Wireframe 019 2019-08
Wireframe 019 2019-08
Issue 19 £3
wfmag.cc
Uncover a bleak,
beautiful Gothic
gothic adventure
UPGRADE
TO LEGENDARY
AG273QCX
2560x1440
Gatekeeping in the
golden age of video games
O
ld video game magazines are a treasure- What is the world coming to? Can we expect to see
trove of fascinating history – particularly games aimed specifically at other groups? For example,
those from the early 1980s, an era when senior citizen games in which ominous muggers try to
the conceptual boundaries and even steal the elderly’s social security cheques; tall people
the language of video games were still crystallising. games in which basketball players routinely step on
Advertisements hail long-forgotten games as the jockeys; and, finally, dentist games, in which Strawberry
JESS
greatest of all time, while articles employ curious MORRISSETTE Shortcake is eliminated because she causes cavities.
terminology like ‘screen games’ to describe arcade Jess Morrissette is a In case the authors’ meaning wasn’t entirely clear,
machines and ‘climbing games’ to refer to the genre professor of Political an illustration (‘Cute Shoot’) depicting someone scoring
we now call platformers. Suffice to say, these vintage Science at Marshall a violent headshot on a shooting gallery-style figure
publications offer intriguing glimpses into the roots of University, where he with a strawberry head accompanies the article.
studies the politics of
video game culture as we know it today. popular culture. So, if you’re wondering how many video games had
With that in mind, I was recently skimming through to be marketed towards girls before dudes started
the monthly ‘Glitches’ news column in the March claiming the industry was under assault, the answer
1983 issue of Electronic Fun with Computer & Games is one. Literally. The first one.
when an item caught my eye. Under the provocative Looking back at this news item today, it’s hard not to
headline ‘Yoo Hoo, Feminists…’, the short piece interpret it through the lens of Gamergate and its own
reported on the upcoming release of Strawberry efforts to ‘defend’ gaming from perceived bogeymen
Shortcake: Musical Match-Ups for the Atari 2600. – feminists, cultural Marxists, social justice warriors.
Parker Brothers marketed the game, based on It represents an opening salvo in the decades-long
Kenner’s popular toy line of scented dessert-themed battle to define what counts as a ‘real’ game and,
dolls, as the “first video game cartridge for young girls.” by extension, a ‘real’ gamer. As is still the case today,
What I found striking about the piece wasn’t so much realness to many gamers remains a fundamentally
the historical significance of an early game targeted gendered concept. Contemporary reactions from
at a female audience, but rather the disdainful tone it self-proclaimed ‘hardcore gamers’ to titles like Kim
#19
struck – a tone all too familiar in 2019. Kardashian: Hollywood – mobile, casual, female – aren’t
The authors (the column is jointly credited that different from Electronic Fun with Computer &
to Ronald Chironna, Pat Kinsley, David Celsi, Bill Games’ condescending take on Musical Match-Ups.
Sillbert, and Robert Casilla) open by alluding to That the authors flippantly added a violent element
“nefarious things” afoot in the “game universe.” to their criticism (‘eliminating’ Strawberry Shortcake,
After briefly mentioning the emerging trend of the headshot illustration) is unsettlingly prescient when
erotic games, they identify the real threat: so- considered in the context of contemporary harassment
called “sexual stereotyping.” The authors go on to campaigns targeting women in the video game industry.
frame the pending release of Strawberry Shortcake: Taken as a whole, the article’s a stark reminder that
Musical Match‑Ups as a “quantum leap backwards the ‘boys only’ mentality of gaming culture isn’t a new
for feminism” due to its “cute,” girl-centric content. phenomenon. In fact, there’s evidence to suggest it was
They frame the crisis as follows: there almost from the start.
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Contents
Contents
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Contents
WELCOME
There are all kinds of skills
that go into making games,
from programming to design
to music and dozens more
disciplines besides. But the skill
that overarches all those other
ones is – as I’ve concluded
10
after talking to a wide variety of
developers over the past few
months or so – perseverance.
44 58 and unsettling.
Toolbox Rated
puzzler Alien Escape, fitting its
development around his studies.
After being picked up by an indie
publisher, the game’s now on
Steam and the Nintendo Switch
28. Design Principles 56. Bloodstained eShop, giving it a potential
Howard Scott Warshaw on Koji Igarashi brings us another audience of millions. Technical
ingenuity, design flair, intuition
tuning your game’s difficulty slice of baroque action and luck all played important
roles, but without their creators’
30. CityCraft 58. Fujii drive to see them through to the
Devising your own post- Gardening in VR is beautiful bitter end, those games would
never have existed.
apocalyptic metropolis but blooms all too briefly
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Interview
Retro
Retro gothic
gothic
Three characters exploring a benighted pixel art
world; two indie devs battling to make it. We find
out more about the gothic adventure, INMOST
H
ideous monsters that had spent several years working together Is this a personal game? Have your
feed on suffering. A gothic on a string of mobile and Flash games, personal experiences informed the
landscape battered by wind before a desire to make something bigger game’s tone in some way?
and rain. Look around at the and more ambitious began to take hold. Alexey Testov: Not directly. Inmost doesn’t
gloomy pixel world of Inmost Testov and Vinchkovskiy worked solidly tell about events that happened to me or
and you probably won’t immediately for two months on creating a prototype, people I know, but of course, I’m trying to
connect it to Dizzy, the series of cartoon pouring considerable effort and studio inject into it my personal thoughts and
games featuring a bouncing, grinning funds into their dark proof-of-concept. emotions. I’m trying to make
egg first released in the 1980s (see page With Hidden Layer Games’ coffers running the game raise questions
32). And yet, for Lithuania-based artist low by this point, Inmost might have gotten important to me. When
and game designer Alexey Testov, Dizzy lost in its own form of limbo without I started writing Inmost’s
was one of the many influences that additional funding, but salvation came story, I hadn’t seen my
went into Inmost: an atmospheric and when it won an indie game competition wife and two-year-old
visually striking platform-adventure that in Minsk. The cash prize from that victory daughter for several months.
also takes in elements of such classics helped finance the meat of Inmost’s They were unable to join me in
as Flashback, Another World, and modern development; meanwhile, the game’s Lithuania because of documents issues,
indie darling, Limbo. growing reputation attracted London- while I was unable to move back to them
Inmost takes chunks of those varied based company Chucklefish, which later because I just didn’t have enough money.
2D games and makes them its own: here stepped in as publisher. I was very depressed. In many ways,
you’ll find a puzzle-filled tale that’s more Inmost, then, is shaping up to be a exactly that part of my life defined the
contemplative and deliberately paced captivatingly melancholy adventure – and game’s tone.
than most retro-influenced games we’ve the story behind it is similarly emotional.
seen in recent years. It tells the tale of We caught up with Alexey Testov and
three characters whose fates are, divided Chucklefish’s Katy Ellis to find out more
though they are by time and space, about its making.
closely intertwined. There are obstacles
to overcome and enemies to vanquish,
but Inmost is equally about soaking up the
details of its dank, desaturated world and
uncovering the stories behind its three
lost souls.
Initial work began on Inmost in 2017;
by this point, Testov and Hidden Layer
Games co-founder Andriy Vinchkovskiy
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Interview
tale of suffering, sacrifice, and family. We’re contains plenty of dilapidated castles
and hidden passages to discover.
purposefully being a little coy about the
details – we think Inmost’s story is best told
while playing and discovering it yourself. All the puzzles in Inmost work mainly to
create a proper atmosphere rather than
Will one character’s actions through the a real problem. In the second half of the
game affect the others? game, puzzles become more complex, but
The use of dialogue and on-screen prompts is
AT: Characters’ actions don’t necessarily kept to a minimum, allowing the art and score to I think they’re still not too complicated.
affect each other directly; they’re divided tell the story. At least not enough to fill you with nothing
not only by different worlds, but also time. but despair for weeks on end!
You will, however, see consequences
of past events, and these events are I read that making the prototype for
distorted in different worlds. I’m trying to Inmost was something of a gamble; could
make the world’s decorations as important you talk a bit about that?
as the story itself. They should help to tell KE: The initial demo of Inmost, made for
the story and fully explain the characters’ a contest at the DevGAMM conference in
true nature. Minsk, was a complete gamble. Andriy and
Alexey risked all the studio’s funds to
“My mood was changing from unlimited create the prototype; they knew that
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Interview
game’s wonderful lighting? us and stood out as a game we wanted you’ll often defeat enemies through
indirect means: squashing them with
AT: Lighting in Inmost is artistic rather than to support. Another great aspect of pixel carts or trapping them in cages.
technological, and it takes a significant art in Inmost is how it plays with your
amount of time to set up lighting for imagination, providing the player with
each location. Each location is configured just enough information to highlight Is there a lasting feeling that you
manually, and we don’t use any lighting silhouettes and then allowing you to want players to walk away with after
sources at all. All the lighting in Inmost is a complete the image for yourself fully in finishing Inmost?
combination of small tricks, lots of sprites your mind. It’s especially interesting when AT: It’s funny you should ask that. I was
with additive blending, and a few hours of it comes to more atmospheric horror thinking a lot about this recently and
work on every single location! games – did you really just see what you there is something I really want to leave
think you saw…? the player with, long after they’ve finished
What’s your thinking behind the use Inmost, and that’s a wish to call their
of pixel art? Do you think it forces The smooth animation I saw in one parents or someone they love or who
players to look at your game world in a sequence, with the character swinging loves you, no matter what may have
different way? on a rope to avoid a shadowy monster, happened in the past. I want players to
KE: Initially, the Hidden Layer Games team immediately made me think of Another remember that we should never forget the
wanted to make a very retro game, with World. Was that game an influence? ones who love us.
two-frame animations and a restrictive AT: Sure! I’m a big fan of retro video
four-colour palette in a pixel art style, games – Another World and Flashback Inmost is due for release on PC and
but they found it a little too limiting. were my main sources of inspiration for Nintendo Switch later in 2019.
They started experimenting with the style, mechanics of movement and characters’
adding in more colours into the palette, animations. Animation is what I pay
gradients, and smoother and longer specific attention to. At the moment, the
three main characters have more than 250 HIDDEN ORIGINS
It’s the small animated details that hit hardest, animations alone. In addition to Another In a vague echo of Inmost’ s characters,
like a little girl playing with a ball, or the rain the designers behind the game were once
falling softly among the trees.
World and Flashback, other games I was
heavily influenced by are Limbo, To The separated by space, before events – and
Moon, and the Dizzy series. I tried to take their mutual love of game design – forced
them together. “Originally, they both worked
the elements I love the most from each
remotely,” Chucklefish’s Katy Ellis explains.
of these titles. It’s interesting that many
“Andriy was from Kyiv in Ukraine, and Alexey
people write that Inmost has a Heart of from a small Russian mining town called
Darkness and Hollow Knight vibe, but I only Zverevo. However, due to tense political
discovered these games significantly after situations between the two countries, they both
we started working on Inmost – although had to relocate to Lithuania in 2016, in order to
I’m very flattered by such a comparison. be able to continue working together.”
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Early Access
Psycho thriller
Developer Luis Antonio tells us all about his
suspenseful time-loop thriller, 12 Minutes
S
ometimes, a game concept doesn’t the concept, the more it naturally became an
Info
GENRE
Adventure truly coalesce until its scope is interactive thriller.”
FORMAT
reduced and all the extraneous Antonio describes 12 Minutes’ early stages of
PC / XBO parts are carved away. Such is development as “extremely slow, but rewarding”,
DEVELOPER the process that Portuguese partly because he was teaching himself to
Luis Antonio developer Luis Antonio went through in the program, and partly because he was still working
PUBLISHER early development of 12 Minutes, a time- as an artist on Jonathan Blow’s indie gem,
Annapurna loop adventure laced with the suspense of The Witness. “Prototyping was very free-form,
Interactive a Hitchcock thriller. At first, 12 Minutes was a and a lot of the work was more thinking than
RELEASE 3D open-world game, in which the player had producing, so it was actually useful that I didn’t
2020
a full 24 hours to explore a city and talk to have that much time to be sitting to work on
its inhabitants; gradually, however, Antonio it,” Antonio adds. “It allowed me to go from the
began to scale down the scope of the game, original [concept] to the more constrained but
lthough mostly viewed from
A from multiple locations to just one cramped complex version we have now.”
capture and voice-acting,” Antonio says of the apartment and talking to the protagonist’s
the game’s last few months’ development.
wife in the hope of altering their dismal fate.
Antonio willingly cites Hitchcock’s Rear
Window as an inspiration for 12 Minutes’
thriller plot, but there’s also hints of director
Christopher Nolan’s Memento, Kubrick’s The
Shining, and, of course, Harold Ramis’ Groundhog
Day woven into its fabric, too. Even the top-
down perspective adds to the game’s cinematic
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overtones, with the unsettling god’s eye view “When I started, I never expected it would
recalling a similarly grisly murder scene from the become so movie-like,” Antonio says. “I tried
classic Psycho; for Antonio, though, his choice of to avoid having dialogues for as long as
viewpoint was also made for practical reasons. possible since I don’t like deciding what the
“The main reason for the top-down player is allowed or not allowed to say. In the
perspective was accessibility,” he says. early versions, the interactions between
“The characters are always moving on a single characters were only in service of the time-loop
plane, and that allows the player to avoid requirements, but as those got figured out,
having to deal with I realised there was a FINDING TIME
camera controls and 3D “When I started, I never lot more room to delve Like so many aspects of 12
navigation. It also has the into the characters, and Minutes ’ design, the duration
expected it would of its time loop came
added benefit of hiding the drama side of it
the character faces, so we become so movie-like” emerged naturally.”
about through a process
of experimentation and
don’t have to deal with One of Antonio and refinement. “I just kept cutting
facial animation and expressions, and allows the Annapurna’s masterstrokes was the game’s out all the unnecessary
clutter and noise in order
player to mentally visualise the character faces, reveal trailer, which emerged in June. Succinctly
to find the shortest amount
making it more personal in an eerie way.” distilling the game’s setting and premise into a required for the loop to work
The sense of eeriness has only grown since lean two minutes, it also leaves us hankering for with what I wanted it to do for
publisher Annapurna Interactive arrived on the answers to its mysteries. Is the wife really the characters and themes,”
the scene midway through development. With a murderer? Is the cop really a cop? Just how Antonio tells us. “That ended
up being around twelve
the help of their financing, the game’s earlier can the protagonist escape his cycle of terror? minutes, and since there’s
builds have visibly flourished: backgrounds and Agonisingly, we’ll have to wait until next year to quite a bit of meaning to that
character models are more detailed, the use see how Antonio’s thriller plays out. number, I kept it.”
of light and long shadows is more dramatic
and noir-ish. “They helped remove the two
biggest obstacles that were causing me a lot
of stress: time and money,” Antonio says of
his publisher’s backing. “I can now focus 100
percent on the creative side of things. They
also have a lot of knowledge on the film side of
things, which helps a lot for this specific project.
The last year was focused on the characters’
emotional journey and how that is expressed
through voice acting and animation, and they
have provided a lot of support to make it the
best it can be.”
From its beginnings six years ago, 12 Minutes
has therefore reduced in scope but steadily
increased in detail; ahead of its planned launch
next year, the game still has motion-captured
performances to complete, as well as an
evolving script to record with voice actors.
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maybe not. But you’re not
meant to watch everything.
J
ust like in film, it’s easy to fall into The story and vision is all Barlow’s, but the
Info
GENRE
Investigative thriller the cult of the auteur in video ambitious scale made more hands on deck
FORMAT
games and forget there are whole a prerequisite. Publisher Annapurna Interactive’s
PC / Mac / iOS other teams or individuals making background in film production was instrumental
DEVELOPER it happen behind the curtain. in casting actors hailing from Hollywood and TV
Furious Bee / Of course, when Sam Barlow made Her Story, like X-Men, Halt and Catch Fire, and Westworld.
Sam Barlow the non-linear detective game that brought This is also a contemporary story with modern
PUBLISHER FMV back into respectability, it had really been technology, meaning a nostalgic return to
Annapurna a solo project, at least for the Steam and iOS Windows 95 wasn’t an option, so as well as
Interactive
releases. But when it came to bringing the game coding the game and putting the hours of video
RELEASE
to Android, he sought outside help. footage together, Furious Bee was tasked with
2019
“Sam asked for me to do some bug fixes building a functioning OS desktop that players
on the iOS version at first,” says Lizi Atwood, would be spending a lot of time in front of.
technical director at Furious Bee. “I did some “I had quite a lot of influence in the design
fixes, and then he said, ‘Do you want to do the during that process – the first pass went in
Android port?’, so I did the Android port for him. without any guidance, really,” says Atwood.
By then, he was like, ‘Well, you know, you may as The UI looks indistinguishable from a real
well do the next game too.’” desktop, including a battery icon that might
he desktop OS makes use of
T That next game is Telling Lies, which returns catch some people out – it’s reading 100% by
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News
Headlines
from the virtual front
02
01
03
01. S
witcher upper 02. N
ot so Keen-oo
Two new models of Nintendo Switch Death Stranding almost featured
03. C
an I Play
are on their way, though neither is Cyberpunk 2077 poster man Keanu With Fury
particularly life-changing. The less Reeves, creator Hideo Kojima has
interesting one is your regular mid-cycle revealed. Instead, the director-developer It’s not called Ion Maiden, stop calling it
upgrade for a piece of hardware, which went with his Super Best Friend, Mads Ion Maiden, but by crikey Ion Maiden was
will see the Switch’s battery life increase Mikkelsen, and the rest has been a a brilliant name and a hard one to shift
to around 4.5 to 9 hours depending on whirlwind tour of Twitter photos and from the mind. Which is probably a part
what you’re using it for, compared to friendship bracelets (that second part of the reason why the band Iron Maiden
the original model’s 2.5 to 6.5 hours. may be made up). launched legal action against 3D Realms
Same everything else, same price; the Kojima also found time to throw some and its retro-styled FPS, Ion Maiden.
machine launches later this year. shade on battle royale games, which A bit too close for naming-comfort,
More interestingly, Nintendo also does tick a few of our boxes, saying when Maiden demanded the other Maiden
announced the Switch Lite – smaller and he left Konami he could have gone on change, which 3D Realms has eventually
compact with no removable Joy-Cons, to “make a game where everyone is on complied with. Seems battling a massive
the tinier device is made to be used an island and shoots each other,” but metal band with huge coffers just isn’t
entirely in handheld mode. Dry your instead he wanted to challenge himself worth it. The shooter is now Ion Fury,
eyes, 3DS, you had a good run. It’s also to make something unique. Which is meaning the studio didn’t accept our
launching later this year, and will likely be fair: we’re still not entirely sure what suggestions of Metallicargh, MotorDead,
around the £200 mark. Death Stranding is. or MegaDeath: The Game.
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News
04
All these stories
and more!
(we have more space
on the internet)
can be found over on
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04. N
o memes
for you
Devotion, the psychological horror game
05. O
n two jet 06
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Early Access
Utopia Syndrome
Developer Andrew Averkin is a 3D artist by
training, which explains why every inch of Utopia
Syndrome’s shadowy world is full of grimy detail.
A point-and-click adventure set in what appears
to be a post-apocalyptic industrial complex, it
sees a lone protagonist hunting for clues and
uncovering “mysterious parallel storylines.”
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Early Access
Airborne Kingdom
Bossa Studios’ similarly themed MMO sadly shuffled
off this mortal coil earlier this year, so if you’re looking
for another game that allows you to build fantastical
machines in the sky, then Airborne Kingdom is worth a
look. The emphasis here is more firmly on city building
and management, though, and there’s also a pleasingly
utopian angle to its premise. As you hover above a
desert world, steadily customising and growing your
city, you gradually attract new citizens from the tribal
communities living below. The studio behind Airborne
Kingdom, The Wandering Band, consists of former
developers at the now defunct Visceral – among them
Ben Wander, who made last year’s indie adventure, A Case
of Distrust. With a pedigree like that, we’re looking forward
to finding out more about their Laputa simulator as its
development progresses.
Lord Winklebottom
Investigates
It’s a point-and-click detective game, except Project Genesis
the detective’s a frightfully British giraffe
investigating the murder of his friend, an axolotl This space-faring epic promises a heady mix of ship-
named Admiral Gilfrey. Expect lots of pipe- to-ship combat and first-person shooting action, with
smoking and clue-following between cups of Seattle-based developer 8 Circuit Studios saying there’ll
milky Earl Grey tea when Lord Winklebottom be a “seamless” transition between the two gameplay
Investigates unleashes its surreal 1920s world pillars. The studio also bills Project Genesis as “an evolution
next spring. in blockchain gaming,” with the technology purportedly
being used to create an online ‘metaverse’ where players
can move characters and items they’ve built up from
game to game. This latter idea seems a bit too ambitious
for its own good right now, but a mash-up of third-person
spaceship destruction and first-person laser battles?
We like the sound of that part.
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Interface
Shadow’s Edge
Shadow’s
Edge redefining
the good that
gaming can do
How two women built a game to help young people
through the toughest times in their lives
WRITTEN BY HARRY SLATER
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Shadow’s Edge
V
ideo games have always been
about conflict. From the
medium’s birth, the focus has
been on destruction rather
than creation; on catharsis
through violence in one form
or another. But there are also
games designed to help with some
of the most difficult aspects of being
human – games that use the technology
in ways that aren’t about strength
or oppression, but about hope and
healing. Shadow’s Edge is one of those.
Shadow’s Edge is designed to help
teens and young adults come to
terms with being diagnosed with
a life-changing illness. The city in
Shadow’s Edge is a morphing, ever-
changing place – one that develops
with the actions of the player. It’s a
game built around private thought and
public expression, made with the help of
therapists and teenagers. The story behind
it, and the stories of the people who
play and make it, are as moving as they
are intriguing.
There’s something about Rosemary
Lokhorst, producer and writer on the
game, that makes you want to listen to
her. She’s animated but never over the
top, intelligent but always open. Her story
before Shadow’s Edge involves some of the
biggest technology companies in the world
– Microsoft, HP, Siemens – but there’s the
sense that Shadow’s Edge is a project she’s
more than just passionate about.
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Shadow’s Edge
to help them really come to terms with at teens. And I said if you want to do that,
their feelings and understand themselves I think you should make a game, and I think
and their reactions better – it gives them you should do it on mobiles, because that’s
a voice.” the device they have in hand most, so it’ll
Lokhorst’s route to this point is a be most natural to them.”
circuitous one. Taking a sabbatical from After that, things started to move much
work to focus on writing, it was at the New quicker. According to Lokhorst, a lot of
York Film School in Los Angeles where that’s down to Sobrato Brisson. “We had to
Shadow’s Edge started to take shape. fill in the blanks, hire a developer, because
haring your diary with
S
While there, she was invited for dinner I’d never developed a game – I’d developed
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Shadow’s Edge
he development
T
that had illnesses. We often get asked ‘is Lokhorst started the
project after a chance
this specifically for cancer patients?’, and dinner meeting. play it like that.’ From the first concept, it’s
no it isn’t. changed quite a lot – the world changed
“The idea isn’t to put everyone in one from fantasy to more realistic and urban,
bucket. We’re not saying that every disease the characters changed – everything we
is the same and everyone goes through had them select had to be a metaphor.
the exact same things, but there are The metaphors and the characters,
similarities. If something happens in your they’re all based on the lived experience
life, it’s a disruption to how you’ve been of patients that we worked with, either
– generally in the beginning people don’t during the game-building or with Sheri’s
want to know about it, or they just keep experience in counselling. All of that lends
going as they are, try to muddle through. authenticity to the emotional process that
And we wanted these teens to be able to players are going through with the game.”
talk about those similarities. From the very Emotion and metaphor are two
start, we included various different types of the driving ideas behind Shadow’s
of illnesses, and asked teens with those Edge, and they’re used to great effect.
diseases to help us make this game. That The development team worked with
was really rewarding to see, because this is psychologists to break up the stages of
a game we’ve built for them – it shouldn’t grief, paring them down to just three –
work for us, it should work for them.” disruption, disillusionment, and discovery
That ethos isn’t just the player-first fter a successful
A – each representing a step in the process
career in tech,
approach sometimes spouted to hype up Lokhorst was looking of coming to terms with being diagnosed
a game’s launch. The ‘kids’, as Lokhorst for a more creative with an illness.
outlet for her talents.
often affectionately calls Shadow’s Edge’s As players work their way through the
players, have been an intrinsic part of game, things begin to change. During the
the development process. “There were a first stage, the city is storm-blasted and
couple of things in the beginning where wrecked, and the character you’re talking
we thought this is how the game should to scrambles to continue her normal life in
work, and the teens said ‘No, we wouldn’t the ruins. The tone darkens, and talking
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Shadow’s Edge
you’re starting to reflect. You’re starting to accept the part of the Shadow’s one will see it unless you hand your phone
changes in your life, and starting to incorporate them as you Edge experience. to somebody. What you choose to share
tell them and as you live them.” with the world is much more expressive, it
can be literal writing on the wall or it can
be a drawing – we wanted it to be both.
to your guide becomes more difficult – she “We also know, from narrative therapy,
grows reluctant to share, withdrawing into that being able to build your own story,
herself. Finally, the city brightens, as the really create your own self by writing, can
player starts to come to terms with the be incredibly helpful. Art creation is also
realities of their diagnosis, whatever those very soothing and can help get things out
may be. there. Sometimes it can calm you down
“Everything there symbolises getting as well, depending on what mood you’re
on with your life,” Lokhorst says. ”Not just he guardians are the
T in; doodling or drawing can just really
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Shadow’s Edge
are filled with hope
through the diagnosis of a brother or for the future.
sister, could be on the way.
“In the far future there might be only one
Shadow’s Edge,” says Lokhorst, “but it might
be an AI version where, depending on what
you click and what you answer, you might
get fed different answers, instead of us
eens and young adults
T making a version of Shadow’s Edge for one
wfmag.cc \ 23
Interface
Interactive
Interactive
Alien Escape
Kim Seitner tells us all about his brain-teasing,
world-rotating platform game, Alien Escape
S
ome of the greatest games ever spikes are joined by crates that, depending on
made have emerged from breaking how clumsy you are, will either crush the hero
the established rules of a given like a falling anvil, or drop down to form a useful
Are you a solo genre. With Lemmings, DMA bridge. There are also keys to collect, fellow aliens
developer working
essentially created a platformer to rescue, and bonuses awarded for completing
on a game you
want to share with where the player has no control over the stages in as few rotations as possible.
Wireframe? If you’d characters moving around on the screen; all It’s the kind of game whose difficulty sort of
like to have your they can do is use barriers, bridges, pick-axes, creeps up on you; after the first dozen stages
project featured in
these pages, get and other tools to help coax the creatures in or so, the frequency of grisly deaths gradually
in touch with us at the right direction. Similarly, Capcom’s Bionic increases to Super Meat Boy levels. For Seitner,
wfmag.cc/hello Commando up-ended platformer convention by getting the balance of these levels just right –
switching the ability to so that the challenge
jump with a grappling “Bringing everything escalates rather than
hook – thus creating hits the player with
a mechanic we’re still
together took so much demoralising spikes –
happily playing around longer than expected” was a key part of Alien
with decades later. Escape’s development.
Alien Escape, created by German student Kim “It was a constant swapping of levels back
Seitner at NoFuel Games, takes a similarly elastic and forth,” he tells us. “Luckily, I have three little
approach to genre conventions. It’s a platform brothers who were involved many times in game
puzzler where, with a press of the left and right testing. Having the exact right difficulty of a level
shoulder buttons, levels have to be rotated was something which was really important. A lot
this way and that to guide a fragile alien to the of game testing was needed to see which levels
exit. It’s a little like Tsutomu Kouno’s wonderful were working and which not.”
LocoRoco, but transferred to a more compact Alien Escape began as one of Seitner’s earliest
puzzler where each stage takes place on a single design experiments while he was studying
screen. Early levels require little more than a programming at university. The seed for its
few spins left and right to guide the alien past world-rotating mechanic was first planted
some spikes and on to freedom; soon, though, when a friend showed Seitner Fez – Phil Fish’s
24 / wfmag.cc
Interface
Interactive
GRAVITY RUSH
In the process of designing
Alien Escape, Seitner quickly
he complexity and sheer number of hazards steadily
T realised that it was vital to
increases over each of Alien Escape ’s 72 levels. tune the earliest levels so
that players have time to get
to grip with the game’s rules.
hrough careful rotation, crates can be moved into place
T
and used as platforms. Get the timing wrong, and they’ll “The most important rooms
2012 platformer in which a 2D landscape can also crush you to death. are the first ten,” Seitner tells
be rotated in 3D space. Inspired by what he us. “This is where the player
saw, Seitner began thinking about a puzzler slowly gets a feeling for how
where levels could be rotated clockwise and The most challenging part of development the rotation gravity mechanic
works. I realised that a lot of
anticlockwise in 90-degree increments. “I tried came at the end, as Seitner began work on
people had trouble imagining
the room rotating mechanic, and I realised it’s Alien Escape’s release on Nintendo Switch; a how they had to change the
kind of fun,” Seitner says. “I also realised that it last-minute bout of polishing and bug-fixing gravity to get to the goal.
had a lot of potential to combine the mechanic meant that its planned launch in June had to be So the first levels are built in
such a way that they’re very
with other elements to interact with, and make a pushed back by two weeks. “The hardest part
simple, with elements placed
challenging puzzle game out of it.” for me were the last two months,” says Seitner. on specific spots to make it
“Bringing everything together took so much as easy as possible for the
IN A SPIN longer than expected and was really debilitating. user to understand which next
From there, development on Alien Escape took I learned how important it is to get a balance move could be the right one.”
After that, the rest of Alien
three long years, as Seitner worked on the game between studying, working on the game, and
Escape ’s 72 levels quickly
in-between his studies and steadily built up his having some time for myself.” increase the likelihood of
coding and design skills. Inevitably, crafting those Despite these setbacks, though, Seitner’s sudden, repeated deaths...
increasingly intricate levels also took a long time, achieved something pretty remarkable with Alien
with initial ideas sketched out on paper, and the Escape: developed a deviously tricky game and,
player’s path through the obstacles essentially with the help of German indie publisher Korion,
worked out backwards. got it on both Steam and Nintendo’s coveted
“Every time I created a level or came up eShop. Spurred on by that success, Seitner’s
with a new game element to interact with, now working on his next project – and even has
I first thought about which rotations would be a few ideas for expanding Alien Escape further.
necessary to solve the room and how,” Seitner “I’m working on some smaller games right now,”
explains. “For example, if a level can be solved Seitner tells us. “Also, an online multiplayer
with a minimum of ten rotations, I imagined how brawler together with Korion, called Ninstar.
the two final rotations would be and afterwards For Alien Escape, it would be awesome to add a
built the other needed turns around them. second player mode or a few new mechanics.
So it was like building the level from the end to Or, even better, a sequel! But first, let’s see how
the start.” people like [the original] Alien Escape.”
wfmag.cc \ 25
Interface
Column
Building runways
to release
B
ack at my first games job in
2014, devs would approach our
marketing agency with just a month
– or worse, a week – before launch
and ask us what we could do for
their game. The answer was virtually nothing
– at least nothing that would get them results.
Admittedly, the runway games needed for a
HALEY UYRUS successful launch was a bit shorter five years ago
Haley Uyrus is the than it is today. Back then, it was still conceivable
Marketing and that an indie game could launch six months after
Communications
Manager at Mediatonic. its announcement and succeed. But with the
Before joining their marketplace now becoming more crowded every Not all indie developers can define a genre, as PUBG did,
ranks she worked at
Failbetter Games on
day, this kind of short build-up would be nearly but nurturing your community and building partnerships
can help improve your game’s chances of success.
titles such as Sunless impossible, especially for a new studio without a
Skies, Sunless Sea, and well-known name or IP.
Fallen London.
Instead, that runway now looks like a year – Luck really means hitting the right game at
sometimes even two or three – for indie devs. the right time, but within the category of luck are
According to a PC Gamer news story published games that popularise new genres (think PUBG)
in January, half of Steam’s 30,000 games were or do something so special and unique with
released over the last two years, making visibility their IP or mechanics (Cuphead) that audiences
one of the biggest marketing hurdles for eagerly take notice. It’s the wild card principle,
developers. A longer build-up to release doesn’t and it’s not easy to build into a reliable strategy.
guarantee success, either, and can just as easily The few games that hit the right place at the right
be a title’s downfall without consistent marketing time end up attracting platform partners, money,
and communication. and community more easily, too, which help to
It’s no longer possible to stick to the further their reach.
same marketing cycles of our predecessors. The more of the four categories you have
Instead, from the beginning, we must plot out in your marketing plan, the wider visibility
bigger, more strategic moves in order to gain and awareness for your game will spread.
a large enough portion of delicious eyeballs Similarly, whichever ones you can’t attain will
to turn a profit and continue making games. point to the areas of your marketing that will
Furthermore, the days when a developer can require extra elevation. If you don’t have tons
rely on a publisher for success are over. It’s of cash for advertising, you know you’ll need to
paramount to always have at least one person grow your own community, to carry awareness
on your internal team focused on marketing via word of mouth. If you don’t have a community
strategy and business goals throughout the or money, then you’ll need strong platform links
development cycle, even if you have external to gain extra eyes directly on store pages, and
“It’s no longer
help at the same time. if you don’t have any of those, you’ll need an
possible There are all sorts of creative ways developers extraordinary amount of luck.
to stick to and marketing strategists are carving out paths Hard work and traditional marketing activities
the same to the top of the charts. To simplify things, in shouldn’t be abandoned. Hard work is just a
2019, there are really four main ways indies much longer, slower road to success if you don’t
marketing
can reliably achieve commercial success (in this explore those additional strategic avenues.
cycles of our order): store and platform partnerships, money, Try to find the routes that will put you a few
predecessors” community, and luck. steps ahead.
26 / wfmag.cc
Toolbox
Contents
Toolbox
The art, theory, and production of video games
28. Design Principles
The delicate art of
difficulty tuning
30. CityCraft
Ways to shape a post-
apocalyptic city
42. D
irectory
Get free industry advice he Oliver Twins dig into the programming
T
wfmag.cc \ 27
Toolbox
Advice
The principles
of game design
What is design innocence, and what does it have
to do with tuning your game? Howard explains all
AUTHOR
HOWARD SCOTT WARSHAW
Howard is a video game pioneer who authored
several of Atari’s most famous and infamous titles.
onceuponatari.com
R
EO Speedwagon was a popular adjust it towards a given goal? How well can you
rock group of the 1970s. empathise with the hypothetical experiences of
You know, before you were born. others? These are all skills.
In 1978 they released an album The amount of time you have also makes
entitled You Can Tune a Piano, but a big difference. I know that E.T. could have
You Can’t Tuna Fish. This title is printed just below been a very different game if I’d had more than
a picture of a tuna fish with a tuning fork in its five weeks to design it. Yars’ Revenge wound
mouth. This gets my vote for best album title up a very good game, but I had seven months
ever. I like it because it’s clever, it’s a pun, and it for that one. I also did Raiders of the Lost Ark.
makes an important point. If pianos are easy to That game presented a unique tuning challenge,
tune and fish are impossible, can you tuna which raises another critical factor in tunability:
video game? game type.
Where do video games fall on the spectrum For the purposes of this discussion, I’m
of tunability? This depends on several factors. going to reduce the entire world of gaming to
The first is who you are. Are you a gamer? two types – action and adventure. And the key
Do you have a sense of fun and insight into distinction is, adventure games require some
re your game’s puzzles
A what creates fun? How is your sense of dynamic uncovering of secrets or special knowledge
satisfying to solve, or too reasoning? Spatial relation and timing? How well to complete. Action games simply exercise
obscure? The Secret Of
Monkey Island was a classic, can you assess an experience to know how to essential skill sets: you may need to practise,
partly thanks to its
fine-tuning.
but you don’t need secret knowledge to engage
or explore the game.
Let me be clear: tuning a video game is never
an easy or trivial exercise, but there’s a huge
difference between tuning an action game
and an adventure game. And the difference
is this: in an action game, the designer can
have the authentic play experience, just as
any other player would. This enables you to
get a very accurate read on game feel, ramp-
up, and difficulty. In an adventure game, the
designer can never have the player’s experience,
therefore they have no first-hand insight into
what that play experience is.
When you can’t actually play the game like
any other player, all the tuning decisions you
make are reduced to second-hand guesses
28 / wfmag.cc
Toolbox
Advice
the Lost Ark on the Atari 2600 posed
some tuning challenges for Warshaw.
Speedwagon album
supply, the idea of losing it wasn’t anywhere that inspired this
near as notable as finding it. article. There’s a track
on here called The
Adventure game tuning requires a skill which Unidentified Flying
and assumptions. This is a tremendous handicap is not widely reputed to be in the average Tuna Trot.
when it comes to assertively and knowledgeably programmer’s repertoire. This is a job for
tuning a game. There are no reliable signposts empathy. The onus falls on the developer
along the road. Nothing to hang my hat on as to be able to project, intuit, and ascertain
I’m making choices and creating or adjusting how challenging a given task will be for the
possibilities in the game. uninitiated. The only
It’s no secret that credible alternative is to Beasts within
“Tuning is where a video
secrets are the secret gain access to an endless How often does wildlife appear
game truly comes into in the creation of a game?
to designing adventure stream of fresh players Frequently. Most games
games. And the funny its own... or doesn’t” on which to experiment, feature a variety of avatars,
thing about secrets is and even then, how since players and opponents
their creators can never know what it’s like to representative is each player of the population need to be represented on
the screen. This gives us
solve them. All you can really do is guesstimate at large?
an opportunity to engage
the difficulty to the best of your ability and do Game design is tough enough, but tuning is with beings (both real and
consumer testing (something of which I’ve had where a video game truly comes into its own… fictional) that one rarely
quite a bit of experience). or doesn’t. The concept of an initial design gets to deal with in real life.
that just plays like a dream in its prototyping Consider Donkey Kong, Banjo-
Kazooie, Crash Bandicoot,
KEEPING SECRETS stage is just that – a concept. I’ve never seen it Spyro the Dragon, Bowser,
You see, secrets are like virginity: once you’re on realised. There’s an old saying, a plan is a basis and Pikachu, just to name a
the other side, there’s no looking back. Once you for change. A prototype is the implementation few. It also means you get to
attain an experience, it’s impossible to return to of the plan, but that is not where a game ends. be something you normally
aren’t, like the animal you may
an unknowing state. You can’t unlearn a secret In fact, unless you’re doing E.T. for the 2600, that
truly be. Don’t believe me?
– at least not without a lot of time or some really is where a game begins. And the road it travels Then answer this question:
intense drugs. And when you’re making video from that point on is called tuning. how do you feel about
games, that much time is definitely not available Tuning an adventure-style game takes taking on the persona of a
in a development schedule. And as for drugs, an incredible variety of skills and talents. hyperactive hedgehog?
well, that depends on the developer, of course. In the pantheon of video game development
But even so, drugs are unlikely to generate such activities, tuning an adventure-style game is
acute (and specific) short-term memory loss. the pinnacle, it’s the apex challenge, and it’s
(Important note: kids, don’t try this at home.) enough to take you to the edge and frequently
As the designer of an adventure-style game, over. It’s no place for innocence, but it is all
the key issue you’re dealing with isn’t really about purity of experience. Which, like REO
game mechanics or level layout. The major Speedwagon, totally rocks.
wfmag.cc \ 29
Toolbox
Advice
CityCraft: Shaping
your post-apocalypse
Ways to imagine the structure, urbanism,
and life of your post-apocalyptic cityscapes
AUTHOR
KONSTANTINOS DIMOPOULOS
Konstantinos Dimopoulos is a game urbanist and designer, combining a PhD
in urban planning with video games. He is the author of the forthcoming Virtual
Cities atlas, designs game cities, and consults on their creation. game-cities.com
Z
ombies, droughts, floods, nuclear off in Metro 2033, before zombies roamed the
fallout, climate collapse, resource streets of the Walking Dead’s Atlanta, before
Failing exhaustion, meteor strikes, alien people abandoned Milton in The Long Dark,
Materials invasions, earthquakes, disease, and before S.T.A.L.K.E.R’s Pripyat got trapped
With time, things that aren’t famine, and good, old-fashioned in the Zone, these were all fully functional
maintained tend to crumble. warfare could all bring human civilisation to and liveable places – places that existed and
Concrete slowly turns to dust, near collapse. And as the post-apocalypse has developed long before they met their cruel fate.
iron rusts, glass windows
break, wooden beams bend,
long provided storytellers with lone survivor It’s important, then, to realise that the post-
dust blocks air ducts, copper fantasies, it’s also provided a popular backdrop apocalyptic versions of these cities were built
corrodes, and plaster cracks. for video games. directly on top of their former selves; in many
Temperatures, humidity, Handily for video game world-builders, the cases, on their ruins. These are all places with
biological factors such
post-apocalypse allows for the mixing and pre-existing histories, geographies, characters,
as insects, caustic gases,
earthquakes, pollution, matching of historical elements, technological and details.
flooding water, and fire are artefacts, architectural styles, and eras. What’s So, before the destruction, there has to
only some of the factors that more, its urban environments tend to be actually be a city to be destroyed. Its post-
can damage building materials, some of the eeriest and most evocative of the apocalyptic iteration will inherit many of its
collapse large constructions,
turn corporate towers into
medium; we humans are deeply moved by the historical characteristics, providing a layer of
empty, barely-standing husks, sight of a dead city. cohesiveness and realism. A pre-existing city
or twist bridges into grotesque could be completely imaginary, borrowed from
shapes. And as even plastic DESTROYING YOUR CITIES reality, or anything in between, but it should be
and steel can degrade under
Before Fallout 4’s Boston was devastated by war, planned through sketches, or a few descriptive
the right circumstances,
researching what might before Moscow’s subway tunnels were sealed paragraphs. A believable foundation with its
happen to your city’s materials surviving landmarks can set the town’s tone, and
after the apocalypse is a inform the new spatial relations of dilapidated
good idea. buildings, post-apocalyptic governance centres,
and forgotten functions.
Metro 2033, for example, replicates Moscow’s
Frostpunk allows
players to ensure the stunning underground network, complete
survival of a brutal
industrialist society in
with all its art and architecture, providing a
the last city on Earth. very particular and believable sense of place.
The pre-war buildings and recognisable
landmarks still standing in Fallout 4 give its
version of Boston a unique atmosphere. As for
The Long Dark’s town of Milton, its fictional yet
entirely believable history goes back a century
before the apocalypse.
30 / wfmag.cc
Toolbox
Advice
League of Hoboken masterfully
showed, the apocalypse doesn’t
need to be grim.
new reality: a civic geography and an urban these that define the shape of a city. Boston of Fallout 4 is
as unsettling a virtual
organisation based on the ruins of the past. city as it is familiar.
They have to decide where the new downtown
will be, or if one will exist. They have to
think of living quarters, shopping areas, and
production capabilities, and decide whether new
settlements need defences.
They may even declare that parts of the
old city have survived, and now serve as the
new centre – just like the Strip in Fallout: New
Vegas. World builders will have to define the
wfmag.cc \ 31
Toolbox
Squeezing the ZX Spectrum
Squeezing the
ZX Spectrum Download
the code
from GitHub:
The Oliver Twins explain how they squeezed wfmag.cc/
wfmag19
Fantasy World Dizzy into just 41kB of memory
AUTHORS
PHILIP AND ANDREW OLIVER
The Oliver Twins have been making games since the
early eighties, and can now be found at their new
consultancy firm, Game Dragons. gamedragons.com
W
e were relatively late getting and door’ puzzles, but dressed up with lots of
our first ZX Spectrum. It was themes: for example, the Mucky Grease Gun that
October 1986 when David enabled a rusted mine-cart to be moved in order
Darling of Codemasters sent us to access a mine. There was a manhole cover
one, and suggested we convert blocking another route, which could be opened
our games from the Amstrad versions we were with a crowbar. At this time, Dizzy could only
creating at the time. Beginning with Ghost Hunters, pick up and drop a single item at a time, leading
we went on to create 17 Spectrum games over to some additional gameplay of figuring out the
the next five years, many of them bestsellers. optimum route and where best to leave items for
The most fondly remembered of those are the collection later.
Dizzy games. While Dizzy was slow to catch on, we
With Dizzy, we wanted to create a cartoon eventually produced a sequel, 1988’s Treasure
adventure where the player solved puzzles. Island Dizzy, with a new story and improved
Being fans of adventure games like Zork, we game mechanics. It was commercially successful,
X Spectrum games took
Z
knew we needed an inventory and interesting, but there were lots of areas we wanted to
32 / wfmag.cc
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Squeezing the ZX Spectrum
THE ZX
The Spectrum’s price point
helped bring gaming to the
SPECTRUM
eighties masses. The ZX Spectrum was an
affordable computer with
just 48kB of RAM and a
lot of entertainment for £2.99, and squeezed ‘rubber’ keyboard. It had
into just 41kB. blocky, low-resolution
Fantasy World Dizzy was met with critical and graphics, but it could plug
into a regular TV and used a
commercial success, and went on to sell over
cassette player for storage.
half a million copies, being converted to many
Its main processor was an
different computers; years later, it still has a cult data, plus another 768 bytes for the colour
8-bit Z80 running at 3.5MHz.
following. So how did we squeeze all that onto attributes, making a total of 6.6kB. After a few The screen resolution
the Spectrum? other system memory reserves, there was only was 256×192 pixels, and
41kB of RAM left for the game. supported eight colours, with
FIRST-GEN BEDROOM CODERS ‘colour attributes’ limited
We weren’t taught to code or make games; HEXADECIMAL AND BINARY to one foreground and one
we had to work everything out for ourselves. You’ll notice there’s an awful lot of counting in background colour per 8×8
There was no internet, and few books on the hexadecimal and working out in binary. The fact is character. This severely
limited what colours could
subject. We got ideas and inspiration from other the 8-bit language requires you to be constantly
be displayed and where, but
people’s games, either in arcades or on home thinking in these numbers. Everything relies on it,
it was efficient on memory
computers. We’d challenge ourselves to achieve and if you start thinking in these terms, you will
and improved the speed
as much as possible, but also gave ourselves self- write better code. of printing graphics to the
imposed, tight deadlines: we set ourselves the screen; it also led to the
challenge of creating one game a month. GRAPHICS distinctive appearance of the
Fantasy World Dizzy took about six weeks, We created the sprites (all the 2D graphic assets) computer’s games.
and we developed it first on the Amstrad and in our own ‘Panda Sprites’ utility, which we’d
then converted graphics and some routines to written and published on the Amstrad when we
the Spectrum. Since the Spectrum was similar were at school. We figured every hobbyist would
in many ways to the Amstrad and also based want to create games with animated sprites, and
on Z80, most of the game code was identical. went to great efforts to give the editor plenty of
The only differences were in the input routine features, even including rotation of sprites for
(reading keys) and output routines (display and people making top-down games. This feature
sound). This was our 17th (and last) game on the led to Dizzy doing his spinning jump. We spent
Spectrum; so, reusing code from other games, time creating flexible sprite printing routines that
the Spectrum version only took a day or two. people could put in their own games. We even
allowed them to write their games in BASIC, which
RAM was really easy to use. It was possibly the first
We ensured our games all ran on the 48K middleware for game creation.
Spectrum. The screen was 256 pixels (32 bytes) × Printing sprites on a Spectrum was interesting.
192 pixels, so a total of 6144 bytes for the bitmap As with the BBC B and Amstrad, the way the
wfmag.cc \ 33
Toolbox
Squeezing the ZX Spectrum
screen memory is laid out but also coming up with advanced techniques to
is odd (see Figure 1). If you reduce the runtime logic required.
watch a Spectrum game’s title For example, there’s a common routine you’d
screen loading, it starts top- need to get the memory location of an X and
left, goes across to the right, Y coordinate on the screen. The conventional
jumps down one character method was as shown in Figure 3 (we recently
line (eight pixels) and works pulled this from the internet – a luxury we didn’t
all the way down the screen. have back then).
Finally, it fills in all the colour We’d literally write random bytes to memory to
attributes to display the see what appeared where, then reverse-engineer
finished picture. the screen memory configuration and develop
code to write to it! But we knew everything
igure 1: A diagram
F CODE printed on to the screen went via this, so if we
showing the ZX
Spectrum’s screen
There isn’t space here to explain assembler could speed it up, our games could have far more
memory in hexadecimal. coding on the Z80 in detail, but here’s a basic things on the screen (see Figure 4).
overview. The 8-bit chip had a main A register, This required two tables each of 192 bytes
three multi-purpose paired registers: BC, DE, and to be created, each on consecutive page
HL, and then two further paired registers: IX and boundaries – all the Low screen addresses in
IY. These were duplicated for use by interrupt the first table, then 256 bytes later all the High
routines. The paired registers gave 16-bit screen addresses.
pointers to address up to 64kB RAM/ROM. Because the code was now very short, we’d
There were standard operations: LD (load), paste it in-line, when needed, to avoid the extra
ADD, AND, XOR, SLA, and SRA (shift bits left ‘call’ and ‘return’ from a routine.
or right within a byte), along with conditional The upside-down levels (Figure 5) were
he Oliver Twins
T
learned Z80 from a operations – compare and jump to a new section created as normal; we’d just flip the values in the
£2.99 Pocket Guide.
of code – but it didn’t have multiply or divide lookup tables.
operations, and many things had to be done by
creating loops and lookup tables. igure 3: The conventional method to locate
F
Not all operations would work on all registers: the screen memory from a coordinate.
everything would work with register A, but only
subsets of operations worked with the other
registers, so there was an awful lot of register
swapping needed to write Z80 code.
The simplest ‘load’ (LD) instruction took four
clock cycles and, depending how it was used,
could take up to 19 (see Figure 2).
Coding assembler efficiently was essential,
given the limitations of the 3.5MHz Z80
processor. This was where being a ‘Code Master’
really came into play. We were literally obsessed
by writing fast, efficient code, counting every byte
and clock cycle (time to execute an instruction),
34 / wfmag.cc
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Squeezing the ZX Spectrum
wfmag.cc \ 35
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Squeezing the ZX Spectrum
his mask sprite. the whole screen with black foreground and
This explains why the other characters in the background colour attributes so it would
game don’t animate or move around! disappear instantly; clear the screen memory and
The code to print sprites had been iterated print all the sprites making up the background
and iterated to make it very efficient, with screen, with a secondary buffer for the colour
great results. attributes; then copy them all at the end, so the
We don’t have space in this article for the sprite screen appeared instantly.
code listing, but it involved some unconventional Being an 8-bit computer, we gave ourselves
tricks to improve speed. We’d disable interrupts, 256 sprites so each could be referenced with a
store the stack, and use one set of registers for single byte. 48 through to 90 were used for the
source sprite data, pulling [POP] double byte alphanumeric characters, as per ASCII standard.
register pairs from the While Dizzy’s animations
stack; then, using the “We even used some had already been included
alternate registers, we set into this sprite list from
self-modifying code.
this to the screen memory previous games, we freed
address to write [PUSH] Naughty, but fast!” up more space for other
the data back fast. We even graphics once we could
used some self-modifying code, to patch the code remove a lot of his sprites when we introduced
it was about to execute. Naughty coding, but fast! the masking system (see Figure 9). This final
Printing Dizzy was very specific fast code. graphic file took just over 7kB.
It couldn’t be clipped on the side of the screen
and didn’t change colour attributes. Our general- BACKGROUND LOCATIONS
purpose, flexible sprite routine could print sprites We planned out the overall map on a large
of any size, anywhere on the screen, with clipping piece of card (see Figure 10), with individual
and with colour, and even had the ability to flip hand-drawn locations (or screens) glued on.
sprites left to right. If a location needed to be altered, we’d remove
This involved a lot of rotating bytes to get them the first, draw another, and glue it back in the
on any pixel, which was much slower, but we just slot. When planning out the position of puzzles,
used this for printing the location backgrounds where to find the items to solve them, and places
and the inanimate sprites that appeared. It didn’t for coins, we used cut-out pictures and words
matter if it was a little slow as it would only have and placed them on the cardboard on the floor
igure 9: The original list of
F – being careful not to sneeze, slam a door, or
36 / wfmag.cc
Toolbox
Squeezing the ZX Spectrum
The locations had 60 sprites each on average, we contracted David Whittaker to provide it. igure 10: The Olivers’
F
therefore 240 bytes. With 50 locations, this took He produced the music and sound effects on original hand-drawn
Fantasy World Dizzy map.
about 12kB of the RAM. Most games at that time a cassette with code built in to play the music.
were character mapped, meaning they held one The whole file was 4143 bytes, so just over 4kB.
byte per character cell on the screen. That’s We used the speech routine we’d developed
768 bytes (32 × 24 characters) if they didn’t use four years earlier to play a recording of one of
igure 11: Instructions for
F
compression. Our method enabled Dizzy to have us saying, “Fantasy World Dizzy.” This was fitted
the editor, which explain
much bigger maps than many other games. into a buffer space as soon as the game ran and how the data was stored
for the rooms.
We wrote the map editor inside the game. deleted as the memory was used. You can see
This was useful, because we could run Dizzy how all the game elements were squeezed into
around and then press other keys on the the Spectrum’s memory in Figure 12.
keyboard to add or edit the background sprites
while the game was running live (Figure 11). A CRACKING ADVENTURE
This made it fun to edit and fast to iterate. So, that’s how we squeezed a pretty large, fun
There was no recompiling of code when drawing game into just 41kB. We’re always shocked by
and checking elements of the map and puzzles. file sizes these days, and how inefficient they are;
when we take pictures on a regular smartphone
GAMEPLAY CODE they average 4MB. We could write 100 games in
Players took Dizzy through 50 locations, meeting that memory! As for modern games, Red Dead
lots of characters, and solving over 20 puzzles Redemption 2 is over 100GB on PS4 – that’s 2.5
along the way. Gameplay code didn’t need to million games’ worth of memory! Here’s the
focus on speed, but it did need to be clear, easily funny thing – in another 30 years’ time, there’s a
adaptable, and efficient on the memory it used. good chance that 100GB for a big game will be
Each location and item was given a name, considered small. How times change. We enjoyed
and there were conversations with characters the challenge and the art of squeezing so much
igure 12: A
F
and additional text explaining parts of the story. fun out of so little, and remember those times
Spectrum memory
These were displayed at the relevant times with with great fondness and pride. map for Fantasy
World Dizzy.
a neat conversation panel system. Dialogue was
important for creating atmosphere, and driving &F800 to &FFFF 4k Music
the story forward, but it didn’t come cheap: there &F000 to &F7FF 0.5 k Speech Data -> Buffer memory
were around 250 lines of dialogue, taking about &D000 to &E7FF 6k Game text
6kB of memory. Game code was around 4000
&A800 to &CFFF 12 k Map data
lines, taking about 8kB of RAM.
&9300 to &A7FF 5.5 k Background sprites & font
Interestingly, we didn’t use any compression &6000 to &7FFF 8k Code [Around 4000 lines]
algorithms in this game. A few tricks would have &5F00 to &5FFF 0.5 k Data/lookup Tables
allowed us to have squeezed in even more – for RAM for Game 41 k
example, there’s a very simple method to reduce &5B00 to &5CFF 0.5 k System reserved RAM
text memory use by half. &5800 to &5AFF 0.8 k Screen attributes
&4000 to &57FF 6k Screen memory
AUDIO
Total RAM 48 k
While the game had great music and sound
effects, we certainly can’t take any credit for this: &0000 to &3FFF 16 k System ROM (inc BASIC)
wfmag.cc \ 37
Toolbox
Advice
from your game to allure potential backers.
Indie reflections:
AUTHOR
JEFF SPOONHOWER
Making Anew Part 7
Jeff Spoonhower is a Crowdfunding can be a powerful way to finance and
developer, artist, and college
professor who’s been working market your game. Jeff sheds light on the basics
on triple-A and indie games
for over 17 years.
W
anewthegame.com
hat is crowdfunding, exactly? T-shirts, and other souvenirs. High-level rewards
Think of it as a distributed may be art books, signed posters, and a variety
funding mechanism of ways for backers to actually be involved in the
where individuals online development of your game, such as collaborative
contribute money towards design sessions and voicing a character in-game.
the development of your game. You present Often, the higher-level rewards have limited
your game idea to the community, and quantities, and are therefore especially valuable
‘backers’ collectively pitch in to help you hit and exclusive to backers.
graphical matrix of
A
38 / wfmag.cc
Toolbox
Advice
completion of your game. to help personalise your campaign.
Fig is a newer crowdfunding platform that
has helped fund several promising indie games.
Similarities between Kickstarter and Fig include raised was worth the effort, although it didn’t
a campaign page, the ability to offer rewards, come easily. simple budget breakdown
A
helps backers to understand
and a time-sensitive, all-or-nothing funding goal. Of course, $35,000 isn’t enough to completely how you plan to use your
Fig differs considerably from Kickstarter, though, fund the development of a game involving two funds, and also establishes
trust and transparency.
in a few important ways. Whereas any developer full-time developers, plus a freelance composer,
can run a Kickstarter campaign, Fig is a curated over the course of five to six years. We have
platform which requires developers to pitch primarily been self-financed, but the money
their campaigns. Only approved projects make raised on Kickstarter helped offset several
it onto Fig. In addition to receiving rewards, costs including marketing, PR, trade show
Fig backers also have the option to invest in attendance, legal advice, and subcontractor
your game and earn a percentage of its sales. assistance. Of equal importance to the money
If your game is successfully funded, Fig becomes raised was the significant increase in awareness Campaign
your non-exclusive publisher and receives a Anew received. Our enthusiastic backers spread
reference
percentage of your profits. the word about Anew with their friends, which
If you’re new to crowdfunding,
It’s important to note that backers brought in more backers and fuelled growth on it’s worth checking out the
are becoming increasingly jaded about our social media platforms. Publishers, content Kickstarter campaign for
crowdfunding due to an increase in low- creators, and game websites discovered us Anew: The Distant Light.
quality games seeking funding, as well as failed through our campaign page, which led to There you’ll find ideas for
funding tiers, rewards,
completions and unfulfilled promises for games interviews, features, streams of our demo,
campaign sections, gameplay
they’ve backed. It’s vital, then, that you have and business partnerships. videos, and other visual
polished and unique-looking We quickly learned that materials to help successfully
assets in place before our active crowdfunding pitch your game idea to
“It’s vital that backers: wfmag.cc/anew
beginning your campaign, campaign required constant,
or backers will ignore you.
you have polished vigilant support and
Gone are the days (circa assets in place” monitoring. We worked
2012) when indie devs could around the clock on
post a few pieces of concept art and a talking- outreach efforts – emailing websites, bloggers,
heads video for a game that didn’t yet exist. streamers, friends, and family to spread the
Today, you must show high-quality gameplay to word about our campaign. We responded to
attract backers’ attention. questions and comments on our campaign
site quickly and professionally. In order to
CROWDFUNDING ANEW fuel interest in the campaign, we posted
We ran a successful Kickstarter campaign for (and continue to post) frequent updates
Anew: The Distant Light in March 2017, earning a on development, as well as new videos,
little over $35,000 from 684 backers. We began screenshots, and marketing assets. A ‘set it and
planning our campaign a year in advance, forget it’ attitude would have certainly led to a
researched successful and failed indie game failed campaign. Having an established following
campaigns, and collected as much advice as we on Facebook and Twitter before starting our
could. My dev partner and I began preparing campaign also helped in our outreach efforts,
for the campaign full-time two months before as our built-in community was eager and ready
it began – writing text for our page, creating to help spread the word about Anew.
a trailer, capturing screenshots, designing While the research, planning, and execution of
graphical elements, planning rewards, and more. our crowdfunding campaign was a tremendous
I f you have prior games
During the month-long campaign, I worked amount of work, we’re glad we decided to industry experience, definitely
full-time on outreach and marketing. We feel embark on the journey, and we hope to highlight it on your page, as it
adds credibility to your game
as though the modest amount of money we crowdfund our next game as well. and studio.
wfmag.cc \ 39
Toolbox
Source Code
Source Code
SNK’s Fantasy, released in
Create your own
1981, was the first arcade
game to feature a
continue screen.
continue screen
Learn how to create game states,
AUTHOR
RIK CROSS and rules for moving between them
T
he continue screen, while required. Functions are ‘first-class citizens’ currentupdatefunction =
much less common now, of the Python language, which means that updatecontinuescreen
was a staple feature of they can be stored and manipulated just currentdrawfunction = drawcontinuescreen
arcade games, providing an like any other object, such as numbers, text,
opportunity (for a small fee) and class instances. They can be stored in def update():
to reanimate the game’s hero and to pick up variables and other data types such as lists currentupdatefunction()
where they left off. and dictionaries, and passed as parameters
Games such as Tecmo’s Ninja Gaiden to (or returned from) other functions. def draw():
coin-op (known in some regions as Shadow currentdrawfunction()
Warriors) added jeopardy to their continue “The continue screen was a The example code above calls
screen, in an effort to convince us to part currentupdatefunction() and
staple of arcade games”
with our money. currentdrawfunction(), which each store
Often, a continue screen is one of many a reference to separate update and draw
screens that a player may find themselves We can take advantage of the first-class functions for the continue screen. These
on; other possibilities being a title screen nature of Python functions by storing continue screen functions could then
or an instruction screen. I’ll show you how the functions for the current screen in also include logic for changing which
you can add multiple screens to a game in a variables, and then calling them in the function is called, by updating the function
structured way, avoiding a tangle of if…else main update() and draw() functions. In the reference stored in currentupdatefunction
statements and variables. following example, notice the difference and currentdrawfunction.
A simple way of addressing this problem between storing a function in a variable This way of structuring code can be
is to create separate update and draw (by using the function name without taken a step further by making use of state
functions for each of these screens, and parentheses) and calling the function (by machines. In a state machine, a system can
then switch between these functions as including parentheses). be in one of a (finite) number of predefined
40 / wfmag.cc
Toolbox
Source Code
states, and rules determine the conditions This is pulled together with a Something else to point out is the use
under which a system can transition from StateMachine() class, which keeps track of lambda functions when adding rules
one state into another. of the current state. The state machine to states. Lambda functions are small,
A state machine (in this case a very calls the update() and draw() methods for single-expression anonymous functions
simplified version) can be implemented the current state, and checks the rules for that return the result of evaluating its
by first creating a core State() class. transitioning between states. Each rule in expression when called. Lambda functions
Each game state has its own update() and the current state’s rules list is executed, with have been used in this example simply to
draw() methods, and a rules dictionary the state machine updating the reference to make the code a little more concise, as
containing state:rule pairs – references to its current state if the rule function returns there’s no benefit to naming the functions
other state objects linked to functions for True. I’ve also added a frame counter that is passed to addrule().
testing game conditions. As an example, the incremented by the state machine’s update() State machines have lots of other
continuescreen state has two rules: function each time it is run. While not a potential uses, including the modelling of
• Transition to the gamescreen state if the necessary part of the state machine, it does player states. It’s also possible to extend the
SPACE key is pressed; allow the continue screen to count down state machine in this example by adding
• Transition to the titlescreen state if the from 10, and could have a number of other onenter() and onexit() functions that can be
frame timer reaches 10. uses, such as for animating sprites. called when transitioning between states.
wfmag.cc \ 41
Toolbox
Source Code
Directory
Directory
42 / wfmag.cc
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Interface
Making the perfect Metroidvania
A
modern portmanteau derived following year, Tom Happ released Axiom Verge,
from inelegantly smashing hailed by Polygon’s Jeremy Parish as the best
Metroid and Castlevania’s titles indie Metroidvania ever made.
together, the Metroidvania Since then, Metroidvanias have come
harks back to the mid-nineties, to dominate the indie space. The Mummy
and two seminal action platformers: Nintendo’s Demastered, The Messenger, Iconoclasts,
Super Metroid and Konami’s Castlevania: Dandara, SteamWorld Dig 2, Chasm, Yoku’s
Symphony of the Night. For about a decade, Island Express, Hollow Knight, Guacamelee! 2,
both series continued to serve up non-linear Sundered, Death’s Gambit, Monster Boy and the
forays into interlocking, unlockable worlds. Cursed Kingdom, and La-Mulana 2 – and many
But after Metroid: Zero Mission in 2004 and more – have all appeared in the past two
Castlevania: Order of Ecclesia in 2008, the series years. The genre’s collaborative, as developers
went largely silent – at least, as far as their 2D, bounce ideas off each other, iterating on the
exploration-focused outings were concerned. community’s suggestions, and taking the genre
This absence inspired indie developers to to bold new places.
take the Metroidvania into their own hands. But how do they do it? How do these indie
“The genre was wrapped in cherished developers create compelling worlds that
childhood memories for much of the team,“ are exciting to explore the first time, and still
says Rodrigue Duperron, marketing and interesting to backtrack through the 100th
communications specialist at Thunder Lotus, time? How do they make unlocking new areas
the studio behind 2017’s Sundered. The and discovering power-ups challenging but
Metroidvania genre was, Duperron adds, not frustrating? To find answers to these
“Ripe for indie reimagining, especially with questions and more, we spoke to many of the
a key genre franchise – which shall remain developers making the most compelling games
nameless – being rather quiet through most of in the sub-genre.
the decade.”
While fans clamoured for new Metroid and ENTERING THE UNKNOWN
Castlevania adventures in vain, indie studios It’s rare to find a game that isn’t at least a little
stepped in to fill the void. WayForward bit like Samus Aran. As she blasts and bombs
Technologies made the Metroid-inspired sequel her way through Thebes, Metroid’s heroine
Shantae: Risky’s Revenge in 2010; DrinkBox finds new, useful tools hidden in the nooks
released the first Guacamelee! in 2013; and the and crannies of her world. She doubles her
44 / wfmag.cc
Interface
Making the perfect Metroidvania
GLUTROIDVANIA
Chasm was released in July 2018, kicking off an
entire summer of Metroid-style games. Dead Cells,
Guacamelee! 2 , and Death’s Gambit, plus Switch
ports of Salt and Sanctuary and Iconoclasts in
a similar time frame, made it difficult to stand
out, according to James Petruzzi. “In 2012, when
we started, there was almost nothing else like it
out there. But when it launched, they called it the
Month of the Metroidvania because eight other
Metroidvania games came out the same month
that we came out. It’s like, how are you supposed to
succeed when you have that much competition?”
Chasm ’s gorgeous
artwork helped it
secure an impressive
backing of around
$190,000 on
Kickstarter in 2013.
wfmag.cc \ 45
Interface
Making the perfect Metroidvania
THEM THE WONDER BOY LICENSE” [The shift happened] right in the middle of the
prototype, actually.”
It took considerably longer for BitKid, Inc.
“We started to work on the Monster Boy to unearth the core of Chasm, a fantasy RPG
game in 2014,” says Fabien Demeulenaere, released in 2018, but which began life back in
co-founder of Game Atelier, the Parisian 2012. According to designer James Petruzzi,
studio behind 2018’s Monster Boy and the the game was conceived as a sci-fi mining
Cursed Kingdom. “Back then it wasn’t called game called Solus.
Monster Boy. It was called Flying Hamster 2.” “Your ship crashed on this planet, and you
The original Flying Hamster, Game Atelier’s had to mine down and find stuff to repair
first game, was a little-known platformer your ship and eventually escape,” Petruzzi
released for the PSP in 2010. After they says. “I didn’t really like sci-fi stuff, though,
launched a Kickstarter campaign to fund a because I was procedurally generating all
sequel, the team contacted Ryuichi Nishizawa, these tunnels under the ground. And in sci-fi
who directed the first two titles in the long- you kind of need projectiles; I don’t think
running Wonder Boy series, to express thanks melee works as well. And I was kind of like,
for inspiring what was then still called Flying ‘It’s so claustrophobic.’”
Hamster 2. So, in the final release, sci-fi guns were
To their surprise, Nishizawa misunderstood gone, replaced with swords, axes, and spears.
their message and granted them the Mining mechanics were eschewed in favour of
46 / wfmag.cc
Interface
Making the perfect Metroidvania
MUMMYVANIA
“The Mummy Demastered started as an opportunity
with Universal, where they approached us asking for a
retro-style game for their upcoming film,” says Austin
Ivansmith, explaining how the game got started at
WayForward. “They asked us to pitch them a game idea
and were open to pretty much any type of game we
wanted to make. With the film dipping into the Universal
monsters lore, we felt it was a good opportunity to
do a nod to classic Castlevania games, which were
themselves really inspired by the old monster films,
Although The Mummy Demastered ’s a licensed
game, WayForward were given free rein to so doing our own side-scrolling, monster-hunting
make the pixel-art Metroidvania they wanted. adventure made the most sense. And since the
film would have this mercenary group with limitless
resources, it made perfect sense for our hero to be a
Symphony of the Night-style exploration modern Prodigium agent and battle with more Contra-
and combat. And the spaceship like sensibilities instead of a melee whipmaster.”
wfmag.cc \ 47
Interface
Making the perfect Metroidvania
SOULSVANIA
mechanic simply because “people expect it” of Mummy Demastered, explains.
a Metroidvania. “Our underwater ability was based on
The Dark Souls series Castlevania: Aria of Sorrow’s ‘Deep Seeker’ soul,
GETTING STUCK looms large in modern and was actually meant to be the first ability
(AND UNSTUCK) Metroidvanias. Dandara, for the player acquired,” he says. “There were a lot
example, combines familiar
The feeling of being stuck is part of the of water puzzles early in the game, but almost
Metroid-style backtracking
Metroidvania’s appeal. The player encounters none later in the game.
with a leveling system and
a locked door, or a high ledge, or a gap in “This was mostly because of a hurried
‘corpse run’ mechanic,
a wall they’re too big to squeeze through. where the player drops their oversight in the layout of the levels, so midway
None of the tools currently in their arsenal experience points when they through development, we swapped our
are any use. They scour the map for leads, but die, but have one chance to underwater ability to be one of the last items
frustratingly, they can’t find any unexplored retrieve them before they’re we acquire, and it was serendipitous, because
areas. Then comes the ‘Eureka!’ moment. lost forever, inspired by From it played so much better to backtrack to all the
The player suddenly remembers an alien Software’s imposing action water rooms the player remembered from the
statue in an empty chamber they haven’t RPGs. Hollow Knight also first area.
draws from the series in its
returned to in hours, or a high wall they can “It just goes to show that even with lots of
imposing, mysterious world
now climb, or an expanse of lava they can now planning, it’s important to think on your feet
and deliberate combat.
sprint across unscathed. and be able to make big shifts to design issues
To deliver such a moment, Metroidvania throughout the course of development.”
developers must perform a delicate high-wire
routine, avoiding an abyss of frustration on one OUTSIDE EYES
side and frictionless ease on the other. Spotting the moments when big shifts in
“I think everything in games is that sort of design are needed often requires a fresh set
balancing act,” says Petruzzi, who, with Chasm, of eyes. For a programmer who’s spent the
wanted to create a game that was challenging past three years making a game, glaring issues
– like the Castlevania games he played in his may be impossible to spot; playtesters play a
youth – without pushing players to turn to a crucial role, then, offering nimble fingers and a
strategy guide. “You never want to go too far new perspective.
in any direction,” he continues. “You want to “[What helps a lot is] seeing the reaction of
walk this line between accessibility, difficulty, the player”, says Monster Boy’s Demeulenaere.
and convenience.” “Then you understand that, ‘Yeah it’s not
The shadow of Dark Souls looms
Used right, late game discoveries can large over the great Hollow Knight. going to work,’ or, ‘He knows that this is the
recontextualise everything that came before, right approach,’ and sometimes the ideas that
48 / wfmag.cc
Interface
Making the perfect Metroidvania
we had didn’t work at all during the playtest. action platformer, The Messenger – have moved
You realise that, really, the best thing to do is to beyond the fix phase to work on a free patch,
try with people who don’t know anything about Picnic Panic, that will reward players with the
your game. amount of new content they would typically
“Playtesting began very early during the associate with a paid expansion.
development process. Meaning that, for three “The idea with this DLC is that it’s low-stakes,
years in a row, there were people coming light-hearted; we’re just having a good time,”
almost every day, playing the game, testing it. says Thierry Boulanger, The Messenger’s creative
People coming from the schools that we have director. “It’s a smooth send-off to that whole
in Paris. That really helped, because we can story, that character and that world.”
have a very clear view of what you’re doing and
all the ideas for what you think are going to “IT JUST GOES TO SHOW
work, never working perfectly in the end.”
THAT EVEN WITH LOTS
HEADING OUT THE DOOR OF PLANNING, IT’S IMPORTANT
Of course, the ultimate playtest happens once
the game’s released. And given the live nature TO THINK ON YOUR FEET”
of modern game development, studios will
likely be working on their Metroidvanias for Long Hat House, likewise, is working on
months if not years afterwards, fixing bugs and DLC for Dandara, though Brant warns that
tweaking any gameplay issues that might have “something horrible could happen and we WayForward’s Shantae and the
Pirate’s Curse freely draws on the
hampered the game at launch. don’t launch anymore, so no promises.” Metroidvania genre while establishing
Since Chasm released last August, the That kind of Murphy’s Law approach is a its own uniquely light tone.
team at BitKid, Inc. have worked to make realistic one: when it comes to game design,
their Metroidvania more satisfying to play for anything that can go wrong often does.
modern audiences without losing the old- But many of the Metroidvania developers
school edge that drew in early fans. we’ve spoken to have learned to roll with
“We spent about two months doing major the punches, and to pivot when an idea
fixes, tightening up combat timing,” Petruzzi doesn’t work.
says, noting that Chasm’s Castlevania-style Like expert Metroidvania players, they’ve
combat didn’t click with many PC gamers, while learned to use every weapon in their
earning solid reviews on PS4. “We didn’t want arsenal, back-track, and work through their
to break it because we have some people who frustration, until those locked doors are finally
love it… So, I was trying to find some balance forced open.
between that, where it doesn’t feel totally
stilted but it doesn’t feel like a modern game
either, where you can just keep running while
you’re attacking.”
Meanwhile, the developers at Sabotage –
who released last year’s time-bending ninja
wfmag.cc \ 49
Interface
Developer Profile / Bullfrog Productions
Developer Profile
Bullfrog Productions
Another one snuffed out by the corporate embrace
I
t was less going out with a It might have been subtitled Revolution,
whimper, more going out with but it was not quite the revelation
a confused shrug – the death we had expected from Guildford’s
of Bullfrog Productions, one of ambitious sons.
the greats of the British games See, Bullfrog was a studio with a
industry, came quietly and over an capital-R Reputation. It wasn’t a team
extended period. Its last game didn’t that just made games; it was a creative
even feature the studio’s logo, nor was force absolutely riddled with imagination
it a production of the studio, instead and known for understanding that
a console port. The company that had the word ‘unique’ isn’t just something
brought us true legends like Dungeon to be used as vague praise. It shifted
Keeper, Theme Park, and Syndicate ended perceptions on what games could be,
its run by bringing Quake III to the PS2. multiple times, on what should be fun,
multiple times, and what we could
expect from developers, multiple times.
So when we lament the slow-burn death
of Bullfrog, quietly absorbed into the
EA conglomeration blob in the early
noughties, it may well surprise you to
learn that the studio actually began
its life in 1988 emerging from another
company, and because it was developing
a port of a shooter from another format
it had released on years prior. Ah,
symmetry. Of sorts.
50 / wfmag.cc
Interface
Bullfrog Productions \ Developer Profile
eter Molyneux:
P
a man who
makes people
have opinions
about him.
es Edgar is
L
focused it on war. from Flood; a... weird one.
bagged themselves a few Amiga dev Powermonger. The callous satire of loss of both its founding fathers really
machines. After some success in the cyberpunk legend Syndicate. An early did hammer home the point: this was
bizdev world, gaming came a-calling foray into fast-paced 3D shooters with no longer the studio that burned so very
when a friend of Molyneux asked Magic Carpet. Ignoring the odd sequel, bright in those early years.
him to port Druid II: Enlightenment to you really couldn’t accurately predict A series of sequels and spin-offs
the Amiga. what Bullfrog would do next. The same – mostly focused on the Theme Park
studio that brought us the bright-and- franchise – followed, and while plenty
THE BIRTH OF GOD cheerful Theme Park also threw the were serviceable, there just wasn’t that
Stepping out of the businessy cocoon, dark-and-nasty Dungeon Keeper our way spark to be found. All things considered,
Bullfrog was born to facilitate releasing – though admittedly the amount of evil it’s actually not that surprising at all that
the port. Soon after, another shooter going on behind the scenes in the park Bullfrog’s last contribution to the world
– Fusion – was launched… and nobody management simulator makes it less of gaming was a decent-but-uninspiring
really cared. It was around this time surprising Bullfrog would go all-out evil PS2 port of a true PC trailblazer. It can’t
that Edgar suggested they wind up in a latter release. help but feel completely wrong for the
this brief experiment and just go do studio to end its life in such a way, but
something else. Naturally (?), this served on reflection, it was absolutely a fitting
as inspiration for a little something
“Populous made Bullfrog end for what Bullfrog had become.
called Populous. It might not have started a studio known for
with a bang, but Bullfrog only took one its creativity and one
port and one original release before
worshipped by fans”
it hit its stride, and in a way nobody
expected at all.
Populous invented a genre, and a But it couldn’t last, of course. If you
game focused entirely on creation and read the intro to this piece you’ll already
worship made Bullfrog a studio known know that. By 1995, Bullfrog had been
for its creativity and one worshipped bought by EA, and by 1997 Molyneux
by fans. Do you see what we did there? had tired of his role as a corporate VP
From there – and thanks to a bit of at the publisher, wishing to return to
financial breathing space – the hits development in the trenches – and
kept on coming. Flood, the bizarre, doing so by leaving altogether to form
brilliant platformer with a bequiffed, Lionhead Studios. Edgar followed,
rotund, toad-like creature lobbing leaving his role as chairman in 1999.
grenades everywhere. A Populous sequel Bullfrog had already become just Populous wasn’t where it all
and the more war-focused spin-off, another EA Studio by this point, but the began for Bullfrog, but it may as
well have been.
wfmag.cc \ 51
Interface
Developer Profile / Bullfrog Productions
Frog stupid
10 bullish sentiments from Bullfrog
It was hard not to make this all about Syndicate
01 02 03
04 05
Theme Park Hi-Octane
Umm… all of them? 1994 PC / PS1 / Saturn 1995
It all seems so simple now: a game where you Made to appease new owners EA, Hi-Octane
run a theme park. You build it, you set the routes was developed in almost shameful secrecy
patrons take, change the prices, put loads of owing to its derivative nature. The result was
salt on the chips to make people thirstier, thus a very un-Bullfrog title: a racing combat game
making them buy an overpriced drink which with little in the way of discernible personality
you’ve massively watered down with ice… there and few memorable aspects. It’s no surprise
was a running anti-corporate theme going on at all this was made in around eight weeks – it
behind the scenes at Bullfrog, that’s for certain. definitely shows.
52 / wfmag.cc
Interface
Bullfrog Productions \ Developer Profile
06 07 08
Syndicate Wars Dungeon Keeper Theme Hospital
PC / PS1 1996 PC 1997 PC / PS1 1997
Bullfrog had made sequels before, but it wasn’t You want to say ‘it wasn’t an evil studio’, but with The Theme Park bubble hadn’t burst, so
really a studio known for going back to the well titles like Dungeon Keeper it’s hard to stand by naturally the next step was… hospital?
very often. Syndicate Wars, though, was a good that argument. Flipping the whole fantasy trope This shouldn’t have worked, but Theme Hospital
example of why it is sometimes a solid idea to on its head, the game saw you taking control of was a superb mix of in-depth management and
retread old ground. Building on everything the the dungeon heroes would attempt to penetrate, wickedly funny medical conditions, making for
original created – and adding in destructible building defences, keeping its denizens happy, a compelling, deeply entertaining time. It’s no
cities – this dark, distressing world of the future and slapping a lot of imps. One of strategy surprise spiritual successor Two Point Hospital
surpassed its roots. gaming’s finest, no doubt. is doing as well as it is.
09 10
wfmag.cc \ 53
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wfmag.cc \ 55
Rated
Review
Review
GENRE
Bloodstained:
Info
B
ArtPlay
PUBLISHER loodstained: Ritual of the Night is a rooms, and hidden paths containing secret
505 Games Castlevania game in all but name, treasures. Some of Bloodstained’s familiar
PRICE and even then the subtitle isn’t elements go deeper than these surface level
£34.99 too far off. This is all by design, of details, though. The enemy designs are an
RELEASE course; Koji Igarashi, the former eccentric mix, with a traditional sword-wielding
Out now
lead producer of the Castlevania series, left knight found in the same room as a giant
Konami around five years ago to found his own spell-casting house cat with horns. But there
studio and give fans (read: Kickstarter backers) are also clear analogues to enemies from
exactly what they want: a spiritual successor to Igarashi’s Castlevania games, such as the undead
REVIEWED BY the seminal Symphony of the Night. Igarashi and creatures that rise from the ground, grotesque
Richard Wakeling his team at ArtPlay have succeeded in their goal, monsters that hurl projectiles into the air, and
crafting a brand new Igavania that bottles the big armoured guys that heave spinning axes.
essence of those classic side-scrolling, monster- They might look different, but their behaviour
slaying adventures, for both good and bad. is pulled straight from the Belmont archives.
Let’s start with the good, then. It’s not an Those well-versed in the inner workings of
understatement when I say Bloodstained is the Castlevania series will clearly get a kick out
HIGHLIGHT essentially a new Castlevania game. There are of these well-trodden ingredients, and that’s
The sprawling castle at the some obvious elements that jump out straight without mentioning the way you can attack
heart of Bloodstained is a away, even if you’ve only ever had a passing right before your initial strike lands to get in
treat to explore. There’s a
interest in the series. The gothic castle is a a fast second attack – a trick for those who
delightful flow to its mixture
of combat and exploration, Castlevania staple, its opulent interior decorated still maintain the muscle memory 20 years on.
and the bowels of the castle with stained glass windows and enormous
throw up some curious chandeliers, where each section of the castle
Bloodstained spends roughly
surprises. Progressing can is bathed in the luminous glow of a blood-red 99% of its time on a 2D plane.
be frustratingly esoteric It’s a shame it doesn’t explore
moon that dominates the night sky. The castle’s three dimensions more often.
at times, but there’s no
doubting the gratification a labyrinthine sprawl of corridors, multi-layered
of opening up new areas.
56 / wfmag.cc
Rated
Review
than bad, with most based around learning attack
and by that point you’ll hopefully have a decent patterns and countering with blows of your own.
handle on the game’s intricacies. Combat is
built around a few different mechanics. Its
foundations are composed of either melee or hunts, and a crafting system that’s mostly
ranged attacks, depending on your weapon inconsequential. Other issues arise simply
of choice, with daggers, rapiers, greatswords, because of Bloodstained’s adherence to the past,
spears, whips, a blunderbuss, and many more and these dated decisions are only exacerbated
to choose from. Each weapon type has its own by a disappointing slew of bugs and glitches.
attack range, but you never feel trapped in any At one point, I was wandering the castle for
canned animations. Combat is responsive and upwards of an hour due to unknowingly missing
satisfying, as agile weapons hit with a rapid pace a line of dialogue that didn’t trigger because I
that relies on movement, while their heavier did things in the ‘wrong’ order. The game is also he isn’t a Belmont, but
S
Miriam still emerges as an
counterparts let you tear enemies asunder with full of opaque puzzle design, perhaps requiring engaging new protagonist.
hefty blows. There’s also a backdash for dodging you to open a chest you didn’t know existed in
out of harm’s way, and both an area you last visited five
jumping and ducking are still “Bloodstained is hours ago, wherein you’ll
viable defensive manoeuvres. find a piece of armour that
essentially a new
The crown jewel of will allow you to gain access
Bloodstained’s combat Castlevania game” to another area you had
is, however, the variety completely forgotten about.
of otherworldly shards that allow you to Exploration is an integral part of any Igavania,
personalise your combat style. Each enemy you but retreading old ground because of
kill has a chance to drop one of these shards, purposefully vague puzzle design isn’t fun.
letting you inherit one of the recently deceased’s There’s been no shortage of Metroidvanias VERDICT
powers. Bosses tend to drop shards imperative in recent years, with games like Hollow Knight A familiar but enjoyable
to progression, whether it’s a double jump for and Ori and the Blind Forest innovating on the throwback to Koji Igarashi’s
reaching higher levels, or a reflector beam that genre in interesting ways. Bloodstained is much Castlevania games of old.
gives you access to previously inaccessible areas. more of a throwback to the past; it has some
But most of the shards you assemble grant
you the use of projectiles, special attacks,
summons, or passive buffs – each one sipping
new ideas but otherwise feels overly familiar.
Everything’s all a bit been-here-done-that,
yet there’s no denying ArtPlay succeeded in
74%
from a pool of mana. There are a plethora of creating exactly what it said it was going to.
varied shards to play around with, whether you Bloodstained has its problems, but there’s
want to shoot beams of lightning out of your still a sense of comfort in that familiarity.
hands, or conjure a gaggle of tentacles to deal
damage to anything in range. You can ostensibly
pick a handful of shards for specific situations,
perhaps deploying a magic shield to err on
the defensive side. But enemy attack patterns
and move sets are so simple that there’s
never any real incentive to alter your selection
of shards to fit a given situation. Instead, it’s
much more about experimenting with myriad
setups and finding what works for you.
Shards are one of the few innovations
Bloodstained introduces to its Igavania
framework. Other attempts at contemporary
The blood red moon has more significance than
ideas are less successful, with side quests
wfmag.cc \ 57
Rated
Review
HIGHLIGHT
You’re ferried to the different
levels in a cute little leaf boat,
accompanied by a guitar-playing
gnome. Together with the charming
aesthetic, it feels like having your
own personal K.K. Slider. Keep your
hands outside of the vehicle for a
musical surprise.
Review
and airy, or anything else – but it’s always pretty.
Nurtural Reality
F
ujii is a zen-like musical gardening though the game never explains it to you. That’s a
adventure that’s clearly aiming recurring theme of Fujii; no words are spoken
at a wide audience. While plenty throughout the game, though the occasional
GENRE
Info
of the game occurs close to the piece of text will give you minor instructions.
Adventure
ground, you’re not required But it’s a living, breathing world that inhales
FORMAT
to be bending over all the time, thanks to curiosity and exhales music and mystery in equal
Quest (tested) /
Oculus Rift / your stretchy arms, which make exploring parts; everything from stepping on lily pads to
Steam the environments and restoring the native interacting with flowers adds music to the world.
DEVELOPER flora a breeze. They balloon up humorously It all feeds into a brilliant sense of wonder
Funktronic when you absorb water, too, which is used and awe that permeates the game. Even the
Labs to interact with plants and grow seedlings. inventory is lively and intuitive, as you slot seeds
PUBLISHER The biomes you visit are dark and mysterious and orbs into flower faces for safe-keeping.
Funktronic
at first, but as you interact with the environment, Lush and enticing though the environments
Labs
you spread light throughout the levels and are, and as subtle and calming as the music is,
PRICE
£11.39
discover the radiant beauty around you. Fujii also feels drastically short. There are only two
The world of Fujii runs on pearlescent orbs unique biomes to visit, with the third only really
RELEASE
Out now that are hidden in every corner of the land, serving as filler, and you can see everything the
harvested from plants, and used to unlock game has to offer in under two hours, unless you
doors to access new areas. Collecting and stop to smell every rose. You can keep tending to
managing them creates a rewarding sense of your garden indefinitely once the credits roll, and
REVIEWED BY accomplishment along your adventure, and they there’s plenty of seeds to plant and space to grow
Jonny Foster even serve as a currency in your home garden. them in, but it’s a real feeling of emptiness when
Here, you can plant and nurture the you realise there’s no more Fujii to explore.
seeds you’ve collected throughout the levels.
The branches of a tree also let you buy duplicates
our garden of zen is a place to unwind, stretch
Y
of the seeds you’ve found, while indicating your green fingers, and nurture your plants.
VERDICT any you might have missed. This is a perfect
Fujii is a gorgeous musical balance between handing you creative licence
adventure, but it’s short- to build your personal forest as you see fit,
lived. A symphony without but also providing a sense of accomplishment
a second act. and something to work towards. I quickly
ended up with more plants than I knew what
58 / wfmag.cc
Rated
Review
HIGHLIGHT
At its very core, Samurai
Shodown is a methodical
and patient fighter. The ability
to stare down your opponent
as the seconds tick by,
sweating as you worry about
their next move, creates a
level of tension that’s almost
unheard of in other series.
Review
wonderfully cinematic attacks that deal
a chunk of damage, as you can see.
I
t’s rare that you find either a moment you can easily transition from playing as a tiny
of serenity or combatants wielding American ninja (accompanied by a dog named
Info
GENRE
cold steel in one-on-one fighting Poppy) to a tuberculosis-riddled swordsman.
Fighting
games, but Samurai Shodown has There are so many eclectic personalities and
FORMAT
long made a feature out of both. different weapons spread across the 16 fighters,
PS4 (tested) / XBO
This twelfth entry in the long-running and most of them are an absolute delight to
DEVELOPER
series – a sequel and also a reboot – runs play as. Each, as you’d expect, boasts a curated SNK Corporation
completely against what we’ve come to collection of palette swaps too, with Kyoshiro’s PUBLISHER
expect of our modern fighting games. fourth pink outfit being an absolute belter. Athlon Games
The slow and steady pace of fights is Then there are the graphics, which bring PRICE
accentuated by the risk attached to every single an odd sense of serenity to otherwise intense £49.99
swing of your weapon. From light to heavy situations. Little details are thrown in everywhere, RELEASE
slashes, every blocked attack, outside of kicks, even the attack animations. Genjuro, for example, Out now
leaves your character recoiling tosses a bunch of cards on
so far that local chiropractors “There’s an top of his enemies, which
have time to set up shop
unprecedented level are adorned with some
between rounds. As a result, truly astonishing artwork.
there’s a high level of risk of risk in every fight” Yoshitora’s cuts and slices give
REVIEWED BY
in every fight. Some players way to bunches of blossoming Ryan Esler
go on the offensive and take risks, while others flowers as he battles on; and the minutiae on
develop a strategy of calculated patience. Kyoshiro’s frog attack is astonishing. Samurai
It goes deeper than basic attacks, of course, Shodown takes a cel-shaded art style, familiar
with unarmed combat, spot dodges, and from Street Fighter IV, and gives it new life.
deflecting attacks – to name but a few – making It’s just a shame that there are very few
sure the experience is elevated beyond simply opportunities to really flesh out the experience.
trading turns to attack and defend each round. Arcade mode is short and culminates in a
An obvious highlight of these mechanics is battle that can only be described as a slog.
the Rage system. It allows players to burst out The heavily-promoted ghosts are literally VERDICT
of a basic combo and deliver a devastating remnants of the player’s spirits, and the online A reboot that fails to
cinematic attack called Issen, which removes connection is so ropy and archaic that it falls meet modern standards
nearly three quarters of a lifebar if it hits. It’s on its own sword. All of this means Samurai on many fronts.
flashy and it’s devastating but, for my money, Shodown absolutely lives or dies by your ability
it’s not quite the same as catching a sword with
your bare hands. The consistency of having
shared inputs for many techniques means
to find people to play locally, which – again
– runs completely against what we’ve come
to expect from modern fighting games.
69%
wfmag.cc \ 59
Rated
Review
HIGHLIGHT
The score really is beautifully
done and adds much to the
game’s ethereal atmosphere.
From tinkling pianos and lilting
guitars, to jazz rhythms and
haunting vocals, the sounds
our journey to the top of the
Y shift almost as much as the
Review
pretty, but the camera
Baby, I was Etherborn this way often struggles to keep up.
I
n a world of 100-plus hour RPGs, and repetitive. The puzzles demand you consider
sprawling open world adventures, and multiple planes, angles, and dimensions, which
competitive online games that demand can lead to some aimless wandering if you’re
GENRE
Info
for us to be plugged in, Matrix-like, to not careful before stumbling upon a solution.
Puzzle
platformer the internet, there’s something to be That said, this is a gently cerebral experience
FORMAT said for short, breezy experiences. that’s never too taxing, even when it gradually
PS4 / XBO / Yet the design of Etherborn is minimalist to a ramps up its challenge.
Switch (tested) fault. Developer Altered Matter has created a What ties it all together is a philosophical
/ PC puzzle platformer with, as the name suggests, narrative that, rather than inspiring curiosity,
DEVELOPER an ethereal mood and a seemingly thought- is fluffy, obtuse, and ultimately unnecessary.
Altered Matter
provoking narrative. But the result is thin, wispy, As you rise up the tree, a disembodied,
PUBLISHER and forgettable, despite its striking visual style. breathy voice narrates some sort of history of
Altered Matter
As a faceless corporeal being, you awaken at humankind, spouting existential questions and
PRICE
the base of a great tree. Your task is to climb suggesting something about the insignificance
£13.99
it as you’re whisked away through portals to of humans. It’s all a bit disconnected from the
RELEASE
Out now various levels that require you to run, jump, and playing experience, and fails to add much that’s
complete the same puzzle over and over, that meaningful to the game itself.
being: collect glowing white orbs to progress. Visually, the abstract, polygonal world mirrors
There is one twist, though: Etherborn’s central the conceptual narrative, and a beautiful score of
REVIEWED BY concept. Your character can walk up walls and hushed woodwind and lustrous strings maintains
Ed Nightingale reorient gravity. As such, each level is cleverly peace when your mind is in full concentration
designed like an Escher-esque construct, where mode. Yet after a couple of hours, it’s all over, its
you run effortlessly around mind-bending questions unanswered, its one-note mechanics
corners, fall sideways across the screen, and never reaching a satisfyingly climactic peak.
cope with a camera that just about keeps up Etherborn is gossamer-light, its refreshing change
VERDICT with your movement but never quite gives the of pace a brief flutter among the weightier games
All style over substance, optimal view for such distorted platforming. in your backlog.
Etherborn fails to leave There are dizzying swoops as gravity changes,
a lasting impression. and cinematic framing of the scenery, but while
he narrative is vague
T
it’s easy to fall, the generous checkpoints allow and it’s never clear who
55%
or what you’re playing as.
for some experimentation.
It’s easy to get lost in these levels, not least
because the minimalist scenery becomes flat
60 / wfmag.cc
Rated
Review
HIGHLIGHT
Special orders may come
in from time to time.
These range from rush hour
customers to visits from VIP
food critics. It encourages
you to optimise your
assembly lines to be as fast
as possible.
Review
you tips and accompanies you
throughout the campaign.
Overclocked
I
’ve seen enough Kitchen Nightmares to with a bigger focus on the business management
understand the agony of running your features – such as keeping your reputation and
Info
GENRE
own busy restaurant. Between the finances afloat – while you tackle stages with
Puzzle
hustle and bustle of serving those randomly-generated objectives. It makes for a
FORMAT
hungry customers and the stress of well-deserved change of pace from the scripted
PC (tested) / Switch
micromanaging a team of cooks, Automachef campaign, as every level feels unpredictable while
DEVELOPER
instead presents a modern solution to the also allowing for additional freedom in how you Hermes Interactive
culture of overstaffed kitchens by replacing approach the scenarios. PUBLISHER
everything with robotic chefs that prepare, For a more sandbox-oriented experience, Team17
cook, and assemble entire meals. Each level you can also play on the Test Site, which acts as PRICE
in Automachef has you designing elaborate a playground for testing out different machines £10.99
food assembly lines that go through the whole and setups. Then there’s the level editor where RELEASE
process of making a meal, from grabbing the you can create a whole stage from scratch – Out now
right ingredients to processing with custom objectives and
them in the correct way. “Your designs are limitations – to upload to the
Constructing these setups Steam Workshop. Further mod
leaves you to your own
never perfect the support includes the ability to
devices, using crane arms, first time around” make your own food recipes, REVIEWED BY
conveyer belts, and other allowing for near-infinite Olly Smith
machinery to help optimise the perfect design. possibilities when paired with the player-made
Once you’ve put it all together, your skills are levels. If one thing’s certain, it’s that this game is
put to the test as the restaurant opens and the built to last.
customers come flowing in. Your designs are The beauty of Automachef lies in its diverse
never perfect the first time around, and you’ll approach to player freedom. It’s a puzzler where VERDICT
immediately notice flaws that need correcting. every stage has multiple solutions. Sure, if you Accompanying a cute,
Through trial and error, you find creative just wanted the minimum success rating, then industrial aesthetic and a
solutions for these problems, and the most you need not worry about the extra objectives. variety of different game
optimal kitchen setups soon present themselves. Watching your budget, power usage, and modes, Automachef ’s
Bigger challenges appear as you progress, reputation is a restriction for the players who emphasis on player
with factors such as power usage and desire that added challenge, but it also allows freedom is a recipe
insect infestations affecting how you design you to think creatively in a way other puzzle for success.
these layouts. games don’t. Stacking it up against recent gems
If you wish to break up the story, you can also
hop on over to one of the other game modes.
‘Contracts’ is a more open-ended way to play,
like Opus Magnum or Factorio, it feels like the
most accessible game of its type and a top
banana of the genre.
80%
wfmag.cc \ 61
Rated
Review
HIGHLIGHT
Nitro-Fueled offers a solid
number of modes to keep local
players busy during nostalgic
game nights, with everything
from fully-fledged grands prix
to explosive battle arenas.
One mode that always ends in
tears is Last Kart Driving, where
players have to survive an
endless onslaught of rockets to
claim victory.
startlingly harsh at times.
I
’ve never managed a true photo-finish Nitro-Fueled. It’s far from fun for the whole family,
GENRE
Info
draw in a kart racer before Crash Team unless they have the muscle memory to contend
Racing
Racing Nitro-Fueled. My eyes strained with its razor-sharp controls.
FORMAT
Switch (tested) from squinting at my paltry half of the You can even tinker with the UI and swap out
/ PS4 / XBO undocked Switch screen, I wiped my the fantastic new soundtrack for the grainy tunes
DEVELOPER sweaty palms, and struggled to contend with the of yore to achieve the true classic experience – yet,
Beenox melancholy result of all that exertion. This cocktail I found myself rejecting the sentimental options
PUBLISHER of mixed emotions came to define my experience so I could switch between different characters
Activision with Beenox’s exhilarating but brutal remake. throughout the course of the campaign.
PRICE There’s still something inexplicably satisfying In doing so, you can play with the customisation
£34.99 about Crash Team Racing’s Adventure Mode 20 options unlocked via Nitro-Fueled’s ‘Pit Stop’, the
RELEASE years on. At a glance, it’s unnecessary to gate your game’s coin-driven marketplace. It’s all cosmetic,
Out now
progress in such a way, but then the feedback loop but its mere existence feels sinister – as if it
starts to dig in. Unlocking giant doors and dealing could be monetised at any moment. That and
with snarky, carefully animated world bosses… the pittance of coins you receive lead to a
It’s those elements that cemented this game’s monotonous, unnatural grind for items which
REVIEWED BY legacy in 1999, and you’ll be pleased to know the made me long for the cosy infrastructure of
Jordan Oloman same charm still lingers. Nitro-Fueled’s courses are Nintendo’s kingpin kart racer.
lathered in details, but sadly, it’s unlikely you’ll be You’ll long for the thud of the green shell when
able to slow down enough to appreciate them. a grinning cabal of half-cyborg reprobates unload
Beenox’s dedication to the source material a salvo of homing rockets into your bumper in
borders on psychotic and, as such, the original quick succession, wasting three minutes of your
VERDICT game’s systems have been replicated in uncanny time and forcing out a race restart. Catch-up
Crash Team Racing fashion. The crushing difficulty and abrasive boost mechanics? Who needs them, says Beenox.
Nitro-Fueled is a careful system of Crash Team Racing is still very much All in all, it’s a few steps away from the
remake of a uniquely present in Nitro-Fueled, as are the visually inspired overbearing shadow of Mario Kart, asserting its
caustic kart racer. but whiplash-inducing tracks. own sense of identity in a dominated genre. Crash
Oxide Station veterans will no doubt delight Team Racing Nitro-Fueled is an uncompromising
62 / wfmag.cc
Rated
Review
HIGHLIGHT
The hub world is a cartoon
version of a typical British
high street, and it’s full of
parodical shop fronts where
all the game’s best gags can
be found – ‘Pidl’, for example,
is the best gag, because it’s
like a real supermarket except
it’s a word for wee. The other
good one is ‘Beanland’,
because they sell baked
beans in Poundland. See?
hear you scream.
Review
Supermarket Shriek
Not even the best game about flinging a goat into stuff
S
upermarket Shriek is a superbly Perhaps it’s nostalgia – those who lived through
well-designed game from a the peak of Supermarket Sweep presenter Dale
talented studio. And it’s awful. Winton’s career will raise precisely one eyebrow, GENRE
Info
If the concept were leaving high maybe, at the subtle references to him (a Kart Racer
school, the yearbook would deem shopfront with his name on it, and literally the FORMAT
it “most likely to have been built around a dubious entire game). Perhaps it’s cutting political satire XBO (tested) / PC
pun.” It’s Britain, sometime after 2016, and a man – fans of moaning about Brexit on Twitter will DEVELOPER
has become stuck in a shopping trolley alongside a enjoy the decaying wall of thrift stores that make Billy Goat
goat. When the man screams, the trolley turns left. the game’s hub world, including buses with the Entertainment
Ltd
When the goat screams, the trolley turns right. words ‘£350 million’ written up the side, a gag so
PUBLISHER
Together, their screams thrust the trolley forward. toothless, directionless, and shorn of vital context
Billy Goat
Players control this phenomenon with gamepad that Ubisoft might steal it for Watch_Dogs 3. Entertainment
triggers, or by screaming into headset mics. No. Actually, it’s that the level design is Ltd
Play sessions, solo or co-op, are dominated fiendishly good. Every curve, oil spill, and PRICE
by a discordant drone of screaming. When using trap-trigger has been carefully placed to £14.99
the microphone control method, you and the encourage repeat attempts when you almost RELEASE
sap you roped into playing with you will produce get to that checkpoint, or nearly get around Out now
a bagpipe cacophony, punctuated with laughter that corner without skidding into magma.
and snorts of “Why on earth does this exist?!”, Treated as a series of death-cheating puzzles,
which will escalate in sincerity as it becomes Supermarket Shriek works so well that you find REVIEWED BY
clear that the microphone gimmick is not an yourself admiring its viciousness after, say, flooring Dave Hurst
optimum control scheme. Not that there is one. it over a moving platform, only to overshoot into
In the tradition of games better YouTubed a giant red button that unsprings a panel which
than played, like Surgeon Simulator or I Am punches you into the drink. It’s the Dark Souls
Bread, the principal challenge is in overcoming of karting, unfortunately steeped in comedy VERDICT
a bad control scheme to beat time trials and pitched at people who’d find a line like “It’s the A terrible concept,
CPU races through various shop interiors, Dark Souls of karting” amusing. Or worse, the perfectly executed. Like if
all built around the idea that traversal is sort of person who would write it, then claim Ronseal started selling
hard if you’re wearing clown shoes. it was ironic to strengthen the narrative. tinned dog droppings.
Somehow, between a concept that’s Supermarket Shriek is a horrendous idea, borne
thinner than a spill on aisle five, the
constant din, and the frustrating controls,
Supermarket Shriek has got something.
of a pun so tenuous that the whole enterprise
should have ended at “Shut up, Kevin.” But it didn’t,
and somehow, that’s not entirely a bad thing.
44%
wfmag.cc \ 63
Rated
Review
HIGHLIGHT
Defector features two
completely different twist
endings, each coming as a
surprise. Only witnessing one
of these is criminal, and though
they lead in totally different
directions, both tee up possible
sequels that would be welcomed
with open arms.
Review
chance, but you have a gadget or
two to tip the scales in your favour.
D
efector opens in classic spy thriller do and see, all enticing you to go hunting for
style, with your actions under every scrap of information you can find. The
GENRE scrutiny from your superiors. achievements offer interesting objectives to
Info
Action Something went wrong, and you attempt, like flawlessly winning a fist fight, for
FORMAT have to answer for the events example. Unfortunately, some of this filler does
Oculus Rift / leading up to an incident on US soil. You’re thrown detract from Defector’s glistening star qualities.
Rift S (tested) into a series of flashbacks as you recount your You can’t interact with the majority of your
DEVELOPER version of the story, culminating in a dramatic environment, and there’s no collision detection
Twisted Pixel
climax atop the Statue of Liberty. Along the way for walls to stop you from stepping or leaning
Games
you’ll see futuristic gadgets, outrageous stunts, outside of where you’re supposed to. Reloading
PUBLISHER
and ludicrous set pieces as Defector does its best with magazines at your waist in the first level is
Oculus
Studios Mission: Impossible VR impression. fluid and immersive, but later you’re dumped in a
PRICE Each of the game’s five missions only last 30 stationary Gatling gun for five minutes.
£16.00 minutes to an hour, depending on how many And despite an intricate dialogue system, it’s a
RELEASE optional objectives you pursue, but the options shame that the protagonist isn’t given a voice – or
Out now Defector provides you with will keep you coming a human body, for that matter. One mission has
back. Every level features a branching decision you assume someone’s identity, but you only
moment where you must choose which action to see a disembodied face and arms in the mirror,
take, such as whether to go in stealthily or don a loosely connected to a translucent blue blur.
REVIEWED BY Rambo headband and unleash hell. You’ll want to This is especially strange given Defector’s voice
Jonny Foster replay each level to experience the different paths acting is intense and dramatic, and NPC models
and endings, but the optional content doesn’t are detailed.
end there. But even with a few issues cropping up,
You’re given a list of objectives – achievements Defector is undeniably fun to play. Some design
which unlock cheats and modifiers for the visuals decisions feel dated, but my main concern is
and game itself. Some of these modifiers are fairly just that Twisted Pixel sets the bar too high for
basic, like doubling enemy damage or inverting itself. The high-octane action is so gratifying
VERDICT colours, but some add new flavours to the action, that other sequences feel bland by comparison,
Pacing issues aside, like weapons that explode if you don’t reload them. and the dialogue options are too engaging and
Defector is a VR star Between this and replaying missions to explore the thoughtful to be used as sparingly as they are.
worthy of your radar. other branching points, you’ll get six to eight hours These tantalising systems have been designed so
out of Defector and, for once, I genuinely wanted to well that you can’t help but wish there was more
64 / wfmag.cc
Now playing
Bayonetta 2
Wireframe
Recommends
Well, that was
unexpected
Getting to it late doesn’t stop Bayonetta 2 from being magnificent Street Fighter III:
Third Strike
W
ARCADE, DREAMCAST,
MULTI
here could they go from Bayonetta out doing Christmas shopping, passes
Making defence tactical is the
Bayonetta? I remember that through her surfing on the back of a fighter jet,
best thing Street Fighter ever
game – for me – coming out and taking on the denizens of Paradiso with a did, and SFIII ’s parrying system
of nowhere in 2009 and, quite brand-new set of hand-and-shoe guns, and ends – perfected with the addition
frankly, ruining other games with our witch heroine battling a rogue demon of guard parrying in Third
for a long time. It was just mechanically peerless; she herself summoned initially to vanquish her Strike – is a monumentally
the sort of systems on systems on layers on angelic opponents. And that’s just the first bit brilliant mechanic.
systems that should be taught in the highest (post-prologue, which itself involves falling clocks
echelons of How To Make So, So Good Games and other such fun).
University. Which isn’t a real place. So from there, Really, if Bayonetta 2 didn’t have all of this
where could PlatinumGames go? delightful nonsense going on I’d still adore it –
Seems not very far. And for once, that isn’t there’s something about razor-sharp mechanics
a negative. Some tweaks are present in Bayonetta that make something intensely satisfying to play.
2, the sequel initially dropped by A parry on Street Fighter III. A
Sega but revived by, of all things, Ikaruga
“There’s a lot to perfect set of colour-switches to
ARCADE, DREAMCAST,
Nintendo. Enemies respond avoid/absorb in Ikaruga. Witch-
ridicule, and a lot GAMECUBE, MULTI
better to your attacks, reeling timing a boss in Bayonetta 2.
away in directions you expect to unpack” It’s not a low-level sense of
Black and white balance is key
to Ikaruga ’s brilliance – white
them to, there’s a new super- enjoyment just handed to you, is vulnerable to black and
special move to build up to… you can pick as seen in plenty of other triple-A blockbusters; vice versa, for both you and
up bows? Honestly, it’s a struggle to get that it’s a small success that you know you’ve worked enemies, making for one of the
bullet point list of new features. But that’s to to achieve and done well to engage. smartest, most intense shoot-
be expected: as a third-person action-combat It’s a game that features a witch dressed in ’em-ups ever made.
game, the original Bayonetta got about as close to her own hair and a bumbling sidekick with the
perfect as you could expect. The changes would most ridiculous Italian-American accent of all
have to focus elsewhere. time, and one that raises a thousand debates
So it is that I find myself playing through about sexuality and the agency of women/female
the sequel with possibly the world’s biggest characters inside and outside of games. There’s a
grin as the endless cutscenes and set pieces lot to ridicule about it, and a lot to unpack at the
take place, often ridiculous, usually verging on same time. But when I’m playing Bayonetta 2, I
surreal, forever captivating. The game opens with simply don’t care – it’s just a really good game. FTL:
The question is usually ‘Where can they go
Faster Than Light
PC, IOS
from here?’, but for Bayonetta 3, I have total
Instead of relying on split-
confidence in Platinum to deliver something that’s
second reactions, FTL
as utterly, genuinely unique as the team wants it demands perfect on-the-spot
to be from a storyline and presentation aspect. planning to get through its
Because it will always have those mechanics to roguelike space-hopping
rely on, and they are so, so good. adventure. And it’s magnificent.
wfmag.cc \ 65
Killer Feature
PES (née ISS)
PES
Football’s greatest manoeuvre: the Super Cancel
T
he timing might be a bit off here, but by our ones, resulting in unsanctioned combos. Eventually this glitch
records, Pro Evolution Soccer 3 in 2003 was the was turned into an actual feature, and these days you’re lucky
first of the series to introduce it, and it’s been a to see a fighting game without cancelling as a part of it.
mainstay of high-level play ever since. No, not It’s not a cheat command in any game, let alone PES.
random shots from the halfway line: Super Far from it, this is high-level stuff. See, the automated aspects
Cancel. It’s also hard to quantify whether or not Konami has of any football game are a big help to most players. We simply
ever actually referred to the technique with this, its adopted can’t keep stock of everything that’s happening on the pitch at
name, but that’s how it’s known. all times – it’s 22 people all with jobs to do, and the majority
So what is it? Well, by pressing a couple of buttons together of it simply has to be automated, both so it’s fun to play and
(your traditional ones being R1+R2 for the PlayStation so we can retain our sanity. Switching off that automation isn’t
versions), the player under your control a choice to be taken lightly, even if it
will stop doing what they were doing. “Switching off that automation does only last as long as the buttons
With football games, you see, there’s
isn’t a choice to be taken lightly, are held. It opens you up to all manner
a lot of automated help behind the of mistakes: stumbling past the ball,
scenes to make sure your players are even if it does only last as long misjudging where an opponent is,
always attempting to get to the ball, and as the buttons are held” generally making a buffoon of yourself,
a lot of canned animations that have and so on.
to play out in full. In football games before PES’s introduction But in the hands of the experts – or at least used smartly
of Super Cancel, you had to wait out these animations and sparingly – Super Cancel becomes an essential tool in
without being able to control your player, or watch helplessly the video game footballing arsenal. No more automatically
as they stupidly ran the ball out of play for no real reason. chasing a ball out of play and touching it just before it crosses
Super Cancel stopped all this: it overrides whatever is going on the touchline, resulting in the most pointless corner kick of all
and allows you full, direct control of the player. time. No more getting in the way of a ball that wasn’t meant for
Oddly, the cancel function can be traced back to earlier the player. No more reliance on automated AI-controlled runs
fighting games, of all things, with one of the biggest of the early for through balls. It brings the human element into the game,
examples being Street Fighter II. Some characters were able – and makes it much more engaging, much less predictable, and
through a glitch – to ‘cancel’ moves and quickly switch into new – dare I say it – much more like real football.
66 / wfmag.cc
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Ryan Lambie
Email [email protected]
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Ian Dransfield
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criticalmedia.co.uk
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Lee Allen
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Harriet Knight
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Rik Cross, Konstantinos Dimopoulos, Ryan
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Philip and Andrew Oliver, Jordan Oloman,
Harry Slater, Olly Smith, Jeff Spoonhower,
Haley Uyrus, Richard Wakeling, Howard Scott
Warshaw, Alan Wen
Publishing
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Russell Barnes
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Charlie Milligan
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The publisher, editor, and contributors accept no
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The veteran coders still making games 30 years on relating to goods, products or services referred to or
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Murder most fowl in Chicken Police is licensed under a Creative Commons
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Puzzles and mysteries in The Bradwell Conspiracy ISSN: 2631-6722 (print), 2631-6730 (online).
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