admin

Serious Sam: The Random Encounter

Sometimes there is truth in advertising. Serious Sam: The Random Encounter (SS:TRE) is a Serious Sam game – backpedaling while shooting at ridiculously large groups of enemies is the norm. And there are a whole lot of random encounters – you spend most of your time in them.

Although Serious Sam: The Random Encounter is an RPG parody, it’s not an RPG. There are no stats. No XP. No LV-Ups. No detailed equipment system. Next to no story. Very little dialogue.

What Serious Sam: The Random Encounter does have is a very original, very fun battle system. Your team of 1-3 heroes backpedals on the right side of the screen while hordes of enemies approach from the left. Every 5 seconds, the action pauses allowing the player to enter in commands for each hero – aiming weapons, switching weapons, or using an expendable item. After all commands have been entered, combat resumes and the player can move up and down to dodge attacks and better aim their attacks. Repeat until one side is defeated.

The battle system is one part shmup, one part strategy game and is a complete blast. Each weapon has its own strengths and weakness and often its own aiming system so learning how best to use each weapon and when to use them is key to the game’s strategy.

On the downside, Serious Sam: The Random Encounter is incredibly short. The entire campaign took me a little less than 90 minutes to complete and that’s with having to restart a couple levels a few times because I ran out of lives. After completing the campaign, there’s a score-focused endless mode to play where you can see how many battles you can win before running out of lives, but even with that bonus, most players are unlikely to play the game for much more than a couple hours.

Still, I’d rather have a short and fun game than a long and tedious one. Here’s hoping that someone takes the wonderful framework than Vlambeer has created here and expands it out to a bigger, more complex game. In the meantime, enjoy your backpedaling carnage.

Serious Sam: The Random Encounter can be bought on Steam for $5.

I’m pleased to announce that for the Cthulhu Saves the World + Breath of Death VII combo pack is part of Steam’s annual Halloween sale! For a limited time, you’ll be able to pick up both of our RPG for a mere $2. Already own it? No problems – buy a copy to send to that girl you really like who still doesn’t know you even exist! Nothing says I love you like an Eldritchian parody RPG!

A while ago, I entered a design document into a game design competition. You know the type – one of those contests promising to pay big bucks for innovative fun designs and then the winner ends up being a Zuma clone (note, this wasn’t the contest I entered). Anyway, I’ve since moved on and though I think there are several cool things in the design that would be fun to work on, there are many more game ideas that are higher up on my priority list (plus, you know, finishing and releasing the game we’ve already announced) so I doubt I’d ever get around to actually making this game so I figured I’d put it up here for everyone to check out. Hopefully, you find it amusing. And hey, if you want to use any of the ideas presented in this document in your own game projects, feel free – saves me the trouble of making the game myself. :)

I present to you: Silver Screen Hero!

I received a copy of Jamestown to review several months ago and I’ve been at a lost as to how to review it ever since. Jamestown is a vertical shmup with 5 main levels, 4 ship types, several difficulty levels, leaderboards, a challenge mode with stuff like “Dodge a million bullets for X seconds,” local co-op, and various unlockables. There aren’t really any gimmicks or unusual game mechanics to talk about. The strangest thing about the game is its setting which is a mismash of American Colonial and OUTER SPAAAACE! There are no major flaws to complain about. There really isn’t a whole lot to say about the game except this…

It’s awesome.

The levels are expertly crafted, the graphics feature intricately detailed 2D art that reminds me of SNK at their height, the music is fantastic, and it’s just a whole lot of fun.

If Jamestown had been released in the 90′s as an arcade game, it would have been considered one of the classics of the era. It’s one of the best vertical shmups I’ve had the pleasure of playing.

Jamestown is available on Steam for $10.

OMG-Z Review

OMG-Z is a zombie puzzle game. The player is given a level full of the walking dead and tasked with clearing the level using only a handful of bullets. Luckily, zombie friendly fire is the order of the day and killing one zombie will often result in the deaths of many more. When killed, regular zombies create small explosions, fat zombies create large explosions, cops shoot a penetrating bullet in one direction, soldiers fire a spray of ricocheting bullets in several directions, and corrosive zombies leave behind puddles of acid that harm anyone that walks into it. Some levels also feature explosive barrels that set nearby zombies on fire, slowly draining their stamina away. The goal is to create the most magnificent chain reaction of zombie death possible using a limited number of bullets.

The game features 81 levels and although some of the levels are repeats just with different zombie layouts, there’s still plenty of content for a PSP mini. Between levels, the player can exchange points for upgrades like additional bullets and more destructive zombies. Trying to unlock each level, get higher scores, gain every upgrade, and see the best ending makes for one addictive game.

OMG-Z is not without its problems. The game uses a minimal color palette to give the visuals great style, but unfortunately this also makes it very difficult to distinguish the zombie types on the PSP’s small screen. Luckily, there’s a button that gives a different color to each zombie type making them easier to distinguish, but I wish they had just designed the graphics for better usability in the first place.

However, the biggest issue that I can see some people having problems with is how the zombies move in a mostly random fashion after the first few seconds of each level. This means that there aren’t really any true “answers” to the game’s puzzles. You fire at the zombie that you think will start the biggest chain reaction, all the while hoping that the other zombies won’t decide that now is the moment to walk out of harm’s way. Players who aren’t too worried about skill and just want to how many zombies they can make explode shouldn’t be too bothered by this, but the random factor is likely to cause frustration to perfectionists. On the other hand, the levels are short and restarting is a quick and painless process so they shouldn’t be that frustrated.

Lack of depth aside, there’s a lot to be said for the spectacle of shooting one zombie, having it explode and cause the death of 3 nearby zombies, which in turn start shooting bullets all over the place which cause the deaths of several more zombies, and before you know it, you’ve wiped out every zombie on screen with a single attack. I’m a fan of fun chain reaction games (like Every Extend and Hexothermic) and OMG-Z is a fun chain reaction game.

OMG-Z is available as a PSP Mini for the PSP and PS3 for $3.49 (£2.49 in EU).

We’re not dead! And to prove it, I’m posting!

First order of business, congratulations to Bill Stiernberg of Zeboyd Games! He’s getting married this weekend, following which, he will be spending over a week in lovely Japan for his honeymoon. Be sure to wish him well!

I was considering starting the Penny Arcade Adventures Episode 3 development blog this month, but right now, I’m working on internal engine changes – important, but not particularly interesting to talk about – so we’ll hold off on that and start the blog later this year. We’re going to be working on gameplay prototypes in October so maybe I’ll be able to talk about those when the time comes.

In gaming news, I finally picked up a PS3 so expect to start seeing PS3 game reviews here. So far, I have Siren: Blood Curse and Demon’s Souls, both of which are excellent, as well as a few smaller downloadable titles like Wipeout HD.

Some of the games I plan on reviewing on the site soon include the new BloodRayne, Insanely Twisted Shadow Planet, OMG-Z, Fighting Fantasy, and a few others I’ve forgotten at the moment.

Looking over the upcoming big releases for the rest year, I find the gaming landscape relatively sparse with games I’m excited about. There’s Zelda: Skyward Sword and that’s about it. Not a fan of the Elder Scrolls series and though I like shooters, I can wait until stuff like Gears of War 3 drops into the bargain bins. Uncharted 3 & Dark Souls will probably be great, but there’s no way I’ll have finished their predecessors before they arrive so I might as well wait on them. After seeing my friend play his import copy of Xenoblade, I would have definitely picked that up, but unfortunately, Nintendo decided not to release it here and I don’t want to go to the hassle of modding my console to bypass the region lock. The 3DS remains mostly devoid of games I want (Star Fox is tempting but not for $40 when I already own the original on the Wii) which is a shame because I’d love an excuse to pick one up. On the other hand, I haven’t picked up Deus Ex: HR or Radiant Silvergun yet and now that I have a new PS3, there are plenty of cheap older exclusives that I can pick up for it so I’m not going to be hurting for things to play. Not to mention that I’m sure there will be some good indie and digital download games coming out later this year.

Now next year, that’s a year I can get behind. I’m a big PSP fan so I’m very excited about the PS Vita – my most anticipated game at the moment for any system is Gravity Rush which has an amazing art style, an excellent premise (3D Action/Adventure + Gravity control) and is being made by the original creator of Silent Hill and the Siren series. Other games I’m excited about for next year are Ni No Kuni (a PS3 RPG created by Level-5 and Studio Ghibli!), Diablo 3 (yeah, I don’t think it’s coming out in 2011), the new Bioshock game, the remakes/up-ports of Final Fantasy X & Persona 4 (two of my favorite games of all time), the Persona 4 fighting game, and Final Fantasy XIII-2 (I know, I know, I’m a sap but its got time travel in it! My one weakness!).

Avadon: The Black Fortress Review

Although I’ve only played Avadon: The Black Fortress for about 15 hours which by estimate puts me at about the halfway point (maybe even less), I’m going to review it anyway.  This is not because I’m tired of the game (I look forward to finishing it) but because I’d like to post my review for the game while it’s still relatively new on Steam in the hopes of drumming up a few extra sales for a game that deserves them. If my opinion of the game changes after I’ve finished it, I’ll be sure to post an update.

Avadon takes an hour to get going but once it does, it’s an engaging game. The setting is generic D&D fantasy (albeit with you working for the morally ambiguous fantasy equivalent of the UN) but the world is well crafted, the characters have personality, the individual scenarios are interesting, and the writing is solid. I especially enjoyed how the game gives out different dialogue depending on who is in your party. It strikes a happy medium between linear (the main plot) and non-linear (plenty of optional quests and dungeons to explore). The LV-Up system isn’t too complex (each level you get 1 stat point and 2 skill points and occasionally you get a specialization point) but it’s fun and lets the player customize their character’s stats & abilities nicely. Combat is turn-based on a grid and has depth without sacrificing pacing. Oh and there’s ton of loot along with tons of equipment slots to equip said loot on.

I did have a few issues with the game here and there though. I would have preferred more party slots (you can only have 3 characters in your party at a time), more class options (only 4 classes which basically correspond to Warrior, Ninja, Mage, and Druid), and some sort of innate difference between the main character and the characters you can recruit (whatever class you pick for your main character is exactly the same as the character of that class you can recruit as far as I can tell). Difficulty can feel a bit unbalanced at times – playing on Normal mode, I found the boss fights to be well designed and offer a good challenge but I was able to breeze through most non-boss fights just by spamming basic attacks. The interface can be a little clunky at times – for example, “I” opens up the inventory page but pressing “I” again won’t close it. And though I eventually got used to it, the presentation was more old-school than I would have liked (90s graphics and no music, just ambient noises).

Still, these are relatively minor complaints. If you’re tired of all the FPS/RPG hybrids that we’ve been getting lately and want a good old-fashioned RPG with a well-crafted story, a host of quests, plenty of stats, and fun turn-based grid combat, Avadon is a great choice. Even though I’m not finished with my first playthrough, I’m already anticipating replaying the game on a higher difficulty level to try out different story choices and new combat strategies.

Avadon: The Black Fortress can be purchased on Steam for $10.

The first details of our next game will be announced at PAX next week on Friday, August 26th, 2011. We have been planning this game for quite some time and so we’re very excited to finally be revealing information about it to the public.

I’ll be attending PAX Dev on Thursday and PAX on Friday and most of Saturday. Bill will not be at PAX Dev, but he will be at PAX on Friday and Saturday. We’ll probably be wearing Zeboyd Games shirts so if you run into us, feel free to stop and say hi.

If you’re a member of the press who will be at PAX and would like to arrange an interview with myself and/or Bill, go ahead and send me an email at rdespair at gmail dot com.

If you’re unable to attend PAX this month, not to worry! We will also be posting information about the game on our site, on Twitter, and on Facebook.

Kyuiin Review

If you’re like me, you’ve long awaited the day when you could live out your dream of flying around on a magical vacuum cleaner. Well, your wait is at an end thanks to MonkeyPaw’s import PS1 release of Kyuiin for the PSN (playable on the PS3 and PSP).

At its heart, Kyuiin is a pretty standard horizontally scrolling shmup with cutesy graphics and typical power-ups but your unique magical vacuum powers help to set the game apart. Your most basic power is a vacuum hose which waves around in front of you like a hungry snake and will suck up certain enemies and bullets. Sucking up things charges up your blast bar which when activated makes you invincible for a few seconds and will destroy most enemies with ease but prevents you from gaining points while it’s in use. Finally, you have a back attack involving the vacuum’s power cord which has really short range but deals a ton of damage and gives a score bonus on enemies that it destroys.

You might think that your magical vacuum’s power to suck up bullets and enemies would make the game really easy but you would be wrong. Despite the game’s cutesy appearance, Kyuiin is tough, even on Easy mode (there’s also a Hard mode). Not impossibly tough, mind you – this isn’t Ikaruga by any stretch – but even experienced shmup fans will need a fair bit of practice before they’re able to maximize their scores since the best methods for increasing your score (vacuum hose and extension cord) both have a rather limited range.

The graphics in Kyuiin are a mixed bag. The 2D art is good but the 3D rendered art (ala the early Donkey Kong Country games) isn’t the best. This is really brought home with the game’s opening. Kyuiin begins with a charming old-school anime sequence reminiscent of Doraemon. This is then followed by some horrendous 3D animation which serves as a reminder of just how far 3D animation has come in the past 15 years. Although I got some chuckles out of just how bad the 3D animation was, I wish they had stuck completely with 2D art for both gameplay and the movies.

The music is quality stuff, but what I really enjoyed about Kyuiin were the boss fights. They’re frequent, well designed, and generally made me laugh. Most of the bosses are based on classic fairy tales which works a lot better than you might think it would – The Musicians of Bremen and Snow White & the Seven Dwarves are surprisingly worthy adversaries. And when I finally managed to beat the final boss after having learned his many attack patterns, I felt very pleased with myself.

Kyuiin isn’t the best horizontal shmup I’ve ever played (that honor goes to Gradius V), but it’s definitely a fun one and the vacuum powers and unusual cutesy fantasy setting help to set it apart from other games in the genre. If you’re a fan of the genre, it’s well worth the measly $6 that is its asking price.

We’ve gotten a lot of emails over the past few weeks from people offering to help us for free, either as translators or developers. Short answer: we appreciate the enthusiasm, but we’re not looking to add any staff members at this time.

Now for the long answers. Let’s tackle the translation stuff first.

Even if someone just handed me a translation of all of the text in Cthulhu Saves the World or Breath of Death VII free of charge, it would still require a large amount of work on my part to actually add that language to the game. I would have to rewrite the code (the game code isn’t currently designed to handle multiple language) and I’d probably have to change the UI (words which fit nicely in English could prove to be too big in another language). All that would be annoying but doable. What wouldn’t be doable by me is testing and marketing the game in another language. We wouldn’t need a translator – we would need an entire localization company ala Carpe Fulgur. Now there are some options on this front – Playism looks promising as an option to release in Japanese – but even with a good partner, we’d still have to do a fair amount of work to create a translated version of our games, work that we think would be better spent on our upcoming games.

And that’s all assuming we found a capable translator in the first place. As someone who is bilingual himself (English & Mandarin Chinese), I understand there’s a big difference between being able to converse and understand a foreign language in a general context and being able to translate a specific text effectively. I think Cthulhu Saves the World would be an especially problematic text to translate for most people – it’s a comedy and it has extensive references to literature, video games, and other elements of pop culture.

And if we went to all the trouble to find a good partner who provided a high quality translation, testing, and marketing support, there’s no guarantee that we’d get a good return on the time invested. Would we make enough money with a Japanese or German translation (both languages attached to countries that seem to have more fans of RPGs than most)? Quite possibly. On a Swedish or Portuguese translation? Highly unlikely.

Now let’s talk about joining our actual development team.

We’re very happy about how well our game has been selling since it came out on the PC, but we don’t want to get arrogant. I’ve read the Phil Vischer (Veggie Tales creator) articles – growing too quickly is a common path to destruction for many small companies. Plus, Bill and I work well together so we want to be very careful that anyone that we do add to the team in the future has good chemistry with the rest of the team.

You say you’ll work for free? No thanks. We make games and then we sell them. If you’re reliable, skilled, and do good work for us, then you should get paid for it. And if you aren’t, then we don’t want to babysit you. Besides, making video games is hard work. Someone who isn’t getting paid for their work is much more likely to flake out when the fun part of game development is done and the work part has begun.

Now, we might be willing to take someone promising on as a non-paid intern for a month or two with the expectation that they would become a full-paid full-time member of the team if we feel they’d make a valuable addition (aka a probationary period). But even something like that is still a ways away. Simply put, we’re not adding any new team members until we finish the big project that we’re working on.

Even though we’re not hiring anyone at the moment, I would like to give some advice about applying to work with us or any other indie developer.

1 – The smaller the company, the more important each hire is. This is even more important for companies where everyone works from home. Zeboyd Games is a two-man operation (plus a couple other individuals like Gordon McNeil and Alex Mauer that have worked with us as contractors). That means that if and when we do decide that we want to increase our company size, we’re going to be as strict as possible with the hiring process. A hastily typed email with half a dozen typos isn’t going to cut it. A well written cover letter, resume, references, and portfolio of previous projects are all absolutely required.

2 – Saying “I have a bunch of great game ideas” is the worst possible thing you could say if you want to get hired. Indie game companies are never looking for lead designers. Why? Because generally the reason an indie game company was formed in the first place was because a designer wanted to make their own games. Why on earth would I want to hire someone so that they could take away the most enjoyable part of my own job? Not to mention the fact that during the course of making just one game, we inevitably come up with dozens of great ideas for other games. The last thing we need is more ideas – we don’t have enough time to take advantage of the ideas we already have!

If you have great ideas and want to turn those ideas into actual games, you have two options – create your own indie company or rise up through the ranks of an existing company. Unless you’ve got insane luck, nobody is going to hire you as a designer right off the bat.

3 – Indie companies aren’t looking for writers. A lot of the big companies with hundreds of employees don’t even bother to hire a writer. Do you think an indie game company with only a couple of people can afford to devote an entire person just to writing? The simple truth of the matter is that unless you’re making a visual novel, writing dialogue and plot is a relatively small amount of the workload in making a game. That’s not to say writing isn’t important (it’s crucial to most RPGs), just to say that it doesn’t require a dedicated person in most cases (hopefully, one of your programmers or artists is also good at writing).

4 – Graphics and code are the core elements needed in just about every video game. As a result, skilled artists and programmers are generally what companies (both indie and otherwise) are most looking for.

Now with all that said, I just want to reemphasize that we are NOT looking for interns or new staff members at this time. If you apply to us right now, it doesn’t matter how good your application is or how qualified you are, you’re not getting the job because it doesn’t exist at the moment. However, we could very well be looking for a new artist or programmer next year so stay tuned.

© 2010 Zeboyd Games Suffusion WordPress theme by Sayontan Sinha