Review: Technobabylon

A city controlled by an AI, the police and other services working for it. A conspiracy to topple the status quo and the people caught in the middle. All of this and more you’ll find in Technocrat’s Technobabylon, a point & click adventure game.

Genre(s): Adventure (Point & Click)

Developer: Technocrat

Publisher: Wadjet Eye Games

Release Date: May 2015

Played: Main Story (2 Endings)

Platforms: PC

Purchase At: Steam, GoG

Good:

  • Amazing story.

  • Strong puzzle design.

  • Each character plays differently.

Bad:

  • Alt-tab or using the Steam overlay causes the game to bug out.

Review

Central, the AI manager, controls every aspect of Newton city down to sending personalised emails to the population, advising them on anything from their diet to taking extra under certain weather due to underlying medical conditions. Central is both overseer and caring mother, though it views everything from a logic point of view and in numbers and statistics.

Central’s law-enforcement arm is CEL, the city’s police. Dr. Charles Regis and Dr. Max Lao are two of its agents and two of the playable characters in the game, with Regis being the closest to a protagonist, even though Technobabylon makes most of its characters central as their stories are perhaps equally important in terms of the plot.

Regis is old-fashioned and unplugged. Everyone else in the city is ‘wired’, hooked up to the Trance, the augmented & virtual reality iteration of the internet. With it, people have access to the net instantly with just their minds. For everyone else this is the norm, the way to be, but Regis prefers things old school, and doesn’t approve of the city’s ruler and its lack of respect for privacy—something he fixes by covering his office’s camera with tape. Regis has a bit of a shady past, involving using his Genengineering (genetic engineering) skills for unsavoury purposes before he left what once was the USA.

Mwaahahahaahhahaha!
Mwaahahahaahhahaha!

Max Lao on the other hand is the technical and mechanical expert of the pair. She’s wired and much like the rest of the city she works in and out of the Trance. She provides Regis with the technical expertise they need as well as boundless patience at Regis’ somewhat unorthodox and mostly blunt approaches to any given situation. She’ll laugh most things off but she’ll also be stern when she thinks her partner is crossing a line.

Then there’s Latha, a Trance-addict, someone spending much more time in the virtual reality than in meat-space. If it weren’t for food and water she wouldn’t ever disconnect. We meet her early in the plot, to help her escape from her apartment before it explodes and while the game mostly focuses on Regis’ point of view, her segments are instrumental in understanding the story, as well as help us connect with the entire cast.

Cheffie is there to annoy you into stabbing yourself with a plastic fork!
Cheffie is there to annoy you into stabbing yourself with a plastic fork!

Technobabylon’s story isn’t just about a conspiracy to disrupt and perhaps derail Newton’s city status quo (a dystopian utopia I find beautifully executed), but also about family, about the lengths someone will go to protect their children or siblings. It’s about growth and understanding, about overcoming your limitations and even about how to find peace and letting go of the past. This is a well-developed and masterfully written cyberpunk thriller, and it remains human, understandable and most importantly relatable even in this futuristic environment. On the Sci-Fi side, the terms are easy to pick up and don’t require hours of exposition. Terms like Trance and Wetware are thrown around casually and as you play with them, you understand more about their function than the few infodumps can ever tell you.

The world they built for the game was instantly attractive to me as a Shadowrun, Blade Runner and Deus Ex fan. It evoked memories from each of those. The Trance reminded me of the net in Shadowrun, with people’s avatar and special skills that translate to net commands. Central, the AI reminded me so much of those you meet in the various Deus Ex games. And finally the setting itself, the downtrodden city filled with dark alleys and broken promises was a mix of all these titles but more predominantly Blade Runner. If you like cyberpunk dystopian worlds and their aesthetics, you’ll feel right at home with Newton city.

Newton City skyline! It's awesome
Newton City skyline! It’s awesome

One thing I enjoyed was how they don’t shy away from darker subjects, but also don’t focus on them, instead treating them on a more personal level, how they affect the characters and how they feel about it. For some, even cannibalism is acceptable and just part of the amoral nature of the city, for others it’s the complete opposite. There’s detachment, apathy but also outrage. In terms of the subjects themselves, there’s the human eating, murder, suicides, Minjacking aka stealing your entire personality and memories, and even abandonment and vendettas. When we first meet Regis and Lao, they’re investigating a location based on Centrals predictions of another mindjacking victim. They arrive on scene but can’t get on the elevator because of security. But before they can figure something else out, they hear a scream and see a janitor fall on the hood of a car, bounce and left a bloody mess on the asphalt, the pixel art gruesome mess of a man shaking a few times before dying. Even with the art, it’s disconcerting, as is the fact the character just walks up to the fresh corpse and searches it.

Speaking of the visuals, I’ve mentioned the aesthetics. The environments are highly detailed, with graffiti from any number of artists, some gang-related and some just random messages. There are twisted neon signs, broken down and chipped off concrete walls and columns. Dank basements with pirate terminals for the junkies, a few cots and sofas laid out for their comfort. Government housing for the unemployed, with broken tiles, exposed wirings and food processors that can’t manage a decent meal but have an AI built-in that’ll make you contemplate suicide. These are just examples of how this game pulls you into its dystopian future.

Characters sprites are the pixelated type you find in many Adventure Game Studio titles and which I’ve grown to call Wadjet Style. It’s a particular type of visual that stands out in contrast to the detailed backgrounds and the beautiful character portraits you see during conversations.

Sound design in Technobabylon is odd, at least in terms of sound effects and music. While most locations have their own music, and the pieces are fantastic and moody, the default music volume is lower than that of the sound effects, making scene atmosphere depend much more on environmental sounds than the music. I tried different settings, such as music only, or sound only, or inverting the volumes of music and sound, and I realised the default setting was a ‘sweet spot’ where it all came together and worked wonderfully. If the music is at its strongest, the melodies and tones overpower and drown out the sound effects and the environments feel dead and empty. The sound effects are subtle in some cases or sparse enough in others that you can still hear ad feel the music in the background, adding context to the scene. The music itself ranges from soft melodies to the pumping techno beats we associate with cyberpunk.

One of the most gruesome scenes in the game!
One of the most gruesome scenes in the game!

This is a point & click adventure game and as such there are puzzles. I found them challenging in general. There were a few obvious ones, but others left me struggling to find the solutions. Even at the start, and which you’ll see in the gameplay video, I had problems realising I needed to use AIs against each other. Later on, I struggled to get rid of a guard in a stealth puzzle, and it turned out a terminal I’d ignored had an on button for an electrical source. The AI personality splicing puzzles are a particular highlight for me.

Most puzzles are inventory based, but a few completely environmental, using what’s already there and not what you have in your pocket. I was thankful of these puzzles as when I did something that temporarily took me out of the game—alt-tabbing when it worked, launching the steam overlay, taking a screenshot—when I came back, the game bugged out. Dialog boxes went too fast, making them unreadable, the audio vanishing as well. There was even one instance when my entire HUD vanished. I had no inventory and couldn’t get into the menu to reload, not that it helps. Each time that happened, I had to quit the game and re-launch to fix it.

A politician with a machine that forces him to be honest! I WANT this future!
A politician with a machine that forces him to be honest! I WANT this future!

Every time there are multiple characters in a game, I sigh, because there isn’t really a mechanical difference between them, they’re all equally capable. In Technobabylon however, there is a big difference between playing as Regis, Lao or Latha. Regis is your classic adventure protagonist, using items and the environment to get ahead. Latha’s segments focus more on using the Trance to solve problems, affecting the real world from the net. In meat-space she focuses on establishing connections using her wetware—techno-organic gel-like compound that creates a link between systems and the user’s brain—so she can tap into them Trance-side. Finally, Lao is a mix of the two, using her wetware to bypass security and tap into systems, but without the full immersion Latha experiences.

You’ll often find clues in emails, and each character has access to their inbox as well as the local news feed. The news articles aren’t really important for the story or mechanically but they offer insights into the world you’re playing in, helping your immersion. Regis and Lao also have their travelers–smartphones. They have access to the news and mail but can also make calls, to each other or to Central, to report in or seek advice.

Blackwell Movie? Sign me up!
Blackwell Movie? Sign me up!

Something I particularly enjoyed was that some puzzles and situations could go in different ways depending on how you handled them. One moment in particular is when you deal with a suicide bomber. It can go lethal or you can talk the guy down and each solution affects the plot differently. It’s not a choice-based game, but there are cases with a ‘freedom’ of solution. There are even multiple endings. I’ve completed the game twice and found two of them. I think that’s it, but who knows, maybe there are more. I wouldn’t be surprised. And these endings are true to the genre, with a mix of happiness and darkness.

Technobabylon is a pretty long game, at least compared to recently released titles. This is a game that could have been easily split into episodes, though I’m pleased and thankful they didn’t. This is one of those stories that needs to be experienced in one go.

Conclusion

Technobabylon is one of the best adventure games I’ve played in recent years, if not ever. The best way I can describe how good it is, in terms of world, plot, music and gameplay is this: It’s Deus Ex (the original) The Point & Click Adventure game. And you should play it. So far, it’s won my best adventure game of 2015, even if it’s only May.

TMA SCORE:

5/5 – Hell Yes!

Review: The Charnel House Trilogy

What do you get when you cross a surreal, nightmarish, Poe-like story with Jim Sterling’s soft yet creepy voice? You get the Charnel House Trilogy of point & click adventure games.

Genre(s): Adventure (Point & Click)

Developer: Owl Cave

Publisher: Mastertronic

Release Date: April 2015

Played: Main Story (3 Episodes)

Platforms: PC

Purchase At: Steam

Good:

  • Fabulous characterisation.

  • Phenomenal gothic horror.

  • Strong sound design.

Bad:

  • Too short, feels like a prologue.

  • Shallow gameplay.

Review

I heard of the Charnel House Trilogy from one of its voice actors, Jim Sterling, one of the video game critics I follow. I purchased the game during a very good sale and only recently got to play it.

It’s difficult to say what the Charnel House Trilogy’s plot is. It’s a grim story of loss, and obsession. It’s about pain and how difficult it is to let go and just how easy it’s to spiral when dealing with these emotions. But there’s also something sinister about it all, about the old train the characters are travelling on and its passengers. At times, it feels like a nightmare—or hell. There is a lot going on that we don’t know and ultimately don’t find out, as the trilogy is just the prologue to a larger story.

Scratching out the ex...seems right!
Scratching out the ex…seems right!

Let’s take it from the start. Alex Davenport is preparing to take a trip to Augur Peak Island, where her friend Kat, an archaeologist’s assistant, is working on some ruins. Alex is still recovering from a messy breakup, and wants to take the trip to find herself. But before she can leave she needs to get the train tickets. Thankfully, Rob, her neighbour, a mild-mannered man and close confidant, has the tickets and brings them over and offers to be there is Alex needs to talk. After he leaves and before Alex does so as well, she receives a call from the hospital. Her father just died. Alex walks to the nearest window and says goodbye, if you can call it that, before picking up her bags and walking out.

At the station she meets Dr. Harold Lang, an archaeologist heading to the same destination. To help with his boredom Alex gives him her first edition copy of the Charnel House Burial, a pulp horror novel by Louis Cassel, a writer from the same island, Augur Peak.

Everyone grieves in their own way, Alex goes Noir!
Everyone grieves in their own way, Alex goes Noir!

They board the train and that’s where the first episode ends, the other two dealing with the strange experiences they each have on board of old Gloria. I won’t talk about them as I wouldn’t want to ruin the experience.

What I will say is that the Trilogy ends with the promise of a future game that will continue where this one left off, making this a very short prologue to perhaps a greater experience. Having said so, the storytelling for the three episodes is phenomenal and when it gets creepy, it does so brilliantly. I was shivering at times with the Charnel House Trilogy, especially during the second and third episodes.

For such a short game I wouldn’t have expected deep characterisation, yet Alex surprised me with how well-rounded a character she is. She’s experienced loss, and at the start feels it again, yet she marches head on with her plans and faces every situation, even if they turn weird, creepy or downright scary, especially at the end of episode 3, when her neighbour makes another appearance. She understands what’s going better than most, and accepts the the situation. I loved her as a character.

Harold Lang on the other hand is just as good though he doesn’t so much face the situations and persevere as descend in a spiral of despair. And through conversations with the bartender, Floyd, you can tell there’s a past there with alcoholism and a partner. I would’ve liked to know more about him but I feel I learned a lot in the short time I was with him.

And perhaps that is the greatest accomplishment for The Charnel House Trilogy, how it makes you care and empathise with characters you’ve met for only a few minutes and whom you won’t likely see ever again. It draws you in and makes you part of the story, and in doing so offers a rich gothic horror experience.

Best line in the game!
Best line in the game!

Gameplay is shallow, the pointing and clicking just there to see and go from point A to point B. There are a few puzzles but they’re few, far in between and quite simple. There’s really no depth to them, but they serve as pauses in the horror storytelling. It’s clear they’re not the focus of the game, as the title seems more akin to a visual novel than an adventure game. Storytelling’s the most important thing here.

In terms of visuals, it’s another Adventure Game Studio title, with the pixelated sprite style I’ve come to call Wadjet Style. They look good but I always feel they stand in contrast of the beautiful environments, and I don’t mean that in a bad way. The character portraits are also fantastic and rich and colourful.

There's some darkness in Harold's past it seems!
There’s some darkness in Harold’s past it seems!

Sound design is one thing I love about The Charnel House Trilogy. There are of course melodies, but they’re somewhat subdued, adding just enough mood to the experience, but letting the situations themselves carry the shock and horror. The one thing that stands out is the occasional dissonant tone in the background, a grating yet eerie sound that keeps you on edge as things escalate. It’s a fantastic use of sound to help the horror. Voice acting is superb and I have to say Jim Sterling did a really good job as Rob, being both thoughtful and mild-mannered and downright creepy by the end of the game—as I expected him to be right from the start!

Conclusion

The Charnel House Trilogy might be short, and it’s really short but it’s undoubtedly one of the finest point & click gothic horror experiences in the world. I just wish we’d had the entire story and not just this prologue.

TMA SCORE:

4/5 – Exceptional

Review: Ys VI – The Ark of Napishtim

Adol Christin does in Ys VI: The Ark of Napishtim what he does best: shipwreck, wash ashore on a strange land, befriend the population and proceed to kick ass, take names and make every woman in a ten-mile radius fall in love with him.

Genre(s): Action RPG

Developer: Nihon Falcom

Publisher: XSeed Games

Release Date: April 2015

Played: Main Story (Hard)

Platforms: PC

Purchase At: Steam, GoG

Good:

  • Addictive fast combat.

  • Amazing music.

  • Beautiful environments.

Bad:

  • Weak story.

  • Excessive grinding.

  • Endless exposition.

Review

Much like every other of his adventures, Ys VI opens with Adol washing up on a beach after the pirate ship he was on capsizes in the endless maelstrom surrounding the Canaan Archipelago. The local big-eared, tailed Rehda people, in particular the paled skin sisters Ohla and Isha, pick him up and tend to him until he recovers. The chief then politely asks him to leave due to the bad relationship between the tribe and the Eresians—what they call people like Adol, from beyond the vortex. On his way out, he accidentally scares Isha and but catches up just in time to save her from a Walking Calamity, a massive scaled monster and the game’s first boss. But even though he temporarily defeats it, he can’t kill the monster and his sword breaks. Thankfully, Olha intervenes and kills the creature with an Emelas arrow. The villagers, and the chief in particular, are impressed that Adol managed to fight it off with a steel weapon, claiming only Emelas can penetrate their hard shells. Before Adol departs, the chief hands him Livart, a Blue Emelas sword and one of the Rehda’s treasures, asking that Adol do his best to find their missing relic, the Mirror of Zemeth. That when the adventure really starts.

Character portraits are beautiful!
Character portraits are beautiful!

The plot of Ys VI isn’t the deepest of stories, even though the game throws ancient civilisations, monsters, world powers, fleets and hidden mysteries at you. The story revolves around the eponymous ark, an ancient artefact capable of destroying the world and the brothers looking for it, one to control it and gain the power of the ancient winged civilisation and the other trying to stop him, but catching everyone else in their feud. It’s also the first title in the series to fully explore the origins of the Eldeen civilisation from which the winged people come from, which are central to the series’ plot—and most of the world building. As with every other Nihon Falcom title, Ys VI is quite verbose and every cutscene has extremely long conversations that delve into somewhat repetitive exposition. You’ll hear the same plot points from different characters until you can pretty much recite the plot. Having said so, there are Emelas tables that hold tons of lore and some of the game’s backstory and are optional, as they’re items hidden in chests around the world. There is practically no characterisation, no evolution in the protagonist or any of the secondary character. Adol is mostly silent though the game does tell you when he explains something or introduces himself, and he never voices his opinion on anything. The rest of the cast is a collection of tropes and certain clichés, which is standard fare for Ys to be honest.

This cyclone will give Link's spin attack whirlwind-envy!
This cyclone will give Link’s spin attack whirlwind-envy!

Ys VI gameplay will be familiar to those who played Ys: The Oath in Felghana and Ys: Origin—though not many will know that those games were developed after the original 2003 release of Ys VI. You control Adol from an isometric perspective, and you’ll attack, use powerups, items and hack away at your enemies. Combat in Ys is fast paced and you’ll be constantly on the move, be it jumping for highly-damaging downward stabs at enemies or to reach airborne ones or simply to get out of the way of attacks. Once you have your Emelas swords each of them varies the ground combo a bit, with the blue one adding fast attacks and a cyclone at the end, the red one having a ‘charge-shot’ ability for each strike to increase its power and the yellow one giving you a dash at the end of the attack sequence. You can temper the swords in town, using the Emel you collect from fallen enemies to empower the weapons. Each level increases its damage but also unlocks its special powers, such as the combo modifiers I mentioned and the ‘finisher’. When using the swords, a gauge slowly fills for each of them. Pressing the right button when it’s fully charged unleashes a powerful attack, a hurricane for the blue sword, a wave of fire from the red and a chained lightning from the yellow. These abilities and the speed at which the gauge fills improve with every new level.

Shields and Armour go a long way towards keeping you alive!
Shields and Armour go a long way towards keeping you alive!

The sword tempering, however, is also Ys VI’s greatest flaw. In previous titles, you might have had to grind to improve your damage on enemies as being considerably under-leveled made it impossible to even damage them. In this title enemy toughness against your attacks depends on both your character level and that of your weapons. A high-level character with a low-level weapon will sometimes deal less damage than a lower level character with a higher-level weapon. The real problem comes from the availability of Emel crystals as drop rates depend exclusively on the enemies. Some drop them quite frequently while others don’t at all. It can get very tedious to grind Emel, especially with the increasing amounts needed to further temper the blades. The problem is aggravated the higher the difficulty level. Playing on hard I had to make sure to raise my character level by at least 5 and he weapons by 1 or 2 in each area or the boss would simply wreck me. By the end, in hard, if you don’t have your swords maxed out and are level 50, the last set of bosses become impossible to finish. On the upside, both leveling Adol and the weapons feel significant. A single level can be the difference between dealing 1 point of damage to a boss and dealing 20. Each enemy has a ‘level’ threshold you must meet and once you do or overcome it, you can dish out plenty of damage with your assaults.

See the tiny crystal on the ground? That's Emel, what you'll be grinding for a while!
See the tiny crystal on the ground? That’s Emel, what you’ll be grinding for a while!

Aside from the three weapons and as with every other Ys title, you’ll have your armor, shield and accessory slots. But where Napishtim departs from the rest of the series is by giving you accessory expansions, allowing you to equip up to five of them at the same time once you’ve found them all. The other major difference and a blessing is the ability to equip an item to use in combat. You can normally go into your inventory and use items to heal unless you’re in a boss encounter, in which case you can’t. In towns, you can buy healing items and equipment, but once you’ve got those you’ll only ever use gold to restock on healing items. And even so, you’ll end up with thousands of worthless and unusable money. I would’ve loved a way to exchange gold for emel with certain merchants.

For the rerelease on Steam, XSeed games added the Catastrophe mode, which brings the game to the Ys: Origin and Oath in Felghana standards of no usable recuperative items. It significantly increases the game’s difficulty and forces you to play even smarter than before. Learning enemy and boss patterns becomes instrumental in this mode as even on the hardest difficulties the items can save you from a bad moment. Ys VI introduced us to the visuals I came to love in Felghana and Origin and which always reminded me of one of the first MMOs I ever played: Ragnarok Online. Characters are 2D sprites, somewhat stubby compared to their beautifully drawn portraits. The environments on the other hand are gorgeous to look at, and the combination of 2D sprites in 3D environments just works wonderfully. Having said so, some of the locations in the Ys VI are a bit dull, too many dank and bland caves. The Ruins of Lost Time—originally called Ruins of Amnesia—have amazing open spaces and colossal statues but they lack colour and impact and become rather dreary.

I wish these ruins were a bit snazzier!
I wish these ruins were a bit snazzier!

Ys games have always had amazing music and Napishtim is just as amazing in that category. The music in each zone helps the atmosphere. The theme for Quattera Island, where the game begins and where the Redha tribe live, is nice melody that evokes a sense of peace but also the potential for adventure, to discover new things and meet new people. Port Rimorge, the human settlement, has a tune akin to the quest hub town music from other RPGs, and it fits as it’s the closest Ys VI has to one such town. Boss fight music on the other hand is always a badass orchestral rock, with lots of guitar and always fast paced, keeping you pumped while you fight.

Conclusion

It’s sometimes easy to forget that Ys VI was the first to deliver the now polished gameplay of Felghana and Origin. It’s extremely fun and addictive but part of the joy evaporates when you have to grind for levels and emel. The plot isn’t really deep but it does offer some interesting insight into the overall Ys lore.

TMA SCORE:

3/5 – Alright

The Weekly Puzzle – Green Truth

Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.

Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every two weeks I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you!

Last week I left a nice riddle, and someone solved it! The answer was Eclipse.

For this week’s puzzle I’ll go to a game many of you won’t have played but I enjoyed and even reviewed last year: Dracula 3 – The Path of the Dragon. In this game, you pay as Father Arno, a catholic priest sent to Romania to investigate a candidate for sainthood, a local doctor in a small village.

The puzzle you find in Budapest, in the library of Irina Boczow, the foremost expert on vampire lore, as Arno is trying to find the origins of the mysterious Path of the Dragon Vlad Dracula supposedly went through to become a vampire. At least according to folklore.

Dracula 3
(Image Credit: Moby Games) Irina’s office makes me jealous!

For this puzzle, you need to open a box with locker like dials, each with a different letter. To find the keyword you need to solve a riddle:

If you wish to contemplate a hidden, terrible and cruel beauty, yet admirable to the sight, know that the green truth may be read in a circle which you will follow in the right direction…

On top of the box is a page from a medieval book, complete with coloured letters. To solve the puzzle you need to draw a circle that hits just the right letters, so you may find the word needed to open the box.

Can you find the Green Truth?
(Image Credit: AdventureGameFan8) Can you find the Green Truth?

When I first bought the Dracula Trilogy bundle on GoG.com I didn’t know they were first person adventures like Myst. I didn’t really like that type of adventure. But Dracula 3 made me a fan and with this puzzle it showed me just how creative the designers were. There are many possible letters you can combine but only one circle gives you the answer. Even figuring out what you need to do to get those letters can take some thinking as there’s no obvious hint of what you should use. Of all the puzzles in this game this is the one I remember the most as I spent a while looking for the answer, running around the rooms trying to find a solution before deciding I had to think it through on my own. I thought there would be more clues but I had already been told everything I needed.

I just needed to put the noggin to work. Some say the best adventure game puzzles are those hard ones that lead to a “Eureka!” moment when you figure it out, and this puzzle was it for me!

If you haven’t played Dracula 3: Path of the Dragon, you should do so at once. It has nothing to do with Dracula 1 & 2, so you can skip those. They’re terrible anyway. If you have, tell me about your favourite puzzle!

Classic Play – Tomb Raider: The Angel of Darkness

So it’s come to this…time to play the bad ones.

It’s no secret that I hate this game and Chronicles. They are the worst Core Design ever came up with for the Tomb Raider franchise. I hated every second of this game and its inane mechanics, especially the ‘power-up’ thing where Lara needs to perform certain actions to become stronger and be capable of climbing further and such. I remember web comics mocking this years ago, much like I did.

Recently I completed my LegendAnniversaryUnderworld Trilogy Classic Play run, and some people voted that I should play the ones I hate. So to prove that your votes matter, I will suffer through the indignity that is The Angel of Darkness.

For this run I’m trying a new format, just a commentary at the start and end of the video, but leaving the middle of it free of my lovely voice. Let me know in the comments if you prefer it this way or you’d like me to talk all the way through the videos.

As always, before the videos you’ll find a couple of polls. Vote and let me know how you want me to play future TR games and which games to pick for the next Classic Play series. I’ll be updating this post as I record more episodes so keep an eye out in the coming weeks!

Part I – Police Escape!

Part II – Faffing about in Paris!

Part III – Crappy Cat Burglar!

Indie Dublin: One Game a Month and DubLUDO

Last week I published the interview I did with Colm Larkin from Gambrinous. We met at the One Game a Month (aka 1GAM) meetup they hosted at Against the Grain in Dublin, a lovely pub.

The meetup started three years ago and each month has a theme, like many other game jams, but the event is relaxed and casual, the theme only there if you can’t come up with anything else. “If you have an idea for a game, then just do that, the theme is just there to help.” Colm mentioned. He sees 1Gam as an opportunity to meet new talent and catch up with friends. And that was the vibe I go from it all, these were old and new friends, sharing drinks, food and a good laugh over their ideas. There were developers, designers, artists, composers and some writers.

For this jam the theme was depth, but the games were an eclectic sort, reflecting the creative freedom One Game a Month is all about. One of them was a procedural music game. In another you controlled a quicksilver shaft across a road, avoiding giant spheres and other obstacles and another involved digging and shaping a landscape to merge spheres together. There was even a point & click adventure game, developed with a new set of tools for Unity that allow drag & drop game development.

But while other game jams focus on the competition and a winner, One Game a Month, as I previously mentioned, is more about the community. The devs there were just as interested in showing their game to the attendants as they were of sharing a good pint, a nice story and a good joke with everyone else. It was a terrific and relaxed environment and one that I feel is great for new developers. There isn’t any pressure to deliver, just enjoy your time there.

Sons of Sol looks cool already!
Sons of Sol looks cool already!

Last Thursday I went to another Dublin indie event at Colm’s suggestion, DubLUDO. Compared to 1Gam, Colm described this as a more official meet, for more professional indie developers. And if the quality of the products on show is anything to go by, he was spot on.

Owen Harris started DubLUDO two years ago with the goal of creating a space dedicated to quality. Not for marketing and sale, but for indie devs to show what they were working on and could receive honest feedback on how their game played. He told me it came to him after spending years going to evens and only hearing chats about marketing and sales, but none on polishing a game until it worked.

As it is now, DubLUDO is a more casual event where the different developers can meet and catch up and work with each other, but Owen aims for it to become that collaborative quality-focused space he envisioned.

As I arrived at the event in the Odessa Club, Owen took the mic for a speech and revealed the meaning behind the differently coloured tags everyone wore (and which confused me on arrival). Whoever had a blue tag was someone offering their services to indie developers, be it coding, art, music, etc. And those with green tags were looking for help. It might seem silly to you but I felt it was a big step in the direction of Owen’s ambition for the event. The moment he put the mic down, I saw a group of people with green and blue tags huddle together and exchange business cards and speak of their different projects. It worked, it got people to talk and hopefully collaborate on building great games and I tip my hat to Owen and co-organiser, wife and Larian Studios writer Char for the brilliant idea.

As for the games, the ones I tried hooked me instantly. Sons of Sol: Crow’s Nest is an interesting SHMUP. Your ship is part of a squad protecting a vessel through an asteroid belt. You need to destroy the giant incoming space rocks and fight off enemy fighters. Sounds straightforward so far but what makes it unique for me is that there are proper Newtonian physics at work. Thrust will generate momentum in whatever direction you’re facing, and if you want to move in the opposite direction, you’ll first have to come to a stop by using your thruster in the opposite direction and fight the current directional speed. It makes maneuvering in the asteroid field extremely challenging but also quite rewarding when you pull it off. The game is on pre-Alpha, but developer Kevin Murphy—a dude with a cool name—plans to hit kickstarter next year once he’s progressed enough. He’s currently on the lookout for a pixel artist, so if you’re interested, let me know and I’ll get you together!

F-Drum is pretty awesome!
F-Drum is pretty awesome!

Ballistic started out as “The Paddle Game,” before Andrew Carass decided to give it a proper name. I only had a few minutes to play it but it struck me as a wonderful party game. Each player takes control of a coloured paddle in a multicoloured-walled cage. There are light balls bouncing around the room, and you need to intercept them with your paddle to change their colour and that of the walls they hit. But with the balls coming from multiple angles, you need to turn your paddle to face them or they destroy you, forcing you to respawn and waste time and possibly lose the walls you had already claimed. It’s fast-paced, engaging and extremely fun! The game is Andrew’s final project for university and he has plans on taking it further, hoping Steam or Xbox Live and PSN.

The Umbrella Game is a project by Stephen Larkin and Peter Cantwell, two of Owen’s students. It’s an umbrella-flying simulator. As the name implies you control an umbrella and you float, glide and pivot to move through the environment. What I played was a proof of concept demo, but the guys assured me they had a lot more planned. And to keep with the feedback and quality focus of DubLUDO, they grilled me for honest feedback on what worked and what didn’t and I obliged.

F-Drum Masta is Esteban Moreno’s graduation project. It’s a visually simple game but it’s extremely fun and complex. It’s a rhythm game, like Rock Band or Guitar Hero, but instead of playing on a guitar or similar instrument, you press button on a small number-pad-like controller. Each button has a color and it matches one on screen. As the notes scroll towards a black & white bar on the edge of the screen you need to press the buttons on time to keep the music going. It sounds simple but with 9 possible buttons to press, it takes precision and coordination, and I don’t have much of that to be honest. Still, I managed to clear the intro level and Esteban congratulated me for being the only one to finish it that evening. Then again, I only had one pint of Guinness in me while the rest had about triple that amount by the time I arrived, so maybe being sober is the way to go.

As I’ll be living in Dublin now, I think I’ll go to more of these events and see what new stuff the Irish indie community comes up with and to keep an eye out on the progress on some of these titles I’ve seen.

I’d like to thank Colm Larkin once more for inviting me to both events!

Review: Toren

During Rezzed 2015 I played a few minutes of the Toren demo and since then I’ve had my eye on the title. I finally got my hands on it, read on to find out what I think about it!

Genre(s): Adventure (Point & Click)

Developer: Swordtales

Publisher: Versus Evil

Release Date: April 2015

Played: Main Story (3 playthroughs)

Platforms: PC, PS4.

Purchase At: Steam, GoG, Green Man Gaming

Good:

  • Wonderful story.

  • Surreal setting.

  • Outstanding music.

Bad:

  • Unpolished protagonist model.

  • Repetitive dream sequence mechanics.

  • Too short.

Review

Toren, developed by Brazilian studio Swordtales and published by Versus Evil, puts you in the bare feet of the Moonchild, seeking to reclaim her memories, her sword and make it to the top of the eponymous tower to confront her greatest enemy, the Dragon, guided only by the ancient Mage, a figure who speaks in riddles and takes her on dream journeys to help her grow.

When I say grow I mean it literally. After a prologue in which the character seemingly dies, she reverts to a small baby, crawling on the floor and later taking her first steps. After waddling a bit she falls unconscious and wakes up a young girl. This is where the adventure truly starts, at the bottom of the tower. The Mage instructs us to push forward and reclaim our memories and sword, but to do so we must plant a seedling and help it grow in any way we can.

The main screen is amazing, and it shifts depending on your progress!
The main screen is amazing, and it shifts depending on your progress!

Toren’s plot is a Sun and Moon myth mixed with hints of the Tower of Babel (or some similar story). Exposition comes in fragments, sporadic and often cryptic, though the backstory of the Mage’s tower, how he ripped the Moon from the heavens and put it in a child’s body, and the Sun’s knight are at the core of game’s premise. Completing tasks in each dream journey gives you another message from the Mage, an advice, a warning or a bit of storytelling as well as aging the Moonchild a bit more until she eventually regains her former self. In the real world there are small fragments of lore, but they’re very few and very far in between, such as the one with the telescope that gives you fragments of Solidor’s story. Finally, when you die, it triggers a vision in which the mysterious horned sorcerer imparts his wisdom on you.

The plot itself is very simple and quite straightforward, but both the nature of the story or myth and the way it’s told open it to perhaps multiple interpretations, especially on what it all represents. You can see it as a Sun & Moon myth with some lessons on mortal hubris—the Mage—or you can see it as the journey of life, how everything seems a dream and we stumble and fall and learn from our mistakes. You can also see it as the constant struggle to defy fate, to impose our will on the world. Or you could even look at it as Light versus Dark, Good versus Evil—no pun intended on the publisher. The great thing about this kind of story is that everyone will find different things in the same plot, different lessons, which is the point of a myth in the end.

Dragon 1 - Moonchild 0
Dragon 1 – Moonchild 0

When you first launch Toren it recommends playing with a controller, but I played it with my keyboard & mouse (yes, I’m a rebel!), and the controls are extremely simple with only three buttons: jump, interact and look. The latter is available at all times, to look at important details in the tower but you’ll rarely need it. Interaction can be anything from moving a pillar or clinging to one in a strong breeze to attacking with the sword.

Jumps feel odd in Toren. There is no weight to them. The character leaps as though she were on low gravity and I often found jumping was faster than walking, especially considering you don’t need a running start. With the way they work it’s sometimes difficult to measure jumps and I often overshot the distance and fell down the tower. There’s also some issues with the controls, as I often found myself mashing the jump button but still the character fell of an edge.

Moonchild in awe!
Moonchild in awe!

Swordplay is clumsy, but as you control a girl with an oversized sword, I don’t mind it. Combat itself, however, is pointless except when fighting the Dragon. The few enemies you face you don’t even need to kill as jumping makes you somehow invincible to their attacks. If they do manage to latch on to you, a small round of button mashing (or furious mouse clicking for me) will take them off you. You don’t have any health to speak off so an enemy clinging to you is more an annoyance than a hazard.

I wish the dream sequences had varied game mechanics, as it would’ve helped the surreal and highly conceptual presentation. But instead, they all boil down to these three steps: trace symbols on the ground with salt, do some platforming and listen to what the Mage says. The salt pouring in particular gets old very quick because the character moves at a snail’s pace while performing the action. Only the first dream sequence offers a nice change of pace with some underwater platforming. It’s not a big change, but the physics work differently enough to make it refreshing.

Overall, the game lacks challenge. Only the dragon provides a hazard…sometimes. If you do die, you’ll respawn at the nearest checkpoint and get to go again, no penalty or anything. At one point in the game, in a dream sequence, you need to die on purpose to the Dragon’s petrifying breath and respawn to make use of yourself as a pillar to avoid the beast’s attack. I found that a novel idea, each death helping you overcome the challenge, but you only see it used that one time. Some checkpoints are considerably far away from where you’re likely to die, making the trek back a tad annoying.

Movement is one of my greatest gripes with the game, not just jumping. This game loves to put you in forced walking segments. What I mean by this is that you might be running (and as she ages, the Moonchild runs faster) but then reach a scripted walking segment and things will slow down to a crawl and it hurts the game’s pacing and drops the fun-value considerably. You know a mechanic is annoying when you sigh and say “not this again.”

The tower is surreal, rock and metal coexisting with grass and a growing tree. It looks amazing. Sadly, the Moonchild’s models don’t have the same level of polish. Her hair is stiff and moves like a thick rope. Worse still, the character’s body will often poke through the clothes. The character also looks extremely stiff in cutscenes. One example is right at the start, the room with the well, the character looks in awe at the structure and looks like a doll with its mouth open instead of an amazed girl. The expression doesn’t feel natural.

The rest of the limited cast, including enemies, look very good. I particularly liked the druid-ish look of the Mage–though he too is as stiff as the Moonchild–and the amazing cape Solidor wears. The Dragon is especially good, as even if it looks like a dark World of Warcraft Faerie Dragon, it’s convincing and intimidating. The way its breath petrifies things and spreads like darkness is really cool.

The Mage imparting his wisdom!
The Mage imparting his wisdom!

The music is perhaps the best part of the entire game. There are calming melodies, some more mysterious, the prerequisite action tunes and some with chants and other wonderful vocals, and they all have a tribal vibe to it that matches perfectly with the game’s style and plot. I particularly love the ending theme, which plays during the credits. It’s perhaps the most memorable song in the entire game. Voice acting beyond the Mage is nonexistent and the man speaks in a made up language (I think) so it’s difficult to judge how good or bad the acting is. What I can judge is that the voice acting for this character will often cut out mid-sentence and sometimes the environmental sound effects will drown out his voice.

Toren isn’t a long game. I finished my first playthrough in one 3 hour sitting. But, as I finished it, I saw a cutscene where the Mage speaks of “changing fate” while showing I still hadn’t found all dream sequences. At any point in the game, you can take a look at the Papyrus in the game menu to read up on previous ‘conversations’ and you can also take a look at the Tree of Life, a diagram showing you eight possible dream sequences. I’ve found four or five, and I’ve played through the game three times. So while the game is short, the search for all the sequences keep you playing–unless you find them all in one go, in which case that’s all you’re getting out of Toren.

Conclusion

Toren’s story or myth is wonderful and amazingly told, opening itself to multiple interpretations. Sadly, some bad design choices, a lack of challenge and an unpolished protagonist model keep it from reaching true excellence!

TMA SCORE:

3.5/5 – Good

The Weekly Puzzle – Underhanded Recruitment

Puzzles are at the core of Adventure gameplay, they provide challenges for you to overcome with brains rather than brawn. For Action Adventures, they offer a break from the hacky-slashy-stabby-shooty element of title.

Every week I’ll bring you a new puzzle, drawn from some of the best and worst adventure or puzzle games I’ve ever played. Every two weeks I’ll even leave you one of my own for you to solve. If you do, I’ll find a way to reward you!

As promised and overdue, here’s the new puzzle from my noggin and for yours to decipher. A simple riddle. I’ll admit I’m not the best at making there. I love solving them but they’re not my creative forte. But I wanted to create one as a challenge so here it is. I do apologise, I think I made it a bit too obscure. As always, drop the solution in the comments or wait two weeks for the solution:

“We rarely meet, but when we do, the party’s astronomical. Everyone is welcome to see us, but if you pry, we’ll hurt you.”

Now for this week’s puzzle I’m going back to LucasArts for a three-part puzzle. It’s from The Curse of Monkey Island: the Recruitment. As with every title in the series, the great hero and Mighty Pirate, Guybrush Threepwood needs to find a crew and a worthy vessel. Thankfully for him there’s a trio of pirate barbers in Puerto Pollo. The barbers are Haggis McMutton, Cutthroat Bill and Edward Van Helgen.

The big puzzle is to get them all to work for you, but each of them has a requirement. Haggis won’t go with you unless he respects you, and he won’t unless you show him how strong you are. Being Scottish, he goes for caber tossing and that is too much for spindly Guybrush. You need to challenge Van Helgen to a duel and beat him, and he’s just too good with a pistol. Finally, Bill wants to know how good you are at treasure hunting, and no, those wooden coins in your pocket won’t be enough.

The finest Pirate Barbers in all the seas!
The finest Pirate Barbers in all the seas!

The three puzzles are all about cheating. For Haggis it’s finding a light and bouncy log that doesn’t require much strength. For Van Helgen it’s choosing something non-lethal for the duel and then change the rules midway, to prove to him just how much of an underhanded bastard you can be. And Bill, well, you just need to be extremely friendly, get his jawbreaker candy and use that to relieve someone else of the pressures of jewelry teeth.

What I loved about this sequence is how ridiculous it gets. Bill’s starts out simple, just Guybrush screwing over someone to take advantage of the situation, but when you get to the end, you’ll have met a guy terrified of a giant chicken, El Pollo Diablo. Haggis’ challenge can go on forever unless you realise how to bend the rules to your advantage. And nothing beats Ven Helgen’s banjo solo…until you interrupt him.

Time to jam Guybrush!
Time to jam Guybrush!

The Curse of Monkey island is not my favourite Monkey Island game, but I will always remember it because it was a game that led me to a really good friend. We’d been discussing games and we discovered our mutual love for Monkey Island, so he lent me his copy of Curse, and we spoke about it at length for the next few days. And we both laughed while talking about the crew.

I’d love to know if any of you have fun memories with a Monkey Island title, or any other game for that matter!

Review: Broken Age

Double Fine’s Broken Age is an episodic point & click adventure game. In it we play as Vella and Shay, a girl seeking to escape her fate as a sacrificial maiden and a boy looking for real adventure. They both get far more than they expected.

Genre(s): Adventure (Point & Click)

Developer: Double Fine Productions

Publisher: Double Fine Productions

Release Date: January 2014 | April 2015

Played: Main Story (2 Episodes)

Platforms: PC, PS4, PS Vita, OSX, Linux, Ouya, iOS, Android.

Purchase At: Steam, GoG, Green Man Gaming

Good:

  • Beautiful visual style.

  • Interesting characters.

  • Plays with your expectations.

Bad:

  • Cutscene conversations.

  • No Fast-Travel.

  • Villains lack punch.

Review

At the start of each of Broken Age’s episodes, you get to choose whose story you’ll play first. I am a firm believer in “Ladies First” so I picked Vella. She lives in the baker town of Sugar Bunting and when we first meet her it’s the day of the Maiden’s Feast, when she and other girls in town have the honour of becoming sacrifices to appease the dreaded monster Mog Chothra. According to the elders, the Mog appear once every 14 years and if they don’t have any sacrifices, they’ll ravage the town. Her parents and sister are proud but her grandfather hates it and wishes they fight the monster instead of submitting, and that’s exactly what she does, escaping her fate and starting a journey to kill the beast.

Shay’s life is the exact opposite. He wakes up every day to his mollycoddling Mom and Dad, faces on the monitor. He doesn’t even refer to them as parents but as “Computer,” realising he’s alone in his spaceship. He’s outgrown the knitted animatronics around him as well as the different and predictable adventure ‘scenarios’ he plays every day. But when, out of boredom, he decides to go off-script and let a scenario literally derail, he meets Marek, a strange person in a wolf costume. He tells Shay that while he’s been playing around, the galaxy was at war. Wanting to help, Shay joins Marek in rescuing helpless creatures, refugees of war.

If you're planning on visiting Meriloft, pack your cloudshoes!
If you’re planning on visiting Meriloft, pack your cloudshoes!

Each of the character’s first episode plays out independently, though you can freely switch between them. At the end there’s a big revelation and their paths cross momentarily before they switch places. I won’t go into the details so as to not spoil anything though. The first episode sets the first pieces of the story in place and the second deals with truths, about the characters, the world and the story.

While it’s true their first episodes are independent, you’ll need to switch between them at times during the second episode, as information presented to one of them is useful to the other. An example is a tune Shay hears during this episode. It’s useless for him, but it’s the clue for one of Vella’s puzzles. As the episode advances, the need to switch between characters becomes commonplace and in fact the last segment’s central puzzle revolves around it.

Prima Doooooooooooooooooom!
Prima Doooooooooooooooooom!

Vella is strong and decisive, but with a devious streak that comes to play when she needs to get things done. She’s likeable and relatable, but deeply flawed, as her determination often makes her ready to do and sacrifice anything so long as it advances her goals. She’s not above lying and breaking things to get ahead, but it’s all to save the world from having to sacrifice more maidens and to save her family from the monster’s ire. Adventure game protagonists always toe the line between likeable and despicable because of the sometimes horrendous actions they take and how they hurt others, but you can never really fault Vella for what she does, as perhaps we’d all do the same in her place.

Shay on the other hand speaks to the desire of independence we’ve all held at some point in our lives. The need to prove our mettle, to show the world and ourselves that we’re capable of accomplishing everything we set our minds to. In Shay’s case, whatever harm he inflicts on others is due to pure naïveté and ignorance. In many ways he’s still a child and as he learns of the world, we learn with him, but he’s never a faceless avatar.

Shay can be very resourceful when he needs to be, just as Vella!
Shay can be very resourceful when he needs to be, just as Vella!

What I’m trying to say with all of this is that characterisation, for the protagonists, is outstanding. The characters don’t only have depth but they’re capable of growth and understanding and they come out the other end of their journey forever changed, stronger and better.

Secondary characters are just as well developed. Vella and Shay’s families are phenomenal characters, as are the priestesses of the Dead Eye God, minor characters with a surprising amount of depth and a relationship that left me smiling, as I didn’t see it coming. Whil Weaton plays a hilarious hipster lumberjack/metalworker and he’s a joy to talk to and sometimes manipulate.

The villains on the other hand lack polish. Their personalities are one-dimensional, just evil bastards with no other traits. I’m not against a purely evil character, but when everyone else has so much depth, they feel bland in comparison. Their motivation, central to the plot, is a bit weak and the explanation isn’t really satisfying, which is perhaps the most negative thing I can say about Broken Age’s story. There’s a lot going on, and the journey is terrific, but the main conflict lacks punch. The pacing is also a bit off, with the reveals and exposition rushed near the end, to raise the tension before the big climax, but without giving it the proper time to develop.

What the game and its writers did wonderfully is play with your preconceptions and expectations. When you first experience each of the protagonists’ worlds, you’ll make assumptions on genre and where the plot might go, but then the game flips those around and it keeps doing that until the credits roll. They’re subtle reveals, no exposition needed, just things happening that make you reconsider what you held as truth a few minutes before. It’s quite amazing how the game and its developers play with you as much as you play their game.

Puzzles in the game are varied. You have your typical fetch & inventory puzzles, some logic based and others based on timing. The latter are predominant in Vella’s 2nd episode. Broken Age might be the first game in a long time to make me pull out a sheet of paper and pencil to draw and make notes, as there are often so many tiny clues you need to remember to finish puzzles. It’s not something I’m used to seeing in modern adventure games and I felt happy for the challenge, to test not only my deduction skills but my memory as well. With perhaps a couple of exceptions, such as a roundabout Heimlich maneuver, there aren’t any puzzles that are too outlandish and there’s mostly a definite logic in place or a clue somewhere around you. Puzzles can be challenging but they’re never frustrating.

Some puzzles are simple, like the eggs, but that ladder on the other hand might stump you!
Some puzzles are simple, like the eggs, but that ladder on the other hand might stump you!

While puzzles are central to a point & click adventure game, I do have a couple of issues with some gameplay elements. First is the position of the inventory, located at the lower left side of the screen…right where you’re going to be moving and clicking most of the time to explore the environment. I lost count of the times I opened the inventory instead of moving to where I wanted to go. What makes it even worse is that you don’t even need to click to open the inventory but just hover over it, so it gets in the way quite frequently.

Secondly, this game could’ve used a fast-travel option. The spaceship partially addresses this with teleporters in a couple of locations, but outside the backtrack trips from one puzzle to the other will get long and tiresome, especially during the later stages of Vella’s first episode and all of Shay’s second one. A simple map would’ve done wonders to make the game a bit more fluid.

Finally, I thoroughly dislike how conversations handle in Broken Age. Unlike other titles in the genre where you can skip individual lines of dialogue—if you’re a fast reader like me—conversations in the game handle much like old-school FMV adventures. Each conversation is a cutscene so if you decide to skip ahead you’ll miss an entire discussion.

Before he answers make sure not to skip!
Before he answers make sure not to skip!

Wil Wheaton’s voice might be one I instantly recognise but the voice talent in Broken Age is outstanding. Even the tiniest and seemingly insignificant character sounds convincing, even the Maiden airheads you meet throughout the game. You can feel in their voice how convinced they are that they’re better than others by being sacrificial maidens. It’s the same with the soundtrack, there’s a piece for every location and screen and it perfectly sells the mood for the place and situation. There’s a particular chime tune at the end of the game that I found extremely memorable, even though it lasts a short time. It’s beautiful and relaxing and successfully conveys the message “This is the end.”

One of Broken Age’s most striking features is its visual design. A paper-like texture that makes it all seem straight out of a children’s pop-up book. Most of the places you explore and the people you interact with are bright and colourful, vibrant and alive and they offer a striking contrast with the villains, who are grayish and faded, with darker colours and purposes. The use of colour, much like in other forms of art, helps transmit ideas and feelings as effectively as words.

Conclusion

Broken Age is perhaps one of the best adventures games I’ve played in the past years. It has a wonderful journey, terrific characters and it offered me something many adventures have failed in the past years: a challenge!

TMA SCORE:

4.5/5 – Amazing!

Guild of Dungeoneering Interview

Last month, during Rezzed 2015, I had the chance of visiting the Versus Evil room and check out some of the of the publisher’s amazing lineup for 2015. Toren drew my eye with its surreal environments and ICO-like gameplay, but the one to really tickle my geekiness was the visually simpler yet much quirkier Guild of Dungeoneering, a card-based game where you build the dungeon for an adventurer but then use cards to help him fight, becoming part Dungeon Master and part player.

Last Thursday I met Colm Larkin from Gambrinous (a word that according to Colm comes from an urban dictionary and means, “to be full of beer”) during the One Game a Month meetup they organise, to talk a bit about the game and its development.

Guild of Dungeoneering’s (GD) started out as a simple One Game a Month prototype, one of many he developed over the months, to get his feet wet in game development and design. As time passed he decided he wanted to turn one of them into a full-fledged game and picked this title because it evoked fun memories from his childhood, as he fondly remember playing Dungeons & Dragons with his older brothers. The RPG is the title’s strongest inspiration, as well as many other tabletop games.

Might look like a potato had, but this chump is powerful!
Might look like a potato had, but this chump is powerful!

At the start of development, Colm thought it would be a three-month project. It’s now over a year in development with four full-time members on the team and a part-time artist, this in part thanks to Versus Evil taking them on as publisher. Once he had a demo built, Colm says he spent the next few months looking for a publisher, but not large ones like EA or Sony but the small but powerful like Versus Evil and Revolver Digital.

It’s thanks to having a publisher that they’ve been able to go to events such as GDC, PAX and Rezzed, so they can show the game’s progress and core gameplay. The build they showed at Rezzed and which other sites covered in the past months, consisted of a single dungeon to explore. The version I saw had significant progress, having multiple dungeons, catchy theme-tunes (more on that later) and the ability to build up your guild, to expand its rooms and skills, giving you more adventurers and powers to choose from when you go out exploring for loot & glory.

During Rezzed I thought Puuba games The Weaponographist was the only non-unity title on show, as every other developer seemed to favour the engine, but I realise now that Guild of Dungeoneering was the other one, as they’re using Flash, Flex and Adobe Air for its development. The upside to this is that it even runs smoothly on Colm’s 8-year-old laptop, which for me only expands its potential customer base, as people still using older operating systems will be able to play it without issue.

One of GD’s more striking’s features is its simple yet charming art style. Colm mentioned he interviewed a number of artists before settling for his friend Fred Mangan who lives in Australia. He based the style on what he could do on his own, with his own drawing skills if he didn’t have an artist working for him. Fred liked the idea of ‘purposely bad’ and polished Colm’s original ideas and sketches into the current look. He’s one of two members of the team not in Dublin, the other being the game’s primary designer who lives in London.

One interesting thing to note is that the artist has done very little in the way of animation for GD. Colm says they “animate by cheating,” making all animations programmatic, adding effects via code.

Once a battle starts, you control the player's actions!
Once a battle starts, you control the player’s actions!

For the music, they went for traditional Irish music, which works really well in a dungeon-crawler fantasy game. The composer actually found a traditional singer and between the two of them created the game’s theme song “This is the Guild of Dungeoneering,” which plays from the main menu and which they were excited to have people hear. In addition to that, there are many more in-game songs. Every time I died for example, a song would play out lamenting my death but basically saying, “meh, there’s more where that one came from!” Helping to sell the cynical corporate guild idea Colm loves, to make you question if you’re really the good guys or just some monstrous organisation sending chumps (the starting class) out to die.

We shared a laugh when the composer, Steve Stems, turned to us, dead serious and said, “I hate the song,” referring to the main theme. “It’s good, but I’ve heard it so many times and it’s been stuck in my head, I hate it now.” He mentioned.

Part of the deal with a publisher is that they need a fixed goal as they can’t afford to keep a game in development indefinitely. Because of that, and in his new role as Director—or Overlord as I suggested, to make the titles more interesting—Colm has had to shut down some of the team’s ideas for content, even something ‘simple’ as battle music, keeping it focused on the single player dungeon-building, guild-expanding experience. There will be no overarching plot, just different tiers of adventures and possibly even challenge/harder modes. As we spoke, and joined by Owen Canavan (another developer in the team) and Steve, I had the opportunity to see Colm in his director role live, mediating with team members and keeping them focused on the end goal. It was perhaps one of the most interesting moments of the night as you rarely see indie devs talking shop with one another.

Colm says that if the game does well and has its audience, they’ll spend the next year developing add-on content, which could even include some multiplayer functionality. One mode he’d love to see in the game is a cooperative/competitive multiplayer mode, where you have to decide if you’ll use your resources to help your adventurer, or screw with the other player’s little chump.

One question I love to ask developers is what would they do with their game if money and time weren’t a consideration, if they could do everything they wanted, what one thing would they add to a game. Colm was perhaps the first one to tell me, “I have no clue. I’m more used to working with the constraints of time and money!”

You build the full dungeon, down to monster placement.
You build the full dungeon, down to monster placement.

More than anything, he’s sensible and grounded on Gambrinous and GD’s future. He’s been working full-time on it for over a year after quitting his previous job. Thanks to a start-up incentive by the Irish Government and the publishing deal with Versus Evil, he could hire staff and pay them, but everything from expansions to sequels to other games in his head all depend on GD being successful. “If it is, we’ll use it to build more fun stuff…if it doesn’t, then we can at least say ‘we had fun building this thing we love’ and we’ll disband.”

Guild of Dungeoneering is set to release later this year and Colm is confident they can finish the game within the next two months. As he states, “We’ve already added systems, now we’re adding content.”

I want to thank Colm Larkin for taking the time to talk to me and for introducing me to the One Game a Month event. I had a fantastic time and I will be talking about that soon.