What do you get when you throw plague doctors into a blender with turn of the century penny dreadful pulp-novels? A lot of noise that attracts all the guards, seriously, might as well use the shotgun at that point.
New Blood Interactive‘s Gloomwood is a love letter to the first person sneak’em’up genre, demonstrating the team’s impeccable ability to zero in what makes beloved cult-classics tick and incorporate those creative influences into something wholly new. It’s hard to decide if the works they produce are remixes, spiritual successors, or homages to the titles they have reverence for, but I do know one thing: they’re incredibly fun and polished to an incredibly high degree.
For a very special episode we’re joined by some of the narrative design team on Bloodlines II, Cara Ellison & Brian Mitsoda to talk about the game’s tabletop inspirations, how Ellison got involved, the art of narrative design, improving representation & diversity in narrative. We also discuss how the game’s humor has revamped, a look back at Troika’s legacy and what it was like to be inside the company, and Bloodlines lore.
When iD Software decided to publish future Quake titles with Activision, GT Interactive was in a real bind having now lost one of the most famous intellectual properties in video games. The eventual answer to Quake for GT was signing a publishing deal with Ukranian-based developer Action Forms, who at the time was developing Chasm: The Rift, though largely better known for their most recent release, Cryostasis.
Chasm was a joy, a more technically competent Quake Clone that demonstrated unique features like limb removal and in-game cutscenes with facial animations for each character. As forward thinking as the 1997 game was, it would find a lukewarm reception in the west and ultimately become forgotten in the gaming zeitgeist. Fast-forward to today, solo developer Spytihněv’sHROT picks up right where Action Forms left off, presenting a curious relic fallen out of a mirror universe where Eastern Europe was a hotbed for mainstream first person shooter developers.
We’re joined by Scottish Indie Dev Nick Bell of @AethericGames (@TempleOfSnek) for a subtextual analysis of their UK horror classic: Bonbon. We also discuss the state of the indie game community in Scotland:
I was standing in a breezy field of grass when I first caught sight of movement on the horizon. People began to pour out of the farmhouse on the ridge and began advancing towards my position. I tensed up in anticipation and threw my hands in the air as a show of good faith. My anxiety spiked, there was no way to know their intent. Were they going to make a lead-weighted snap decision to neutralize any potential risk, or take the time to identify me?
With no press credentials or way to set myself apart from any other camo clad operator in the countryside, I was entirely at the mercy of their capricious whims. There were no signs of fighting nearby, all I could do was hope to catch the squad approaching me at a good time and make my proposal. Moments later I had guns pointed at me, two inscrutable faces glaring from behind their sights. A calm but stern voice followed, “State your name! State your name! And your [business]”. A compelling request, although not as compelling as their shouldered rifles. I quickly blurted out my name and that I was here as a journalist to document the conflict by embedding within a local fighting group. After a short pause, the fighter to my left nodded and shrugged to his right, towards the farm house. “Come with us.” I let out a deep sigh of relief.
I had just successfully embedded within a militia in the middle of a small war-torn village, but it was no ordinary village, instead it was a full-immersion virtual locale rather than some geographical breakaway republic: Welcome to Survival Town 2020, population 35, give or take, located in the heartland of Pavlov VR.
Konstantinos Dimopoulos comes onto the show to discuss virtual architecture, their book Virtual Cities, and impossible architecture. We dive deep into intergenerational interpretations of liminal virtual spaces, how VR & AR portray architecture, and the reception of virtual environments by non-gaming audiences.
The typical experience of FTL is exploding in space moments after you finally discover the key pivotal item to make that new experimental ship build snowball through the rest of the game. It’s brutal, unforgiving, and ultimately so bite-sized that it compels you to keep playing for hours on end. It’s the unrelenting tension of being hunted across the galaxy, barely making it from waypoint-to-waypoint while your engine huffs fumes, begging for even the dream of a full tank. The metal hull groans, pockmarked by laser burns and penetrated by the sharp teeth of a federation drone still poking through the fuselage, making you wonder if the life support systems will hold for one more desperate jump.
The criminally underrated Pulsar, on the other hand, is more about ensuring that new crew member you picked up at the space station isn’t actually a youtube troll in disguise, threatening to rip out your engine components while you aren’t looking to please his unseen audience of twelve year olds. If that wasn’t bad enough, imagine a prolonged session of hurtling through the galaxy at light speed in a boat that’s on fire, and your entire crew is cats using VOIP with webcam microphones, also, the cats are on fire. Welcome to the outer rim, Commander, otherwise known as the 11th circle of hell, Space Hell.
MMORPGs, they come in so many different flavors and so many of them are very… very… protracted and dull. There’s been many attempts to shake things up by breaking the formula and mixing in various genres’ elements as tech evolves and allows for more real time combat within the traditionally auto-attack based medium, but one of the most remarkable attempts was an early one, Vindictus. Demon’s Souls had just come out the year prior, and Dark Souls was still on the horizon in 2011, the notion of having multiplayer combat in a game that featured intensive physical combat was a novel one, even more so as the underpinning of an entire MMORPG.
Yet with Vindictus, somehow, Nexon pulled it off using, wait for it, The Source Engine. Yes, a Source Engine MMORPG with exactly as much jank as one might expect of such an endeavor, but if you loved Dark Messiah Of Might And Magic are you ever in for a real treat.