Hello, all! I swear, I had a rant prepared for today, but...hasn't quite coalesced yet. Still working on what I want to talk about next and some indies to spotlight. Either way, I wanted to let people know that I DID survive Animazement. I debated buying some games, but was poor, so settled for a few movies. I wanted to get the Guardian Legend for NES, but...again, poor.
Can we get a VC release, Nintendo? Pleaes?
I sold about 400 dollars worth of my gaming perlers, which is pretty decent, if I do say so. However, a fair bit of things happened while I was gone, so I just want to post a few updates about gaming, then I'll hopefully be back into regular update mode next week. First, while Animazement was going on, we finally have the release of the Retron 5 by Hyperkin...the delays and price hikes have made many people skeptical, but as far as clone consoles go, it seems PRETTY DAMN IMPRESSIVE. Save states, built in cheats, and almost 10 different systems that are playable(NES, Famicom, SNES, Super Famicom, Sega Genesis, Sega Megadrive Japan version, Game boy, Game boy color, and GBA.) Gamespot did a much more comprehensive review than I could, seeing as I don't have one because, poor. Check that out here.
It ain't perfect, but it is pretty damn cool.
Zeboyd games, one of my previous creator spotlights, has started up the Kickstarter Report again and I couldn't be more thrilled, as they have showcased some truly interesting kickstarter ideas. Extra Credits recently finished an inspiring examination of how video games could be used as educational tools. And Dark Souls 2 continues to be awesome, thanks to lore enthusiasts like Vaati.
Also, right after I returned home from my convention, an artist and graphic designer I know showed me something awesome.
A billion points to people who actually get this reference.
She's an artist, pokemon enthusiast, and overall awesome person. Goes by the tag Aquarius Magick. Check her stuff out, if you're interested.
That's all for me. I'm still cooling down from working over 30 hours last weekend, yes still, shut up, I'm tired. I'll also be heading out to New York in two weeks, so this might be a light month for me in terms of updates, but I don't intend to abandon this blog by any means, so...just be patient, alright?
Thinking next week we talk about either Legend of Iya or Neverending Nightmares and their creators. We'll see...
Sorry guys...I really wanted to try and keep up this weekly schedule, but I warned that there might be some down period in May. And frankly, I am close to hitting burn out with my life. Too much work, too much stress, not enough time...so, I'm taking the rest of May off. I might get another post made up a little before the end, but I need both a break and time to get some of my projects together.
I will be appearing in person at Animazement from May 22-25, where I will be selling my perlers, video game bead crafts, in the artist's alley. The store is called Realm of Perlers, so if you're a fan and in the area, give me a look. I'm working hard on getting my stock ready while balancing my life and work...which is hard.
Sorry, I don't want to sound like I'm making excuses. I just need a break before I collapse. So, no video game posts until at least the week of the 28th.
Rest assured, though. I love this industry, I love video games, and I love sharing my ideas with you.
I tend not
to do this, as this is a team of two developers at once, and these guys are
pretty well known as far as indies are concerned...I mean, the titles of their
games are too insane to ignore, but...these guys are just brilliant.So insightful, so intelligent, and yet, still
humble.These are the models that every
wannabe JRPG developer, that every piece of RPG Maker shovelware who gets onto Steam,
should look up to.This...is Zeboyd.
Retro does not even begin to describe this company...and yet, still more modern than a lot of other JRPGs.
Zeboyd
consists of Robert Boyd and William Stiernberg, with the duties for each neatly
divided down the middle.Boyd is the
programmer and handles most of the storytelling and gameplay aspects, while
Stiernberg is the artist, who creates characters, environments, and
effects.To me, it's amazing how well
this works.Neither side seems out of
the loop, which helps because it's only a team of two, but...they work so well
together to create such unique titles.
The men behind the company.
Before we
get too in-depth with the praise, however, let's go on a little trip back in
time.It's 2009.Xbox Live Indie Games becomes available on
the Xbox Live Marketplace, but only reaches a...minimal audience.Robert Boyd decides to leave his day job and,
being skilled with programming languages and having a love of JRPG and visual
novel games, decides to try his hand at XBLIG.He and Stiernberg's first title sold less than 1000 digital copies and
was a visual novel style game parodying science fiction tropes.It was called Epiphany in Spaaace!Despite the minimal sales, Zeboyd tried
again.This time, it released a game
called, Molly, the Were-Zombie.Also an
interactive novel game, it also sold less than 1000 copies.Apparently, this lack of success made Zeboyd
change their strategies just a bit.
Not exactly riveting stuff, but Epihphany in Spaaace! still maintains the trademark off humor of Zeboyd.
Have I mentioned that Zeboyd loves their cameos?
Zeboyd's
next title is one of the big ones it's known for.Breath of Death VII: The Beginning.This title is remarkable, and not just
because Breath of Death I-VI don't exist(even the title is a parody...).Breath of Death is built as a throwback to
old 8-bit RPGs with a somewhat animated intro mimicking what might have been
seen on the NES.It plays very much like
Dragon Quest and features as main characters, a skeleton warrior, a ghost
priest, a vampire mad scientist, and a zombie prince.This game takes place after the end of the
world where the undead have taken the place of humanity, built cities, and are
occasionally plagued by monsters.This
game is insane.It's rife with parody,
as the main character communicates via thought bubbles, since he is a skeleton
and has no tongue, but while the players can hear him, others take him as a
silent protagonist, and we are subjected to some clever humor lampooning the
notion.It plays very stiffly, but this
is by design, as it mimics the controls of Dragon Quest.However, Robert Boyd wasn't shackled by that
design mentality.Rather than making a
straight up copy of Dragon Quest, he thought of ways to improve the experience
for players.First, the experience is
relatively streamlined.The only real
items carried are potions, which one can use to revive a fallen comrade.Other than that, there are basic equipment
slots for everyone, though it usually consists of weapon and armor.However, it wasn't just made simpler.The game also had a number of improvements to
the old formula.There was a change to
leveling.When a character leveled up,
they got an option of what skills to learn, usually either strength based or
magic based, so players could pick and choose to build a balanced or specific
stat heavy character.Combo attacks were
added, where some characters can forfeit their turn to do a single, powerful
move to either heal or inflict tons of damage.Enemies grew stronger as turns went by, encouraging encounters to be speedy,
lest the whole party get wiped out.Most
notable amongst the changes to the standard JRPG formula, however, was the
addition of the "Fight" option in the menu, eliminating the need to
look for random encounters AND the fact that the number of encounters in an
area was limited, and once that number was reached the only way to get more was
to use the "Fight" command.It
was a brilliant way to balance the grind of the JRPG with the fact that people
get tired of having to slog through weaker enemies if they need to back
track.Breath of Death sold 40,000
copies during its time on XBLIG and made enough money for the team to try
another game.
This opening...sooooo many warm fuzzy memories
Following
Breath of Death, Zeboyd made Cthulhu Saves the world.Yes, you read that right.Cthulhu.Saves.The World.It's a game about the elder god from theLovecraftian mythos, re-imagined as a
humorous RPG character.Why is he saving
the world?Well, because the only way to
regain his dark, evil, wicked power...is to become a true hero.I am not kidding at all.This game was closer to a 16-bit RPG and kept
many of the innovations that Breath of Death pioneered, including the leveling
systems, limited random encounters, and streamlined approach.The game stands out for it's humor, which is
genuinely funny, and the tributes paid to Lovecraft and the world he built.What's remarkable about the game is the
attention to detail paid in the art assets.While characters aren't displayed on screen, attacks have more effects
to them and every single enemy in the game has two different sprites.One for normal and one for insane, since
turning enemies insane is part of the mechanics of the game.Stiernberg went out of his way to make
characters, even hideous monsters, lose their minds when turned insane.It's pretty amazing.Cthulhu Saves the World is a fitting sequel
to Breath of Death and was released with a bit more fanfare.A parody song was made for it and after its
release on Xbox Live, it was eventually bundled with Breath of Death for sale
before being released on Steam. This
bundle was immensely successful, selling well over 100,000 units only four
months after its subsequent release on Steam.
Yes, this is a real thing used to promote the game. Wow...
This was
how I was introduced to the game.Zeboyd, however, has managed to do more than merely be successful by
mimicking old school JRPGs.They've
earned a huge amount of goodwill from fans like me.You see, all Zeboyd games are released at
extremely low prices.The Breath of
Death/Cthulhu bundle on Steam was released for $2.99 without any
discounts.And these games also have a
staggering amount of extra features, including new game+ modes and alternate
story modes, where Cthulhu is replaced by another character, with cameos from
some unexpected places.Cameos from
previous games are also a hallmark of Zeboyd, so players can always expect to
meet some old friends.
$2.99 or less. What's your excuse for not playing these games?
So, after
flying high, releasing their games on Steam to huge success, and still being
humble, how does Zeboyd follow it up?By
being entrusted to finish up the Penny Arcade video games.Zeboyd created Penny Arcade: On the Rain
Slick Precipice of Darkness 3 and 4.These games are...pure madness.What's more amazing is that people need not have played the previous
games to enjoy them or even be a fan of Penny Arcade's comic.They are magic.
Never really been a PA fan, but alright, Zeboyd, show us what ya got.
Zeboyd
decided to break up the formula as well as update the graphics on their game
engines.Penny Arcade 3 featured a class
system, with such classes as crabomancer, hobo, gardener, soothsayer, etc.It allowed players to mix and match up to two
classes, along with their own abilities for some truly unique combos.Players could summon the apocalypse, turn
into a T-rex, and summon a swarm of honey bees all in one turn.Speaking of turns, the game features an
active time battle system that is more akin to Final Fantasy 10 than any
other.Players can see when they are
coming up in the que and when the enemies are and, interestingly, can disrupt
enemy movements to alter the order.Also, enemies can be seen on the map, so random encounters are not a
problem.The combat is fun, fast paced,
and allows for some bizarre ways to play the game.There are also bonus dungeons near the end of
the game and different filters to apply to the game, such as turning all the
characters into girls or furries.It's
pure insanity.
Yes, that's a T-rex and a skull in a jar fighting the Thinker. This game is crazy.
For Penny
Arcade 4, the same battle system was used, though the class system was replaced
by a pokemon-esque system of raising companion monsters.The humor from all their previous titles are
intact, however there are some odd touches that add a bit of darkness to the
humor.More than that, the graphics for
this title are simply beautiful, with players visiting some of the most unusual
of places, such as a giant tree with a zoo inside it, the inside of a monstrous
train that is literally alive, with guts and everything, and a temple run by
different incarnations of the same guy.Stiernberg really had some fun with this one.The game lacked some of the extras of
previous titles and the lack of random encounters made this and Penny Arcade 3
harder, since grinding was not an option, but on the whole, they were great games.
Yeah, have I mentioned these games are gorgeous yet?
Ironically,
for all my praise of these games, I dragged my feet with playing them.For me, Zeboyd games are always good.Not necessarily great, but good.They are solid, innovative, wonderful...but
none of them have really captured my heart the way Chrono Trigger or Final
Fantasy 6 have.I've always enjoyed my
time with them, because they are fast, fun, and quirky, but...well, I suppose
it's unfair to compare a game built by two people to the best of Square in its
hey day.
Interestingly,
Zeboyd does not produce the music for their games in-house.They do not have a dedicated composer, so
they take to the interwebs and use music from indie musicians.What is perhaps more amazing is that all the
tunes work.They all fit the game and
the settings and are often quite beautiful.Kudos for their choices.
Zeboyd
seems like it's here to stay.The only
cost for the team is their equipment and their own upkeep.With two developers, that's not terribly
much.And it allows them to continue
selling their titles for dirt cheap and getting more good will with the gaming
public.Of the few companies I trust for
quality, there are only 3 at present who I would buy any game from on release
day.Vanillaware, for making some of my
favorite games ever, Mistwalker, for creating spiritual successors to Final
Fantasy, many of which stand side by side with their older brethren...and
Zeboyd.Zeboyd games may not move me
like Mistwalker games, but...they are always, ALWAYS good.Always worth my time.And always dirt cheap.Zeboyd is a product of good will and
effort.They have earned my trust.
Zeboyd may not be Last Story good, but they are still damned impressive. Hell, almost NO ONE is Last Story good...
What does
the future hold for Zeboyd?Well, they
recently went to Kickstarter to fund a sci-fi Phantasy Star-esque space RPG,
which looks to have sprites and graphics very close to those of Chrono Trigger.Perhaps they are going to try and butt heads
with giants.All I know is that I helped
fund it and that they're working, even as this post goes up, to get it ready.Be on the lookout for Cosmic Star Heroine.
You can't tell me that doesn't look sweet.
Zeboyd also
announced their next sequel, Untamed Armaments!On April 1...so, yeah, no.However, that does lead me to one of my closing discussions about
them.Both Boyd and Stiernberg manage
their home website, as each is co-owner of Zeboyd, and their discussions on the
industry are insightful and amusing.Even when not making games, these two are willing to offer gorgeous art
and common sense on the madness that is the games industry.For example, with Phil Fish's retirement,
they discussed the nature of being in the public eye and, without pointing
fingers or making anyone feel bad, kind of agreed that it's better for everyone
to just be nice(Everyone.Not just
developers.Journalists, reviewers,
fans, EVERYONE.)...which may sound childish or simple, but the way they put it
was simply amazing.Also, there used to
be a kickstarter report, where Robert Boyd would give thoughts on certain,
special kickstarters that he thought were worthy of attention.I rather miss it, as it helped me find some
amazing projects to fund.
Not sure what's sadder...that Zeboyd actually made me think, for a while, that they were making this game...or that I know and own the game this title is lampooning.
Zeboyd is
the whole package.Insightful, mature,
intelligent, and yet still humble.They
do not ask for a fortune for their games, but instead want others to be able to
play them.They treat the RPG genre with
respect, while still modernizing it in ways that will please rather than enrage
fans.And they do it with only a
shoestring budget and two developers.I'm including the links for the Breath of Death/Cthulhu bundle as well
as Penny Arcade 3 and 4 here, because you SHOULD buy them and play them.They are dirt cheap guys...c'mon...we can
find like 3 bucks in our couch cushions...Also, this is the link to the main website.Zeboyd is a great place to look for insight
on the industry as well as updates on their games.Give them a look.
While you guys haven't
breached my gaming top 10 list, you are a beacon of light in the darkness and
everything that a game developer should be, now or in the future.Zeboyd Games, I salute you.If you continue giving us great JRPGs till
your day of retirement, you'll hear no co
I don't
want to go into a whole brain hurty discussion this week, so let's keep it
simple.I love Warhammer 40K: Space
Marine.I probably should NOT love
Warhammer 40K: Space Marine.I probably
should not love Splatterhouse on the PS3.I probably shouldn't care for a LOT of
games.And yet, I do.Why?
Dear lord, I love this game. So committed to being in the 40K universe and so polished besides. This is how you do a Space Marine.
Because these games are not
only polished(okay, Splatterhouse has some technical glitches, but gameplay
wise they are all super polished) but also because they are committed to what
they are.Warhammer 40K is committed to
being a love letter to the 40k lore.It
is committed to being a celebration of the beauty and the horror of war and
carnage.It is so dedicated to these
elements, that many other parts of the game that would be easy to complain
about are actually overlooked.In that
same vein, Splatterhouse is a loving remake of the original.It isn't a watered down T for Teen game with
some cute throwaway references to the original Splatterhouse, it is full on
remake.Blood, guts, carnage, style over
substance, heavy metal infused game.In
my opinion, this will actually help a game stand out and achieve a level of
appreciation, even if they are lacking in other regards.
Say what you want about the game, look at this visceral detail and tell me they weren't committed to making a game called "Splatterhouse."
Warhammer
40K: Space Marine is a third person shooter that is about space marines
shooting aliens in a post-apocalyptic future world.Sound familiar?It should, because it's been ripped off and
used by countless other more uninteresting games, like Turok, Haze, Syndicate,
or any other titles.These games failed
largely because they were generic and uninspired...they didn't commit full way
into their source material or into what they were trying to create, instead
trying to have it both ways in many aspects to try and get as many buyers as
possible.Turok, for example, first
appeared on the N64 and featured not only interesting alien species, but also
dinosaurs being hunted by a Native American.Was it stupid?I'd say so, it
featured you shooting a T-rex with a magic bow and arrow, however it was so
committed to its lore, mythos, and purpose, and so polished besides, that it
didn't matter if it was stupid.it was
still fun.In the "remake" you
are on an alien planet, blowing up human mercenaries and some dinosaurs as a
grizzled space marine with guns...yeah, which one would you rather play?It was trying to be a modern military
shooter, like Call of Duty, but at the same time trying to cull members of the
original fanbase.It wasn't committed to
the idea and it wasn't very polished besides.
Probably done this before, but...Better 1?
Or Better 2? Cyborg Dinosaur vs alien gun wielding Turok...or regular Turok kicking a raptor. Which one seems more committed to the stupid, but awesome premise?
To me,
that's kind of what makes all the difference.Whether or not you like a game, whether or not it sold well, I think
this is what makes a game, from an objective standard, pretty amazing.Prey is a good example of this.It features a story about Alien abduction,
body horror, and the heritage of Native American mysticism.It was at times stupid, as we have our hero
slipping into a spirit world to attack the soul of an alien with spirit arrows
before shooting it with guns, but it didn't wimp out...it featured tragedy and body
horror, a conflicted hero, and super polished gameplay...and it was pretty
amazing because of it.And, let's not
even look at some of the more unknown or so bad it's good games, let's look at
critically acclaimed, successful titles, like, say...Kirby.On the surface, it seems pretty dumb.You are a pink puffball on an alien world who
can eat enemies to absorb their powers.Your arch enemy is a giant penguin wielding a hammer and your rival is
as word wielding, bat caped swordsman.Say all that out loud and try to say it's not dumb...but it's the
commitment to the premise and how well polished it is that has made the series
so endearing.Kirby is a laid back, kid
friendly experience that isn't especially dumbed down.The mechanics are solid and polished and the
commitment to the idea of this little puffball is what makes it work.That's the truth for a lot of games.Things as old as say, Bucky O'Hare for the
NES to as recently as Bioshock Infinite.While I may not have liked Infinite, it was committed to the idea of a
story based around hyper time, it was committed to Bioshock-esque gameplay that
was highly polished, and it went all in.
This rule of polish and commitment goes back to the NES era too. How do you ground/make a game about a green, alien rabbit fighting toads more 'accessible?' You don't need to...run with it. Commit to the craziness.
I'm not
sure this principal can be applied to every game.Some games seem bound and determined to be
mediocre, like tie-in games, such as the Battleship movie game or the Amazing
Spiderman...though, I'd like to believe that if you commit to the idea
wholeheartedly and give it enough time and polish, it will turn out
worthwhile.The Puppeteer, for example,
is a game about a puppet whose head was stolen and whose entire world is in a
puppet show, which he can change using a pair of magic scissors.Sony went into this whole heartedly,
committing to the idea and polishing it to a mirror sheen and even if it sounds
or looks silly, it's still a great game.
Some games, I just don't know if you can polish or commit to it enough to save it. Battleship...mediocre movie, mediocre/terrible game.
That also
brings up another good question, though.Can a game go too far with its commitment?I don't want to say yes, because some
developers would use that as a crutch to only do the work necessary to get a game
made for a deadline rather than giving it the love, respect, and care it
deserved, but...let's just say, I believe it's a delicate balance.Splatterhouse, I wish we had more of.Largely because the game ended on a
cliffhanger, but also because it was a game that not only paid homage to the
original, but also paid homage to horror tropes of the past...and I'd have
liked to see a few more of those.A monster
from the black lagoon, a spectre from the after life, a laboratory full of
experimental nightmares...it would have been great.However, Warhammer 40K: Space Marine?I want a sequel, certainly, but the game
itself was perfectly well paced and contained all it needed to.Rather than trying to balance multiple worlds
and campaings, it was set all on a single planet, with just enough of the
monsters from the Warhammer 40K universe to satiate fans.References were made to other races, like
Tau, Eldar, and Tyrannid, but it focused on the Orks and the Chaos soldiers.It featured a complete story, about a planet
under siege and saved by the Ultramarines, and while it may have ended on
something of a downer, it was still satisfying.
I want polish and commitment, but I don't think you need to throw everything and the kitchen sink. It's a balancing act.
Slight spoilers, but I for one am glad we did NOT have a daemon prince in this game...because...really...we didn't need it. Woulda been cool, sure, but the game had enough and was so well put together and paced that it was unnecessary.
To me, this
is what makes a game fun and interesting...if it's committed to the world it's
built and polished enough so as to be fun.Any kind of game can be made, even something like a re-imagining of
Dante's Inferno or a dating sim game with giant robots...if you commit and make
a polished experience, then it will be fun and worthwhile, even if not everyone
likes it.
Sakura Wars...dating sim mech fighting game. And yet, it worked for me because it was so committed to the anime-esque insanity.
This is
something I'd like others to remember and take to heart.If a game has passion, even if you don't like
it, at least try to recognize that.Whether or not it rips off gameplay or whatever, if it's fun, polished,
and committed to it's story, world or whatever, then acknowledge it.And for the developers, put passion into your
work.Even if a premise is stupid, don't
compromise it for the sake of profit or because you think people won't be able
to accept it.Look at Katamary Damacy,
after all...nothing like it on earth, and yet it's become a phenomenon.
I guess the best way to put it is, go hard or go home. Katamary Damacy was polished and committed to the premise...and it worked. It worked amazingly well.
All that
being said, forget what I said about how I SHOULDN'T like Splatterhouse or
Warhammer 40K: Space Marine.I like the
lore of both games, the story, I like the commitment they put in, and they're
both polished enough to be fun.So...screw being ashamed, screw the idea of guilty pleasures...I like
what I like and I like those two games.There's nothing wrong with that at all.
I love this game. Not ashamed. It gripped me and dragged me into it's world...and I loved it, all the way.
Also, just
a short afterword here.Once or twice in
May, I will be unable to make my usual weekly quota, either because I have
company, so I won't have the time/energy/focus to write, or because I will be
going to a convention to sell wares of mine, for the sake of making some much
needed cash.What am I selling?Why PERLERS OF COURSE!!!You can see my back log, here.Just want people to know, because I will be
making an update telling them, but...I like giving advance notice.I hope to get at least one more creator
spotlight in before I have to take my days off, whenever they might be.
With net
neutrality being an issue at the moment, I'm reminded of the simple statements
of Nash Bozard who said that, without goodwill, we will abandon a company the
instant we are able.He was referring to
the abysmal business practices of ISPs and how they have frustrated and abused
their customers to the points where the instant they are not needed, their
customers will toss them aside.Well,
it's the same with game companies.
Shouldn't game companies do the same?
Goodwill is
kind of an essential thing in this era of gaming, where prices are higher, income
is lower, and the options are much larger.In the 80s and 90s, you had only a few options for play, namely
Nintendo, Sega, PC, or perhaps a third party console like the Turbo Grafx.But now, we have dozens of digital
distribution websites, 3 major consoles, 3 backlogs of consoles from the
previous generations, and not to mention handhelds.There are literally hundreds if not thousands
of games being released every month, in some way shape or form.So, with that many options, you have to hold
onto your fans with as much vigor as you can muster, not push them away or
squeeze them dry with shady business tactics.Because a fan whom you have treated well will stick with you through
thick and thin.They'll forgive a few
botched experiments, so long as you let them know you respect and care about
their business.
The options we have here are staggering.
A good
example of this is Nintendo.Nintendo
has made several unusual choices in gaming in the last decade or so.They released the Gamecube with a distinctly
child-like/toyish design, they made motion control a core part of the Wii and
the Wii U is meant to emulate tablet gaming.These experimentations might push away core fans if not for the simple
fact that 90% of the time, when you buy a Nintendo game, you know you buy
quality.Nintendo may not french kiss
all their fans and they've made their share of mistakes, but in the age of
buggy launches, early access, and outright scams via Kickstarter or Steam, it's
refreshing to pick up a Mario or Zelda game and know that 1) it will work right
out of the box, no patches necessary, 2) it will be a high quality experience,
regardless of any experimentation, and 3) it will be accessible by almost
anyone.Fans love Nintendo because they
continue to give them quality, even if the games themselves sometimes seem to
repeat.More than that, Nintendo has
also generated a pseudo culture around itself, where it appears friendly,
offering fans rewards via the Nintendo Club and basically making themselves
seem approachable.
You bought a Nintendo game? Come on up and pick your reward!
On the
other hand, let's look at Steam, of late.Steam used to be a great example of a company that understood and
generated goodwill with its customers.They
have frequent sales of their games and until about 2011-2012, the products
released on Steam were of proven quality.They could have bugs or patches, but they were still strong, enjoyable
games that were well worth the money.However, recently, Steam has started to become unstable.They have released a glut of shovelware
titles onto their marketplace, which, with this new influx of trash, has become
harder to navigate to find the quality items, their early access releases have
no quality control so a game can be for sale at full price that is effectively
broken or released as a scam to take money, and their attempt at getting new,
innovative products through Greenlight has been a rather depressing failure,
with some games being inspiring, such as Octodad, Bunny Must Die, or La-Mulana,
while other releases have been appalling disasters, such as Guise of the Wolf
which is laughably bad in every way and Kingdom Rush, which was so bugged upon
release that it was unwinnable past level 3.Worse, when you start abusing your customers like this, policies that
you've implemented that weren't a big deal before start becoming more apparent.The sometimes intrusive, sometimes not DRM
Steam uses to both protect your games, but also monitor you, the no refund
policy under most circumstances, and the abusable comment and review systems
are only a few.When compared to GoG,
which will offer refunds if your game does not work, which frequently gives out
free, classic games, and which still uses a high level of quality control,
coupled with DRM free titles, Steam starts to seem less and less reliable.And if they continue, they may lose many of their
regular customers to GoG, Desura, or Green Man Gaming.
Oh, Steam...what have you been letting into your inner circle?
Now, let's
look at one of the worst.EA.EA has frequently screwed over its customers
with DRM through online passes, released buggy games, such as Simcity, which
was unplayable offline at all and unplayable online for the first few weeks,
and forced players to register with their online service Origin if they want
access to EA's games.These kinds of
policies push consumers away and have been lampooned by people far wittier than
me(See Yahtzee Croshaw or Jim Sterling.)The sad truth is that EA doesn't value its customers.Apologists might argue otherwise, but EA sees
them as a way of making a quick profit and will do anything to get more money,
such as including micro-transactions in a full price game, forcing DRM to try
and shut out pirates, and releasing games too early in order to gain some quick
profits.They may be pretty big, but EA
has also dealt with a lot of controversy.Lawsuits over Battlefield 4, the outcry and hilarious media disaster
that was Simcity, piracy STILL happening despite their best efforts to force
consumers to prove their loyalty, etc.If these continue, EA will lose customers...they've already been losing
customers.A franchise players love will
only care a company so far.
Need I say more about EA?
My point
with this is to try and emphasize the obvious.If a company abuses its customers, even if the abuse is something as
minor as releasing a buggy game that lacks polish, then they are risking losing
them.You have to engender goodwill in
your consumers if you want them to be loyal.Elder Scrolls fans have cried foul of Bethesda on many occasions because of the
bugs, but mostly forgive the series because of how deep, enjoyable, and
moddable it is.Elder Scrolls Online has
pushed that, requiring a sixty dollar commitment, a fifteen dollar further
commitment if they want to play the game at all after buying it, and the option
of using real money to buy things like horses.They have cast aside a lot of goodwill there.Likewise, Konami and Kojima productions are
risking reprisal when Metal Gear Solid 5 gets released due to their $40 demo
sold under the title, Metal Gear Solid 5 Ground Zeroes.Sales may be strong now, but the internet
remembers...the internet remembers and it does not always forgive.
Even
companies like Nintendo need to be aware of how they COULD be engendering more
goodwill.Mother fans would bow down and
welcome their new god, Nintendo, if they announced the release of Mother
3.RPG fans the world over and nostalgia
buffs would flock to the Wii U if cult hits like Rygar, Terranigma, and other
titles would grace the Virtual Console.And Nintendo isn't above mistakes either...the Retro Remix games they
have released is dangling dangerously close to cash in, with links to the
Virtual Console to buy the full version of the sample game that you can play.
I've got my eye on you, Nintendo...
In the age
of dwindling sales, game companies need, more than ever, to be willing to bow
their heads, take a little bit of a pay cut here and there, and say to their
fans, "Thank you for sticking with us."The truth is, we don't have as much money,
but we do have more games and more options for buying and playing them.Hell, it's at the point where we don't even
need to pay games, since something like Hearthstone or Loadout are free to play
with no required buy in.
100% free to play.
So, what
can companies do to let gamers know they care?Well, first, they can be straight with them.Be honest if you're having problems.Don't hide it and push your buggy game onto
the market.Say you need more time...say
it might not be up to snuff...gamers will respect you more for being honest
than for trying to pretend things are okay when they're clearly not.
A little honesty might have made this less painful, Gearbox...
Next,
companies can talk to gamers like people.Communicate not corporation to consumer, but gamer to gamer or developer
to gamer.One thing Kickstarter does well
is it allows the creators of games to directly talk with and engage their fans
in updates and comments.It wouldn't be
that hard to implement for anyone who's bought a game digitally.No cryptic salesman bull crap, but just talk
like a normal person.Hell, even a
regular podcast would do wonders for PR.
Another
good way to engender goodwill is freebies that aren't just being held back or
that aren't just shovelware.Think about
what would happen if Sega gave a Steam gift code to one of their titles on
Steam, like Beyond Oasis, Vectorman, or the Sonic games, with each new purchase
of a current game.Fans might not use
them...but they might.They'd remember
that a good game was given to them, even if it was old.And what does that cost Sega?Nothing.It's a digital game made years ago.There's no real overhead.Extras
in game packages that AREN'T collector's editions also work well with
this.Soundtracks, figurines, posters,
anything that makes a gamer feel like they're getting more than their money's
worth is smart and a good way to engender goodwill.
Still awesome years later, an easy way to earn kudos points with gamers. Give it to them for free.
Probably
the best way to make gamers love you?Listen to them and give them what they want.Not in terms of game design I mean, since
then we'd get more and more Call of Duty Clones, but for example, many Konami
fans miss Suikoden or the Metroidvania style Castlevania games.So, give them one.If you can't make a new Suikoden game, for
whatever reason, make the older ones more accessible.Suikoden 2 is STILL awaiting release on the
PSN...if it had been released 4 years ago, when the service was getting going,
Konami would have been heaped with praise.Now, we're just praying it doesn't get cancelled.And these games?Yeah, you might take a little loss on them at
first, but think about all the people you will hold onto because you said,
"We listen and we care."
C'mon, Konami, stop dragging your feet...
The smaller
things a game company can do to generate more goodwill is to not take advantage
of the goodwill they've already got.See, goodwill is like money in a bank.It accrues interest the longer you have it and don't spend it.If you keep getting goodwill, or even if you
just don't abuse that goodwill, it will deliver in spades.So, don't release buggy games if
possible.Don't force DRM.Don't make on disc DLC.Don't hold back content so you can release it
AS DLC.If you just release a game and
put your all into it, you'll earn goodwill...and even if you don't, you won't
squander it by abusing your consumers.
I just
wanted to write this up to remind people that sometimes, you need to play the
long game.Goodwill is like an
investment.You won't see an immediate
return on it, but if you want to retire...it's a good thing to have.It will keep making money even if you start
to stumble or lose your way because you have respected and stood by your fans
and they will, in turn, stand by you.Companies need to take note, before it's too late.You might make your money now, but sooner
rather than later, your fans will abandon you when a new company, one that
respects or at least doesn't abuse its players as much, joins the scene.If you don't get people who will stand with
you...then you'll have no one to help you when it all comes crashing down.
Not even great Galactus can do it alone...
Woe to him
that is alone when he falleth, for he hath not another to help him up.
This week's
topic is bittersweet for me.You see,
for a brief period of time, one team of developers had my heart, my soul, and
the power to cash any check from me, which I would pay without question,
provided it meant more of one game.That
team is the one that made the game Aquaria, Bit Blot.And...then the disappointment comes.That being said, I still respect the star of
our topic today for what he's done.Today, the design and musical genius of Alec Holowka.
So much genius...yet, it's not aimed in the direction I desire TT_TT
Alec
Holowka got his first big start in game design with the masterpiece,
Aquaria.This game is ranked in my top
10 of games, bearing in mind that I've played over 1000 titles...yeah, that's a
big flippin deal.So, let's take a
journey.It's 2010, I've got my laptop,
it's moderately powerful, and me, having seen an awards show in 2009 that
spotlighted a strange, but beautiful title...decide to download the demo for
Aquaria.My god...Aquaria.
From both a music and a design standpoint, Aquaria is a masterpiece. Go out and play it now. NOW!!!
One part
Metroid, one part Ecco the Dolphin, and one part the most bittersweet of
stories, Aquaria captivated me from start to finish.Derek Yu and Alec Holowka were the designers
responsible for bringing the game to life, alongside the voice talent of JennaSharpe.Derek Yu is worthy of a spotlight
in his own right, but today, we're talking about Alec.See, Aquaria is a PC game that focuses on
exploration and combat, much like Metroid, but which takes place almost
exclusively under water.It features a
song based system of auditory, color, and shape recognition for puzzles and
fighting enemies that managed to be intuitive, memorable, and strangely
haunting, as a way of making the music a more real part of the game.All these design works belong to Alec.
The voice of Naija, who gave life to Alec Holowka's compositions?
That would be the amazing Jenna Sharpe. Please, game designers, HIRE THIS WOMAN! She is just fantastic.
Alec
Holowka is a brilliant game designer. He's got a real knack for coding, and using
the engines at his disposal to make a title memorable, intuitive, and
enjoyable.However that's not all.Aquaria also features some of the most
beautiful music I've ever heard and Alec was the first composer aside from
Nobuo Uematsu to make me break down and cry from the sheer beauty and tragedy
of the music alone.Lost to the Waves
and Fear the Dark from the Aquaria sound track should be all one needs to prove
the sheer power of his rhythm and melody, however he manages to perfectly mix
peaceful, exciting, sorrowful, and upbeat all within a few tracks.Aquaria is a musical tour de force and while
I have a bone to pick with Alec...his work in the industry after Aquaria continues
to prove that he's still a genius.It's
hard to pin down what makes his music so good beyond base composition.With Laura Shigihara, it's somewhat
easy.It's clear that her works start
from the piano, coupled with her ability to listen and play by ear, which she
builds upon for either vocal or symphonic additions.Alec's work tends to have a synth base, but
synth music is a dime a dozen in the world...it's hard to say what makes his
special other than it just feels...right.No matter the piece, it manages to not pull at emotions, but imbue them
into others.
Now, I've
built this up enough.Why do I have a
bone to pick with Holowka?Well, he and
Derek Yu ended Aquaria on a To Be
Continued that both admitted they had no plans to go back to...sigh...yeah,
that's petty of me, but I feel that was petty of them too.We didn't need that...the story was complete,
so...anyway, moving on.
Following
his work on Aquaria, Holowka started up Infinite Ammo, a blog dedicated to the
work on his game, Marion.Marion
was eventually scrapped.AGGGGGHHHHH...Yes,
Marion was
going to be a spiritual successor to Aquaria with a wonderfully captivating
premise of a puppet cutting her strings, using them as weapons, and finding a
destiny of her own, free of the manipulations of others.
I can only dream of what could have been...
Sigh...so,
I'm a bit peeved with Holowka.I can't
really blame the guy, though.He went
through a rough patch, trying to find a team, dealing with a cancelled
superhero mobile game, and having to rebuild much of Marion from scratch after changing it's art
direction.It's just frustrating to know
there's this work of genius that's...never going to be made.
That being
said, it hasn't stopped me from loving his work.Near the end/middle of Marion's demise, he worked on a game called
Paper Moon, which was a free flash game.It was a cute little title, with a simple, lilting melody that inspired
a sort of relaxed pace, despite the game being timed and failure being heavily
penalized.Holowka made the music for
this title, as well as the unique mechanic of, since the world is paper,
causing the world around you to rapidly fold in or out to create a hectic, but
interesting platforming experience.
Trust me...insanely addicting. This game will eat hours out of your day like minutes.
Now, this
about covers my experience with Holowka's work, but it extends far beyond
that.He wrote music for the interesting
little 16-bit throwback, Offspring Fling, featuring a bird-like creature
throwing their offspring to solve puzzles, and did both coding and music on an
odd title called Planet Punch where...a cloud...punches things...and it's a
space based shooter...yeah, that's a weird one.Either way, both titles showcased more of his talents.Offspring Fling featured some unique tracks
that managed to mimic the 16-bit stylings we grew up with, but with as much
flair as the best of Uematsu.Planet
Punch had a different, more harsh style of music not unlike the scratches and
beats of a DJ.
Really should give this game a try...
The game
most people might know Holowka for, and yet not know him for, is Towerfall
Ascension.The game where you shoot a
limited number of arrows at enemies in an arena, Super Smash Brothers-esque
battle for survival.It was the killer
app for the Ouya for a time before it's eventual port to PC and console.Holowka did the music and by god, is it
glorious.It manages to remind me why I
loved the man to begin with, because the tracks are so memorable and so
engrossing.
Aright...it's not JUST the music that's got me interesting.
At present,
Holowka appears to be working on three separate projects.Portico, which is described as a
puzzle-trap-defense title, Skytorn, a game that appears to be
Metroidvania-esque with a character exploring islands in the sky, and Night in
the Woods, an odd little title featuring anthropomorphic animals in a game that
seems to be part exploration, part commentary on the state of life, and part
trippy as hell visual experience.
Look, I
cannot state enough how amazing Holowka is as both a designer and a
composer.Musician...well, I wouldn't go
that far, but he's able to do amazing things with both lines of code and notes
on a sheet of paper.I may have my
personal issues with the guy, but check out his work.All of his games are highly memorable and
even if you're not into games, his music is soul rending and soul soothing, all
at once.
Thankfully,
Holowka himself has set up links to all his projects, past and present, at his
blog, here.Also, check out his band camp
and support him, here. Aquaria gets its own special mention. Find it here.
Shine on, Naija. I miss you. Maybe someday, we'll get that Aquaria 2. Eh? Mr. Holowka...?
I started
off calling him Alec and ended with Holowka because I felt like the man I
admired betrayed me, just a little bit.It's not his fault, really...he doesn't know me and I don't know him.But still...the man made me feel, with his
game and his music.That's both
terrible...and wonderful.No matter what
I may say after, Alec Holowka is one of four composers to make me cry...an
honor he shares with the legendary Nobuo Uematsu and the charming Laura
Shigihara.Nothing he does can take that
away from him.
You may frustrate me, but I
salute you, Mr. Holowka.