a regular gaming group is advised.

Zombie Cinema is a fascinating game, but it isn’t for everyone. It definitely isn’t something you’ll play with the folks or pull out casually at a party. But if you’re a zombie film buff and a gamer, Zombie Cinema is an uncanny fit. It’s currently available online in North America through Indie Press Revolution.

Photos courtesy of Boardgamegeek.com.

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Kickstart Your Week: 3/21/2012

There’s been a lot of attention drawn to Kickstarter over the past month. First internet darling Tim Schaffer successfully raised 3.3 million dollars to fund the development of a classic adventure game. Then, out of nowhere, Brian Fargo repeated the miracle by securing a sequel to Wasteland – a game that came out in 1988! It appears crowd funding has hit the limelight, and indie developers couldn’t be happier.

To celebrate Kickstarter – and to exploit the site’s popular for the benefit of my own blog – I’m dedicating a feature to current projects I’m following. If this article ends up being popular, it may become a semi-regular set piece at The World is Square. If not, I’ll find another fad to desperately attach myself to. Here goes!


The Banner Saga

The Banner Saga

Mike would kill me if I didn’t mention this one. The Banner Saga is a tactical roleplaying game project being developed by a splinter group of old Bioware employees. If that isn’t enough to wet your appetite, the game also features lush hand-drawn animation reminiscent of classic Disney movies and a story rooted in Viking mythology. It’s surprisingly well-realized considering its early stage of development

Less surprising is how quickly the game reached its $100,000 goal – it’s attached to the Bioware name for heavens sake. Still it’s only $10 for the complete game, and higher tiers of investment will yield a doubtlessly gorgeous digital art book.


Dwimmermount

Dwimmermount

The next project hails from my native Canada. Dwimmermount is a sprawling megadungeon, a tribute to the classic deathtraps of Gygax’s era of Dungeons and Dragons. The game employs a modified version of the Labyrinth Lord rule system and has also been adapted to the Adventurer Conqueror King System.

Dwimmermount is well worth a look if you’re interested in classic roleplaying games to any extent. It’ll only run you $10 for PDFs of both the LL and ACKS versions. Although already funded, the team is going to cough up a tantalizing bonus dungeon level if the project reaches its secondary goal of $30 000.


Pure Steam

Pure Steam

Are you a fan of Pathfinder? Are you a fan of steampunk? The three of you who answered yes to both these questions can rejoice. Pure Steam is a campaign setting for the Pathfinder roleplaying game entrenched in the anachronistic and generally irreverent genre of steampunk. Steampunk usually isn’t my cup of tea, but promises of “[e]xpanded options for non-magical healing” and a “plethora of pseudoscience wondrous items” caught my attention.

A donation of $15 will land you a PDF of the Pure Steam Core Rulebook, fully compatible with the current edition of the Pathfinder roleplaying system.

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Dawntide Postmortem

Late last week, Working As Intended announced that it had ceased all development on Dawntide. Citing “unexpected financial difficulties,” the game has been put on hiatus until new investors are found. This marks the end of several years of development and of an open beta period that has extended almost as long.

Dawntide was ambitious. The developer’s aim was to create a sandbox-style MMO in the vein of the legendary Ultima Online – no small task. It would have included features such as player housing and towns and eschewed levels in favour of an entirely skill-based system. It’s the type of experience curmudgeonly old gamers have long pined for, and it was an exceptionally exciting premise on paper.

Historically I’ve held a soft spot for indie MMOs. I was one of Shadowbane’s biggest cheerleaders and I held a candle for Wish Online much longer than was prudent. However, years of premature cancellations and unplayable releases have left me jaded with the whole indie MMO scene (an attitude fully evidenced in my Pathfinder Online article).

Shadowbane was a bigger disappointment than when I found out Santa wasn't real

The fact is, I’ve considered Dawntide’s cancellation inevitable for over a year now. And yes, it has been cancelled. As exciting as it would be to see a Kickstarter project or an eccentric Markus Persson type swoop down and save another indie game, Dawntide lacks the prestige to lure this type of investor. Hiatus is simply a public relations euphemism for cancelled, and to be honest I’m not shedding any tears for the online game’s demise.

As exciting as the premise was on paper, it floundered in execution. Dawntide’s shortcomings can’t be forgiven as the charming foibles of an indie game – it was just plain bad. The graphics were crude, the combat clunky, and the world sterile and haphazardly constructed. It felt like an MMO released 10 years ago. There was nothing in the beta that compelled me to continue playing, and none of Working As Intended’s promises for major game overhauls ever came to fruition.

Dawntide’s failure is an example of a developer not living within its means. Developing and sustaining an MMO is not cheap, and Dawntide’s proposed features would make even a mainstream developer wince. Working As Intended – eyes clouded by daydream ambition – never evaluated the scope of their project realistically. The result was a game encumbered by dozens of half-realized mechanics and endemic instability. Corners were cut to compensate for the skeleton budget, and it bled through in every element of the game.

It ain't pretty

There are a number of questions an indie developer needs to ask itself before foraying into the MMO market. Can we afford reliable servers? Do we have a robust enough art team? Can we release updates and bug fixes at a satisfying pace? And, perhaps the most important question of all, is it even a good a idea for us to make an MMO? If Working As Intended had shelved Dawntide and instead focused on developing several smaller titles, in time they may have garnered the fanbase, investors, and industry clout necessary to make their MMO pipe dream a reality. Instead they learned the hard way that the answer to all the aforementioned questions is “no.”

My criticism of Dawntide may seem unduly serrated, but this criticism serves a higher purpose. It’s a plea to indie MMO developers to be more self-ware. Ambition is a meritable quality, but ambition is worthless unless reined back by pragmatism. In the end, I’m rooting for developers like Working as Intended, but I’m tired of seeing projects like Dawntide end up in the trash heap.

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EB Zero Remake: Progress

I’ve got another hacking work-in-progress to you show you all! This one isn’t mine though; I think if I took on any more side projects my brain would vaporize. -_-

The EB Zero Remake is a project being worked on by several members of the Starmen.net community. They’re attempting to create a SNES version of the original game in the Mother series (known to fans as EB Zero, but officially titled Mother).

I was a little skeptical of the project at first (there are ever so many hacks that dissipate before producing anything concrete), but some of the progress they’ve made in the past months is truly inspiring. Check out this map comparison from the two games:

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Tales From Space: About A Blob

About A BlobI mentioned this a few times on the old blog – but for those who don’t remember – this past spring I completed  some contract work  for DrinkBox Studios in Toronto.  I assisted in the development of a 2D platforming project they were creating,  supplying enemy and scenario design ideas while working with their level editor to put a couple  stages together.  I really enjoyed my time there but decided not to extend my contract so I could pursue some not-for-profit work.

A couple weeks ago they put out a press release announcing some details about their game and revealing a brand spanking new trailer.  The project’s new title is Tales From Space: About A Blob and it looks like it is coming together quite nicely.  I know the guys over at DrinkBox are top notch so be sure the check it out when it is released this fall!