Lifting the Lid on Video Games
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ALL FORMATS LIFTING THE LID ON VIDEO GAMES Cuteness takes over in Autonauts Issue 23 £3 wfmag.cc Jesper Kyd’s stunning The curious prevalence Using sound to career in music of drinks machines make better games UNLOCK YOUR GAME gmaster.iiyama.com JOIN THE PRO SQUAD TM RED EAGLE RED EAGLE GB260HSU I GB270HSU I GB2760QSU GET IN THE GAME TM BLACK HAWK HAWK BLACK GE2288HS I G2530HSU I G2730HSU I GB2530HSU I GB2730HSU IMMERSE YOURSELF IN THE GAME TM GOLD PHOENIX GB2888UHSU ENTER A NEW DIMENSION 2560 x 1440 TM SILVER CROW CROW SILVER GB2783QSU Why video game critics need to stop pulling punches n the last 20-something years of writing about T reviewing. ure, there are bad examples in all, but games, I’ve apparently gained something of as a rule, in most other media you’ll see excoriating a reputation. I am, I’m frequently informed, a reviews of dreadful movies, brutal take-downs of I “harsh reviewer”. I “bash games”. I interpret horribly written novels, and goodness me, don’t even it somewhat differently I take the radical approach to look toward the flying viscera in the world of theatre games criticism of telling the truth. JOHN WALKER reviews. We need us some of this in gaming! The reality is, over my career, I’ve given colossally All too many reviews of the largest, biggest-budget John Walker is a more positive reviews than negative. I’ve celebrated lovely man who games, from the giant publishers, seem to go out of wonderful games to audiences that otherwise might has some opinions. their way to avoid reviewing games as a piece of art, never have heard of them. I’ve championed greatness, He’s been expressing instead resorting to suiggly ways out, like perceiving revered strangeness, and argued for the positive them about them as a technical accomplishment. We can find all games for the last aspects of mediocrity. And alongside that, I’ve pointed 20-something years. sorts of reasons loudly given for this, from the most out when something’s a big steaming pile of crap. insidious and vanishingly unlikely) suggestions of I want to be clear – this can be a horrible industry to corruption, to declarations also not that realistic) of write in of late. issent against the collectively agreed sheer incompetence. But I believe the number one political opinions of any of a number of well-organised cause of this phenomenon, most especially when groups of bullies and trolls, and your life can be made reviewing big-name games in isolation ahead of their hellish. Not knowing which opinions those will be until review embargo, is a fear of not matching the others, it’s too late is causing a lot of critics to write in fear of of sticking out as the one negative review. accidentally triggering a backlash. I get that. I’ve been It’s a sort of pre-emptive mimesis. An assumption on the receiving end of it. ultiple times. It sucks. that because this is the latest game in that most It’s also not what we’re talking about here. popular of series, that everyone’s going to be loving it. I’m here to argue that people need to toughen o even if the critic didn’t, they must be wrong, so up their reviews. To stop pulling punches. To stop they’ll skew their review toward the assumed norm. hedging bets. And I mean this in a more specific way op in those concerns somewhere in the text, but bulk than the usual, “We need to use the bottom half of the #23 it up with comments on the excellent graphicsability, out-of- scale. Because here’s a thing it’s really not and give it a safe , or an inoffensive . worth getting worked up about those only marking No This has to stop ust say what you think from five to ten, or to . If a game’s getting a five, And honestly, that the billion-dollar company could it’s already half as bad as it’s good, and pretty hard to spend hundreds of millions making it look this good recommend. cores below are ust more firmly is great, but that’s of side importance. Tell your underlined appeals for someone to not buy it. truth, critics on’t worry about what others think. Bet-hedging and punch-pulling have been a part Because if we start getting some proper criticism of of games criticism for decades, in a way that ust the biggest games, maybe we’ll have some tiny hope of isn’t apparent in other fields like film, theatre, and them reacting to it, and improving. wfmag.cc \ 03 Contents Contents 6 Attract mode Interface 06. Autonauts 18. Jesper Kyd How a trip to a farm gave rise The Assassin’s Creed composer to a gloriously cute sim on his soaring soundtracks 10. Yokai Moon 44. Play. Pause. Refresh A tower defence game steeped The prevalence and meaning in Japanese art and lore of drinks machines in games 12. Zombie Army 4 48. Rainbow connection Rebellion on its “bigger Astral Chain’s hidden link to and better” horde-’em-up Namco’s arcade past 16. Incoming 50. Larian Studios Cyberpunk, organic communities, A profile of Belgium’s finest 18 and cosmic horror RPG-making developer 04 / wfmag.cc Contents WELCOME As you’ll see in the news on page 14, No More Robots studio founder Mike Rose has collated some disquieting sales data from Steam. As of August 2019, indie games on the platform sell an average of 1500 units, and each makes $16,000 in revenue during its first year Those numbers sound low by themselves, but there’s something even more troubling 12 about ose’s findings his data only covers the top 20 percent of games sold on Steam. As he writes, “I removed the bottom 80 percent, as that 80 percent is barely making any money at all.” It’s a stark reminder of just how tough the indie games market is. We all love the ‘bedroom coder’ narrative, but Rose’s figures suggest that most indie devs will never see their games make a rofit While it’s inevitable that some games will struggle, more arguably needs to be done to ensure that talented newcomers can get their games played, and that smaller titles aren’t eclipsed by triple-A behemoths. There are certainly changes 60 44 to be made within the industry – Rose argues that indie devs are pricing their games too low, for one thing – but there are Toolbox Rated things we can do as gamers, too. If you see a smaller game you like, then buy it, tell all your friends about it, and retweet 30. CityCraft 56. Ancestors its dev’s videos. It’s easy to Landmarks, and their usefulness Monkeying around with Patrice forget how hard it is to get the in level design Désilets’s survival game word out without a marketing budget; if we all bang the drum for the indie games we like the 32. Game audio 59. Blair Witch most, then we’re all doing our Using sound to transform the way The nineties horror movie franchise bit to support a fragile and ever- players interact with your games branches out changing ecosystem. 36. Ren’Py 60. Astral Chain Ryan Lambie A guide to making your first PlatinumGames’ latest has us Editor visual novel feeling like a freak on a leash 40. Source Code 62. Oninaki Code your own Daley Thompson’s More sullen storytelling from Decathlon-style minigame Tokyo actory wfmag.cc \ 05 Attract Mode Interview They, Robots We might all lose our jobs when the robots arrive in force, but for now we can just enjoy the likes of Autonauts truggling through Unity with a lone programmer on the team, having to rely S on the Unity Asset Store for solutions to problems popping up – it’s not the romantic notion of Creating Art that you might think of when it comes to small teams with big ideas, let’s be honest. All the same, Autonauts has – through sheer force of a simple coding-light interface, switching will (and a lot of effort and iteration over around instructions, nesting actions in one a number of years) – made itself one of another, and so on. the most intriguing and engaging titles in As you progress more, the complexity recent memory. of the actions required increases and The ultra-basic thinking is: you’re a the limitations of your clockwork robots person trying to keep other people alive. become apparent. Fret not, though, At the outset, it’s your typical survival- because… well, there are more, better, type game, all chopping down trees and increasingly complex robots to create, and building farms and so on. But soon each capable of carrying more instructions enough you unlock a basic automaton, in its limited memory banks and, so, and this is where it gets really good. becoming capable of more actions and The robots can be programmed to do more delicious automation. what you can do – you set them to record, While you might start out life chopping go out and do what you want them to and harvesting with your own hands, do, then have them do it. So they can cut things do progress – if you code your bots down trees and carry the logs back to a efficiently enough – to the point where you storage facility, say. Need something more have an entirely self-sufficient town, robots complex, or the order to be changed? chopping wood, farming, baking pies, even The logic of the robots can be tweaked in building more robots.