By Alex Macqueen

Strangers

Strangers, by Jan Willem Nijman (a.k.a. Jwaap or JW) and Jonathan Barbosa Dijkstra, is a short platformer set in a traditional sci-fi world. Jan Willem excels graphically here, as always, but what really makes this worth the download is the story, which has an interesting twist that you may or may not see coming. Gameplay-wise, it’s fairly standard platforming fare with movement that feels great, due in part to its FPS style controls. The jagged edges and interweaving colors of the art resemble a bizarre watercolour, and this effect is enhanced by the unintentionally blurry fullscreen mode. Each setpiece and character is made up of a number of large boxes, which creates a fascinating visual effect that plays on our tendency to gravitate to geometric shapes. There’s no music in-game, but according to the topic in which it was announced, this song is intended to be listened to during play, which is quite suitable to the overall style of Strangers. In the game, the unnamed main character is accompanied by his dog, Columbus, and he encounters quite a few slimy, one-eyed monsters in his exploration of a rather small alien planet. To say more would give away the best part, but once you’re done playing, hit the jump for my thoughts on it.

Again, you can download Strangers here.

Strangers is one of a rare few games that implement moral choices in a meaningful way. Sure, you have games ranging from Fable to Infamous touting their merits as a representation of life and the difficult decisions that must be made in it, but nothing I’ve heard of so far has ever gone beyond bland and obvious story-based choices. Jwaap has mentioned several times how game designers should not be playing games, and this exemplifies that notion: because he tries to approach his games from an outsider perspective, he’s able to criticize their established tropes, and in the end create a more gameplay-based storytelling formula.

I saw the twist coming from the beginning. When I realized that the aliens weren’t shooting at me, I tried walking through them, expecting them to hurt me. They didn’t, which is when I realized that while I was playing the game, the reverse was also true. The “kill or be killed” motif present in so many games is here removed, but since it’s packaged in all the trappings of a traditional 2D platformer, there’s no expectation or curiosity on the player’s part that this might not be the case. At first, I thought it a fault that only one ending is present, no matter whether you shoot the alien’s children or not, but it appears that his reaction can act literally as well as euphemistically; perhaps his children are playing hide-and-seek when you choose not to brutally murder them. This versatility of meaning works towards the game’s advantage in that it allows Strangers to act as vignette rather than anything more. Jan Willem has made several “art games” before this one, but this seems to be one of his first non-parody ones, and it’s all the more effective for it.

Here’s JW’s initial mockup for the game, if you’re into that sort of thing; also check out his article on proper violence in games.

seminar_2_mockup

By costik

Turn-Based Battle

Turn-Based Battle isn't as satirically perfect as Upgrade Complete or Achievement Unlocked, two games from the same developer with the same snarky metacommentary on common game tropes. But it's still pretty amusing.

It's a quick-playing Flash game of, in essence, a single Final Fantasy-style boss battle; the game calls this style "JRPG," but from my perspective, that term includes action games like Zelda as well, and Turn-Based Battle focuses specifically on the turn-based side of the JRPG.

Winning, if you can call it that, requires adopting slightly different strategies for different enemies, and frequently shopping for powerups and character upgrades. And it pokes fun at the tedium of the Final Fantasy-esque combat style without quite ever edging over into tedium itself, which is no mean feat.


By Simon Carless

GameSetLinks: The Treasure Is The World

[GameSetLinks is GameSetWatch's semi-regular link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Continuing in the long road to catchup on GameSetLinks, we'll start out with Schlaghund taking a good look at Treasure World for DS, a game that is definitely worth taking a look at for its innovative gameplay concepts, despite its relatively shallow nature.

Also in this set of links - a look at seminal pre-MMO Habitat, plus some excellent IGF tips from David Edery, some fun videos from the latest Japanese version of Yakuza, and a look at Planet M.U.L.E., as well as plenty of other randomness.

He's a witch:

Toward better collections, part 3: Treasure World « schlaghund’s playground
Examining Aspyr's underappreciated, still fascinating game.

Apocalypse POW!: Videogame Cinema
'These are films that make use of readily-identifiable gaming tropes and attempt to comment, with varying degrees of success, on the omnipresence of videogames in contemporary society.'

Creatures of Habitat: A Look Back at the First MMO from 1UP.com
'What modern day MMORPGs borrowed from Lucasfilm's ahead-of-its time adventure -- and what they still could learn from it.'

Hardcore Gaming 101 - Blog: Yakuza Kenzan interviews in English
'With the recent confirmation that Yakuza 3 is coming to the west, plus continuing release of information regarding Yakuza 4, I thought now a good time to post links to Eastern Mind's translation of the Yakuza Kenzan production videos.'

Planet M.U.L.E. - First thoughts - The Gameshelf
'Last night I played a couple of games of the brand-new Planet M.U.L.E. - one with some friends over the internet, and one by myself. It is a faithful (sometimes a little too faithful) adaptation of Dani Bunten's original economic simulation from the 1980s.'

1UP's RPG Blog : Wrath of the Lich King's Grand Finale
I didn't know you can't battle the Lich King yet in the expansion of the same name, funny.

Game Tycoon » David Edery's IGF tips
A judge makes some useful comments for entrants.

By Simon Carless

Classic Dungeon: 2D Dot Game Heroes

Continuing the trend of producing new RPGs with old school graphics, music, and tropes, Disgaea house Nippon Ichi Software announced Classic Dungeon for the PSP, releasing in Japan on February 18th.

Like From Software/Silicon Studio's 3D Dot Game Heroes, it's an action RPG, and it even has a logo and a character creation tool that looks directly inspired by the PS3 game. In the above trailer, you can see the pixel editor to create familiar characters like the Disgaea series's Laharl and Prinny.

Classic Dungeon has you controlling blocky heroes (e.g. knights, mages) and clearing dungeons, which sounds your typical RPG fare. The character growth system, however, has a unique twist, as Andriasang explains:

"You place your characters on a chart, with your primary character in a central spot and the other characters in surrounding support sports. The primary character is the one that you control when entering the dungeons.

The support characters grow alongside the primary character, advancing differently and earning different skills depending on the structure of the chart you're using, their position on the chart, and on job of the primary character. As the primary character explores the dungeons, the support characters will come in for assists, acting as shields if you're about to incur damage from an enemy or trap.

When not in a dungeon, you're able to freely swap characters between support and primary roles. Additionally, the game offers a variety of charts, some allowing you to set more support characters, and some giving added effects to certain slots."

The game will also include ad-hoc co-op multiplayer, as well as an option to switch between standard and 8-bit soundtracks (Sega's 7th Dragon has a similar feature). NIS hasn't announced plans to release Classic Dungeon in the U.S., but I suspect they will eventually seeing as they were to bring over the Holy Invasion Of Privacy, Badman series.

By TheDustin

Obake

Some people really dig genre pieces, works that stick to convention and don't really deviate from the norm. You experience them because you enjoy the tropes of the genre and the familiarity of it all. This game is a standard hop-and-bop platformer, but if you have a platformer fetish like I do you'll most likely squeeze some enjoyment from it. Obake takes elements from Mario and Kirby and mixes them in a not-too-radical fashion, but does it with a decent amount of polish and a fair amount of charm.

You play as the titular Obake (Japanese for 'thing that changes') and take him through a six-world romp. The aesthetic is slightly off-kilter retro, and should appeal to fans of the 16-bit era. In your normal ghost-like form you can only move and jump, but if you press the down arrow you can possess an enemy. When you do so you gain their mobility and attack patterns, each of varying strength. The game takes Kirby's absorption motif a step further by also giving you that enemy's health. This coupled with generally low difficulty makes the game fairly easy, but it's fun to mess around with the various forms and explore the levels. The six worlds go a long way as well, so if you're into this sort of thing there's a lot of content to be played.

Nothing revolutionary, but a nice way to kill a couple hours.

And because I like you guys so much, here's an extra game at no additional charge: http://mogera.jp/gameplay?gid=gm0000000345
You play an albino deer,tripping on some psychedelic, that throws rocks at police. Enjoy.


By costik

Ergon/Logos

Ergon/Logos is a) quick, and b) so cool you must play it at once. If "play" is the right word: It is, when you come down to it, a surreal, poetic hypertext implemented as an action game, if "game" is the word, too.

Hypertext fiction is not intended to be action-driven, of course, which is one reason why this is so weird and original a thing.

Text scrolls by, and then there's a branch; you mouseover the branch you want to follow. The product is the sort of just-out-of-the-reach-of-comprehensibility prose that Braid, say, offers; yet Ergon/Logos seems a cogent commentary, somehow, on the tropes of the action game while implementing none of them. Visually stark, and with slightly disturbing music that seems like minimalist jazz.

It's also an entry into the current Experimental Gameplay Project challenge, the theme of which is "bare minimum". Interestingly, Pedercini's previous EGP game was "not official," while this one is; perhaps they were impressed enough with Kosmosis to invite him in.


By Simon Carless

Column: ‘Lingua Franca’ – Australian Larrikinism in Syphon Filter: Logan’s Shadow

dane-bishop.jpg['Lingua Franca' is a biweekly GameSetWatch-exclusive column by Daniel Johnson which discusses the relationship between language, culture and video games. This time he discusses Australian larrikin Dane Bishop in Syphon Filter: Logan's Shadow.]

The greatest challenge in writing a column on the relationship between video games and culture is being familiar with the cultural norms and practices of communities from around the world, and then being able to draw on this information at free will. Within my own sphere of cultural knowledge, I'm personally well acquainted with Australian and Chinese culture, less so the rest of the world. Given my familiarity on the topic, it's only fitting that I take a squiz at a game which features an Aussie bloke.

The game I want to look at this time is PSP spy-thriller Syphon Filter: Logan's Shadow. A title from a franchise rich in ethnic stereotypes (Somalians are pirates, Russians are evil, Americans are the saviours of the world) but oddly enough many cross-ethnic partnerships too (an American-Chinese lead duo, making friends with the Russians). It's bizarre the way the series gravitates back and forth between shallow cultural tropes ripped straight from action cinema to identities and back stories which contain some actual weight – in the cultural sense, of course.

Aussie shoe-in Dane Bishop is of particular interest in this iteration of the franchise. Bishop is the ambassador for the new swimming mechanics in Logan's Shadow which makes him pretty important. He provides a tutorial at the start of the game and then later accompanies Gabe during key diving missions.

The Australian accent put on by esteemed (British) voice actor Robin Atkin Downes comes off suitably brilliantly. Better still, Bishop's character exemplifies Aussie larrikinism in an incredibly resounding manner - I found it difficult to ignore - which is why I want to talk about it.

Larrikinism, quoting Wikipedia, is “the name given to the Australian folk tradition of irreverence, mockery of authority and disregard for rigid norms of propriety. Larrikinism can also be associated with self-deprecating humour”.

I want to focus on this element exclusively because it's an important aspect of what I consider Australian culture. More so than the often shallow image packaged and exported overseas. You know; kangaroos inhabiting our backyards and park lands, wrestling crocs on the weekend and blowing gum leaves around a camp fire while singing songs. While these things are certainly true of Australian culture...to a certain extent, it's a very narrow interpretation of the broader cultural identity this country that has to offer.

This article is concerned with the way Bishop's larrikin-like nature is introduced to the player through the initial swimming tutorial in Logan's Shadow.

Dane first makes his appearance in the last of the game's tutorials. Up to now series regular Teresa Lipan has been covering the tutes which include basic movement, weapons and combat training. Even before Bishop is introduced there's a slight amount of apprehension surrounding the character. Teresa is unaware that (protagonist) Gabe Logan has contracted the Australian to help with agency swim training.

She curiously questions Gabe over the secrecy. Once Dane interrupts, marking his appearance, Teresa vents her irritation, denoting some sort of history between the two characters, as they then verbally joust over the radio speaker. Teresa is clearly agitated by Dane's presence, while Dane intentionally riles her up.

In the same vein as the previous column, we're analyzing the way game developers manage the roles and performances of their characters. Teresa plays her part as the officer of authority and Dane as the larrikin averse to her authority. This much is obvious from the manufactured scenario that Sony Bend present.

Of course, it's more than that. Teresa's function is to contrast and further heighten Dane's personality as the Aussie larrikin. She operates to personify the character, not only that, the history between the two characters and the conflict this creates is used as a means to warm the player in, not just to Dane Bishop's sense of character, but it'd be fair to say Australians in general. The conflict and resulting interplay is later capitalized upon in other missions too.

As the training continues Dane cuts in on Teresa's transmission with snide jokes, disrupting the procedure. Teresa complements Gabe on disabling an underwater valve (the safer solution to the exercise) when Bishop jumps in as the deviant with “Booooring, blow it up mate!”

Once Teresa has run through the basic manoeuvres, Bishop takes over with the underwater weapons training. In his introduction to this component of the exercise (“let me take over from here darling”) Bishop uses “darling” as a marker to joke/flirt with Teresa as he did when he first made his appearance.

This term also breaks down the formalities of the session and is a commonly used Australian word to refer to a female. When referring to Gabe he'll use the word "mate" a lot to remove the informality between them. Again another word symbolic of what Australians relate to our culture - mateship and all that business. The stress placed on the vowels in Bishop's speech, particularly in the two aforementioned words "mate" and "darling" showcase some convincing voice acting talent.

Teresa then departs, Bishop follows this up by "seeya tonight toots" and Teresa responds angrily. With her now out of the way, Bishop can get into some real mischief. He runs through the procedure fairly professionally, his casual language is the only point of reference here. Dry-land weapons being "gimped out" under water, "shotguns just plain don't work and do" and "don't even bother throwing a grenade.." are examples of slang, relaxed grammar and causality in language.

Bishop then sends a recruit down near the water for Gabe to pull him in with a close quarters attack. The recruit is unaware of this and is instead told to go down by the water and look for Gabe. Bishop chuckles at the situation he has constructed, knowing that he's tricked the trainee. The recruit then says to himself "I shouldn't have trusted that weird Scottish guy", Bishop then angrily responds "Aye! It's bloody Aussie you dumb recruit!"

This utterance isn't so much a display of deviance as it is a means to remind the player of Bishop's identity and bind him to it. The recruit is unfamiliar with the Australian accent; a situation that the player may well be in, Bishop's response affirms the Australian identity within the players mindset (attaching it to the obvious larrikinism which is present) while the coarse, aggressive tone and quick, off-the-mark reply works to show that he is also passionate about that identity, and refuses to be confused with other cultural identities. He's also breaking etiquette by insulting another team member.

After taking down the recruit, Bishop let's out a loud cackle through the speaker. Gabe then discusses the course with Bishop. Gabe concludes by saying that Teresa will be disappointed with his role as supervisor. Bishop continues the joke for one last time before the training ends, he states in reply "You don't understand women Logan, she built this course just so that she could see me"

Conclusion

As we can see by the constructed conflict, respective characters and dialogue how the training sequence allows the player to get a feel for this larrikin-like phenomena present in the Australian identity. The sequence is choreographed well by first allowing Bishop to play up during Teresa's performance, lightly introducing his role before he takes centre stage and then concluding with Bishop some mischief.

At the same time, the training uses the two characters to split the procedure in the middle with movement and weapons training handled by either supervisor. The training is therefore successful at both introducing the new swimming mechanics as well as Bishop and the larrikinist aspect of Australian identity.

The training familiarizes you with the culture that the character embodies, and does so to the game's credit. This successful example can be applied to other games as a framework to warm the player into possibly unfamiliar concepts; such as those of different cultures. If we look at my previous post on the implications of dialects in Dragon Quest IV, we see how that lack of context can cause confusion.

The game begins by dumping you into (what is likely to be) a “foreign” context with no assistance. If the game introduced dialects in a more “considerate” manner, drawing from familiar sources (ie. in the LS example, the “normal” participants; Gabe and Teresa) then perhaps there would have been less dissonance between the speech and the player's possible interpretation of that speech. That's not to praise one and dump on the other, the games have different intentions, clearly, but it's worth noting the comparison.

[Daniel Johnson spends too many late nights conversing Mandarin to friends in Shanghai. He studies language and culture, and shares most of his video game musings on his blog at danielprimed.com]

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