Category «Review»

Gamescom – Day 1 – NOTGAMES FEST

Notgames Fest

Five years ago Tale of Tales created a game called The Graveyard. You play an elderly woman who is visiting a graveyard. When you walk too fast, she starts to limp. At the end, you can reach a bench and listen to a dutch song about life and death. Afterwards you can leave the graveyard and the games is finished. What followed was a big discussion about this project. Is it a game or not? Should it be called a game? Is walking enough to be called 'gameplay'?

Since then Tale of Tales created a lot more games which fancied me because of their attitude towards gameplay or their way to tell stories, like 'The Endless Forest' or the 'The Path'. As an answer to the reactions towards their games they created the term “notgame”, to describe their kind of interactive media.

In 2011 they even started the Notgames Fest in cooperation with the Cologne Games Lab, a university for game design. They selected a variety of games contrary to the games at the gamescom, which takes place in parallel to their exhibition.

notgames_games

This year they came back to Cologne to present even more games at the second edition of the Fest. Games which – according to Simon Bachelier who was jointly responsible for the exhibition – invite the player to toy around instead of achieving given goals. The area was split into the main exhibition and the playground, where prototypes of upcoming games were shown. Sadly they were presented only on Tuesday, which was also the night of the opening party.

In contrast to the gamescom, the whole place was super-relaxing with little booths that where seperated by white strings. A dark room, just illuminated by the gloom of the monitors and beanbags put in the middle to invite the player to have a good time. You get the feeling that this is the only right way to present games. Instead of joining the party we played every game and discussed them with the developers who where in place.


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Right at the beginning you find a game called 'Bokuda'. The first comment I heard somebody saying about it was: “Oh, like Minecraft!”, but if you dive into the clean designed white valley with its black sun, you will recognize that there is more to it. In Bokuda you can built chains of cubes, which at the same time are also your path to walk on. You can slice them and thus physicalize the created object. Then you can smash them. The whole game is like a huge playground with an endless amount of building blocks. What I liked about the game was the attitude, that there was no goal and you have to find your own entertainment in it. Or find out for yourself what this game has in mind for you. Or you for it.

kachina

'Kachina' was another game that really caught my interest. The game by Ben Esposito, who got the Indie Fund as financial backup, is something like a physics adventure. Your goal is to clear the area from every object around with a hole. You can move the hole around and 'eat' anything that will fit in it. Sometimes you need to eat small things first to grow for bigger things. Or eat a frog, that will jump out of it to eat the flies that buzz in the air. Instant fun. This game takes the term 'Clearing the level' to the max.

nubinubi

Projected on the wall you can find the so-japanese 'Noby Noby Boy' by Keita Takahashi. You play a worm that eats to grow larger (a gameplay element you can find here quite often). In the two-player mode the both of us tried to realize what actually can be done. The whole stuff looked buggy, couldn't be reset. When we checked the menu the damn worm eats up the text and we never managed to shrink the worms to be able to handle them. Nevertheless we played this thing over and over again. Recognizing that we can eat each other to shit us out was the best. Nice feature! Is this a game about relationships?

shelter

The most interesting game in this place for me was 'Shelter'. A game which I mentioned at the Amaze festival because of its strange emphasize on obvious texture tiling. We discussed the art style a bit until a bystander asked us if we even know how games are made.

Whatever feeling you have towards the art style (I love it, btw), the game is great. You play a badger mother walking her little ones on a journey of life and death. Plainly spoken: It's a linear walk-through with food to find, foxes and frogs to kill and enemies like huge flying birds to avoid. But the whole world really begs for exploration and you start to have a really strong relationship with your little badgers. Try to find food for them, because they get hungry, which is neatly visualized by them getting light grey until they crawl up and won't move anymore. I stopped playing it because I want to buy it, but I strongly recommend this game, if you like exploration and little cute animals that you can call with a click of your mouse.

playground

spacesofplay

The next room, which I already mentioned above, was just there for one day - the 'playground'. You could play prototypes of upcoming games. Mattias Ljungström from 'Spaces of Play' presented their game 'Future Unfolding' there. The game is in a really early development state, but has an interesting approach to exploration. You are a person who is just able to walk, run or sprint in this beautifully designed woods. On your journey you encounter different animals that all have a different behavior. A rabbit that grows bushes, wolfs that split up every second to surround and kill you. Or the deers that lead you to their leader if you follow them. I just cannot say 'no' to games which take place in woods.

thatcancer

Another project that caught my interest since I heard of it was 'That Dragon, Cancer'. The game is about a father and his little three-year old who has cancer. The game was presented in a very early state as well. You play the man in first-person perspective and can freely explore the hospital room. When you reach certain hotspots he is telling his moving, depressing story about his son. From time to time you take action to feed the toddler or bring him back to bed. But you never see him, because he is already dead (or not implemented?). But you can hear his crying and the desperate attempts of his father to calm the boy down.

Wow. I mean, the game was at it's very beginning and the game part was a bit irritating. But this game shows what interactive media can be capable of. Just the sound and talking in this hospital room made me feel his pain. His true, sad story.

I feel insensitive to switch back to my developer talk and experience, but I'm no journalist, so I stick to what interests me about the game as well: 'That Dragon, Cancer' by Ryan Green and his team will be the first OUYA-exclusive game. Which is an interesting choice for a gaming platform.

And don't forget to play Tale of Tales' own game 'Luxuria Superbia'. I felt lesbian afterwards. And I know that I want to please my iPad more often. It feels great. "Thank you".

notg_weird

I feel that there needs to be written more about every game there, but games are best been played. So, just take some time, leave the gamescom and check out for the Notgames Fest, because its worth visiting for its nice selection of games.

Podcast #2 – Gothic (in German)

Gothic_Header

Und der zweite Podcast folgt auf schnellem Fuße: Das lang und breit angekündigte Lieblingsthema Gothic kann hiermit heruntergeladen und angehört werden!

Wie im Podcast erwähnt, sind wir noch auf Namenssuche für unser Podcast-Projekt.
Was meint ihr?

  • Spielgefährten
  • Zockerschock
  • Spiel Zeug!

Und natürlich wollen wir wissen, was der Gothic-Moment ist, der sich euch unwiderruflich eingeprägt hat!

00:00:18 - Wir suchen einen Namen
00:01:15 - Gothic <3
00:03:35 - Piranha Bytes
00:04:31 - Das Amt / Greenwood
00:05:55 - Vokuhila und Neonlicht
00:07:00 - Ultima VII
00:10:20 - Die Story + Die Klapperschlange / Flucht aus New York
00:23:00 - Dark Fantasy und Atmosphäre
00:27:30 - Stalker
00:28:00 - Monster
00:30:00 - Tutorial / Diego / Die vier Freunde
00:42:00 - Lehrer
00:45:00 - Dungeons
00:48:00 - Morrowind
00:50:00 - Quests
00:53:00 - Leitern und Leveldesign
00:56:00 - Charaktere und NPCs
01:00:00 - Steuerung
01:03:00 - Geplantes
01:08:00 - Feedback und Kampf
01:09:00 - Making Games
01:10:00 - In Extremo
01:12:00 - Corvus Corax
01:14:00 - Sexismus
01:19:30 - Velaja Mod für Gothic 2
01:24:30 - Gothic 1 Demo
01:31:00 - Schönster Gothic-Moment
01:32:30 - Ulumulu
01:37:00 - Gothic 1 Addon
01:38:00 - Marvin Mode (Cheats)
01:40:00 - Comic
01:42:00 - Die Nebelturm-Quest
01:43:00 - RPG Watch
01:45:00 - Musik

 Links:
World of Gothic
World of Gothic - Gothic 1 Unterseite mit Interviews und Bildergalerien
Comixfactory - Blog von Ralf Marczinczik

Games I played in 2012 – Part 2

The gaming goes on! Part 2 - games I played in 2012 - and a lot of iOS games these are..

Mc Pixel
Mc Pixel

14. McPixel | Sos | Developer's website, iOS | Release: 2012

Sos made this pure adventure out of his Ludum Dare jam game. 100 level of pure clicking madness!

hexagon
Super Hexagon

15. Super Hexagon | Terry Cavanagh | App Store | Release: 2012

Super minimalistic, brain-breaking fast and intriguing action game with super delicious soundtrack. Perfect for the iPhone / iPod Touch!

payday
Payday - The Heist

16. Payday - The Heist | Overkill Software | Steam 4-pack | Release: 2012

Playing this game in a four-player LAN was so much fun! The easy missions are not really easy, but how many times are you able to replay a heist with changed stretegy?

cubes
Cubes

17. Cubes | George Buckenham | App Store | Release: 2012

This is THE perfect iPad game. A  first-person flight simulator you controll by tilting the iPad.

reprisal
Reprisal

18. Reprisal | Reprisalgames | Desura | Release: 2012

Reprisal is inspired by Bullfrog's Populous in a new shiny, pixely style. I'm still playing it.

hunted
Hunted - The Demon's Forge

19. Hunted - The Demon's Forge | inXile Entertainment | Boxed Edition| Release: 2011

Another Multiplayer (for two) we played a lot. Super clichéd with forseeable fights and boring level design. But still fun to play together.

Cardinal Quest
Cardinal Quest

20. Cardinal Quest | Tametick | App Store | Release: 2012

Small perfectly polished roguelike.

Dwarf Quest
Dwarf Quest

21. Dwarf Quest | Wild Card Games | App Store | Release: 2012

Very nice little dungeon crawler I also wrote a game design review about.

Children Of The Nile
Children Of The Nile

22. Children Of The Nile | Tilted Mill Entertainment | Indie Royale Autumn Bundle | Release: 2004

Anno-like city building game I also wrote a deeper review about.

runeraiders
Rune Raiders

23. Rune Raiders | Retro 64 | App Store | Release: 2012

Super addictive dungeon crawler in a neat visualization.

Games I played in 2012 – Part 1

Here is a list of games I played in 2012. First part - my personaöl favourites!

batman
Batman - Arkham Asylum

1. Batman - Arkham Asylum | Rocksteady Studios | Steam | Release: 2010

This game is one of the best approaches to the original comic. You really feel like being Batman - walking and swinging the cape alone is worth getting this game. The story is quite stupid, but the details of the game and in the whole world design show a huge love for the source material. I also appreciate how Batman becomes a detective again and how his gadgets are used to support the gameplay in an awesome and reasonable way.

botanicula
Botanicula

2. Botanicula | Amanita Design | Humble Botanicula Bundle | Release: 2012

One of the most beautiful little adventure games with an unique and sweet style. The music is so atmospheric and adorable thanks to selfmade sounds. Just awwwwwwwwww!

tothemoon
To the Moon

3. To the Moon | Freebird Games | Royale Indie Bundle | Release: 2011

One of the deepest, funniest, saddest, most clever adventure game presented in JRPG look I've ever played.

dontstarve
Don't Starve

4. Don't Starve | Klei Entertainment | Steam | Release: 2012

Open world sandbox survival adventure game with a very unique 2D look. The game is extremely fun, especially dying in a thousand ways - except starving.

billion
10000000

5. 10000000 | Eightyeight Games | App Store | Release: 2012

This game really got me in its fangs for a very long time. Match-three gameplay combined with dungeon crawling. The minimalism is just perfect and addicting.

tinybig
Tiny & Big

6. Tiny&Big - Grandpa's Leftover | Black Pants Studio | Steam | Release: 2012

3D platform puzzle slicing rocketing and grappling adventure with an extreme rad look, great indie music and sandboxy gameplay.

cursed_mountain

7. Cursed Mountain | Sproing Interactive Media | Box Edition | Release: 2010 (PC)

You play a mountain climber on the search for his brother who got missed in the Himalaya. Very atmospheric and thrilling horror adventure game placed in a very unique setting seldomly used by computer games.

proteus
Proteus

8. Proteus | Ed Key and David Kanaga | Developer's website | Release: 2012

Beautiful journey on an island. Find out for yourself what you need or want to do in Proteus. Although there are no elements that introduce the player to the game, there is plenty of motivation for exploration. Inspiring piece of art and game.

againstthewall
Against the Wall

9. Against the Wall | Michael P. Consoli | Developer's website | Release: 2012

3D platformer in first person perspective. Your only tool is the wand you can push and pull stones from the wall to jump on them. The game is still in beta phase, but very intriguing because of the non-linear and minimalistic gameplay.

swordsworcery
Sword & Sworcery

10. Sword & Sworcery | Superbrothers | iOS, Steam | Release: 2012

I have to confess that I played this game never very far, because of the gameplay. I wish it would have been just an adventure where you can walk through and enjoy the beautiful music by Jim Guthrie. But the graphics are still very fascinating. Heart-breaking beauty!

bastion
Bastion

11. Bastion | Supergiant Games | Humble Bundle | Release: 2011

This game started as a rogue-like. I'm glad they tried something new and developed a game like Bastion. The gameplay is quite repetitive and hack'n'slash, but the atmosphere and story of loneliness in a destroyed world really got me. The music alone made it for me!

theybreathe
They Breathe

12. They Breathe | The Working Parts | Indie City | Release: 2012 (PC)

This weird little action game is so unique! You play a frog swimming down into the unknown, darkness where strange creatures ("Are these cows?") ascend from. Take a deep breath and find out what they really are.

zenbound
Zenbound

13. Zen Bound 2 | Secret Exit Ltd. | Steam | Release: 2010 (PC)

Pure beauty combined with intuitive gameplay.

 

 

Review – Children of the Nile

Children of the Nile - City

Tilted Mill's Children of the Nile is a city building game. It caught my interest through Desura's Indie Royale Bundle. In fact, I bought the package because of the adventure games in it, like The Dream Machine or Puzzle Agent 2. The building game was the least one I was willing to buy and the first one I installed, ironically.

Why did I play it?

They totally got me with the description of the features: Your task is not only to build a monumental pyramid but to look after every peasant's interest. In every building game you create little economic circuits on the back of your villagers who collect food and manufacture goods. With the time they not only supply food for themselves but also for the wealthier population stratums - the nobles, who often have higher requirements.
For every family you have to supply food, merchant goods, health care, religious worship, mortuary, entertainment and safety. If not fulfilled, the inhabitants get unhappy, make demonstrations in front of your palace or leave the place you built for them.

At this point the game strongly reminds me of the Anno series. But Children of the Nile puts a higher emphasis on families. They have names, children that go studying to climb up to a higher class, clean their houses or go shopping. Even standing around, "deciding what to do" and death are part of their life. They have a daily rhythm that makes the game deeper and the little characters individual.

Children of the Nile - Funeral

Criticism:

Of course this is just another table to calculate in the micromanagement. And it can become an extremely annoying job to arrange, especially when every class and guild wants their own shrine to worship their god - one for the farmers, one for the scribes, one for the soldiers, ...
Another thing that is no fun at all is the prestige system. In order to win you have to gain a certain level of prestige, next to other requirements. You can do this by upgrading your palace, arranging a lot of tombs in your city or building decorative monuments like pyramids. The last one is as dull as the shrine building, regardless how well your city is established, you have to play on for hours to gain stupid points or fulfill everybody's worship desire.

In my opinion these are problems most building games have - The Settlers and Anno both get a very passive experience for the player near the end of every level, letting her just watch instead of build.
At least in Children of the Nile you are encouraged to decorate your whole city with plants, trees, plazas, little gardens, statues and other bits and pieces - that are free of charge! - which helps a lot to be animated over the boring moments the game has.

Conclusion

I can highly recommend this game to everybody who loves the Anno series, but desires to build cities within a setting Anno didn't use yet. It's not as polished as the German pendant, but full of loveable details that let you enjoy the game for hours! And the soundtrack is gorgeous. Moreover both bigger games mentioned in this article are published by Ubisoft. It is good to see a game from another forge that tried a different style.

Tilted Mill exists since 2001, became an independent studio in 2008 and is known for Hinterland - a strategy building RPG game (Loot, Level, Built). I think that's what I'll go for next.

Children of the Nile - Perspective