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n arch, oogle finally put to rest all that this will be the way y take on this centres on the the rumours about entering the console spectators aspect of the definition magine watching world by not announcing a console at a game being played and wanting to ust die into it O all, but rather a game streaming serice f the prospectie player has to first pass through a called tadia registration process and then supply credit card details, he names an interesting one, and gies us a clue BYRON then that presents a number of hurdles that could about their ambitions for the serice ronically, turned NN- cause the player to simply gie up on the process t ust to oogle to find a definition, and the first entry that JONES doesnt make sense to hae the spectators subscribe in comes up is an athletic or sports ground with tiers of Byron has been in order to watch seats for spectators oogle isnt ust taking on the the games industry hat, then, if tadia takes the ouube approach for over 21 , so and console world with this serice ouube used to be making games is in o subscription needed, ust click on a link, watch the the enue for watching people play games before the his blood. Follow him game for a while, and then play it inimum barriers, crown passed to witch and now oogle wants it back on : @xiotex. less choke points for to bail, but also no clear he presentation at the ame eelopers route to how deelopers make money r is there onference was slick and impressie s somebody oogle is really a ery largescale adertising platform whos powered up his to play a game, only to hae ny content they produce or enable has one true to wait up to an hour for the system to update, followed purpose to funnel people towards aderts ien that by another wait as the game itself updates, the whole stadia or stadiums are where people go to spectate, getting straight into the game concept has an appeal that the serice allows you to play games is secondary en more impressie is the ability to post a link to to its ability to allow you to watch them the current state of the game, either to pick up later eelopers are likely to see earnings coming from or share with others iscoery is tough enough with adertising impressions and clicks rather than from a games, but the ability to send players straight to an subscription gateway his is fine, ecept in order to awesome part of your game with a link is mindblowing see large enough earnings to make this a iable s impressie as the presentation was, though, it left business model, those impressions need to be in the rather a lot of questions unanswered, some of them #11 hundreds of thousands y ouube channel has ery surprising gien the location and timing or me, , minutes of iewing time which, to date, has the largest omission was how we as game deelopers earned a meagre ust enough for a small meal for benefit from this serice and by benefit, mean, how two at onalds if we stretch it or small deelopers do we make money from it like myself, tadia is unlikely to be somewhere we can s soon as the tadia announcement was oer, go to earn a liing with our games social media launched into speculation mode, and one espite this, tadia still feels like an impressie idea of the theories was that tadia would be gated with uestions may linger around the details of how itll all a subscription business model can see why some work, both technically and financially, but all the same, might ump to that conclusion, but m less coninced cant wait to see whether oogle can pull it off

wfmag.cc \ 03 Contents

Contents 6

Attract mode Interface

06. Black Future ‘88 18. Playing in ruins he top oors the limit in he allure of shattered architecture a dystopian platformer in games

10. SkateBIRD 24. Project Starship ony awks ro kater gets manic comic book shooter a feathered homage from taly

12. Judgment 44. Eighties distribution ocalising egas shady nentie ways games were shared akuza spinoff way back when

16. Incoming 50. The Bitmap Brothers , plains, and cowboy he makers of peedball and 50 stealth games enon profiled

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WELCOME

Predictably, the release of Sekiro: Shadows Die Twice has sparked another debate about the leel o difiulty in FromSoftware's games. As was the case with the studio's earlier titles – including Dark and – Sekiro demands persistence and 18 precision. Mastering its combat and defeating its bosses requires hours of practice, and for FromSoft's fans, that's what makes them special.

All of which might explain why, when asked whether the developer ought to have included an easy mode in Sekiro – as writer Dave Thier recently did – those fans respond with a certain of annoyance, to put it mildly. The argument goes that easy modes would ruin the games' design; that FromSoft's output isn't for 'casual '; that players should simply practice more. None of these arguments really stands up to much scrutiny. Suggesting that a game shouldn't have an easy 10 34 mode because it's for hardcore gamers is like saying James Joyce's Ulysses shouldn't be available as an audiobook because it's meant to be a Toolbox Rated challenging read. The original novel still exists in print; all the existence of an audiobook means is that the visually 28. Design Principles 56. The Walking Dead impaired or the permanently efining the difference between he inal eason proides a sendoff busy have a means of enjoying theme and design with bite Ulysses, too. Simply put, when games provide more accessibility options to players, 30. CityCraft 61. Hypnospace Outlaw everybody wins. inding in medieal ir fahren, fahren, fahren auf towns and cities der infobahn Ryan Lambie Editor 32. Source Code 62. Sekiro ecreate the blocksmashing action e die a lot in romoftwares of Breakout hadows ie wice

34. Paper prototyping 64. ow paper and card can help you surial stealthemup game thats make better games best left well alone

wfmag.cc \ 05 Attract Mode Interview ART ATTACKATTACK The sky’s not worth bothering with: Black Future ’88 a to oor th t

n the distant future – the How did development of Black Future ‘88 1988, where the clock has stood come about? since the nuclear fire hit society All games start as prototypes, but this one I has crumbled. Naturally, it’s up was special to me because I was using it to you, and maybe a friend, to to irt with the idea of coming back into climb a tower, shoot or slice everything in the games industry after burning out a few your way, take out the wardens defending years prior. The people that work in games  Shades are optional, but thumping great different zones en route, and stop the will always have a special place in my heart, weapons are a must. architect running the show. He’s called and despite some bad practices from Duncan. And if you don’t hurry up, your triple-A publishers, I think that the people heart will explode. How’s that for narrative? who make games their living are the most Black Future ’88 takes of the inspired and passionate people I’ve ever world of , blends it with the worked with, and I wanted to return to that Contras and other scrolling shooters of after taking a break for a few years. gaming’s great history, then throws it all lso, had really ust played the shit out together in this procedurally generated of Nuclear Throne and Enter the Gungeon hellscape of a synth-punk retrofuture. It and I wanted to make a cool game with a is frenzied in the best sense, and mies lot of screenshake, but saw that the top- its visual and aural aesthetics with great down was already completely success, imbuing every failed attempt with saturated and that needed to find ways to a dynamism that keeps pushing you on to really stand out from a crowded field  Don Bellenger in full try more, faster, harder, again. rock mode. In case you can’t tell, we’re already big fans of the game. And so we caught up with Don Bellenger, Black Future ‘88’s creator, to find out ust how something so manic – and impressive – came to be. Oh, and to ask that battle royale question we keep on asking, even though it isn’t funny anymore.

needed to find ways to really stand out from a

crowded field  Given the number of enemies lurking in the game, this isn’t bad advice.

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How much does the time you put in matter? You see devs making a game in months, but you see just as many taking years to come to fruition. think that as a firsttime indie, had a lot of learning to do about the indie landscape itself, and learning stuff is something I’m generally pretty OK at. At the time, when I was ramping up on the actual business and sales side, I think it was pretty clear pre) that nobody had really taken roguelikes out of the indie space and into higher production values, and that maybe that would be a viable path to standing out in what seems like an impossibly competitive industry. Honestly, I lucked into a lot of great accidental discoveries out of necessity. I had originally commissioned some art and FX, but found that it was a lot more epensie than could actually afford if was going to finish the game, so started trying to do a lot of juicing and FX work  Volumetric lighting and parallax layers give the game real depth on an indie budget. programmatically with things like uid sims and volumetric lighting, and using an absurd amount of parallax layers to trick the eyes into seeing more artwork than is actually there. The fact that the team size of the game is so tiny is kind of a mixed blessing. It means that development is completely singlethreaded and sometimes really hard to up, but it also is a better fit for what is at times a ery ‘organic’ development process.

How much does Black Future ‘88’s aesthetic inform the action? Are they intrinsically linked, or is it more a case of a ‘game bit’ with a cool wrapper around it? I think they’re linked at a very conceptual level. The aesthetic is madness, but so is the and story, and they both evolve over the course of a run as well, and they continue to evolve throughout

wfmag.cc \ 07 Attract Mode Interview

the metagame. A run starts simply enough, and I think people could honestly mistake it for a hi-def Contra, but I think as the gameplay gets more and more intense and the player dies and unlocks een more stuff eery time, they see that  You’re in SKYMELT until you’re dead. Which is quite often. everything about the game is designed to overwhelm you. The player needs to make choices about Procedural generation was a bit of a what they will succeed at and what they buzzwordy concept a few years ago, but will not bother with. The aesthetic of the it tapered off in popularity. Why go down game matches this, and I think by the time that route? players really get into the experience, That’s a great question, and I think that at they’ll see Black Future ‘88’s combat as its the end of the day, if a game is going to own unique creature that doesn’t put a lot be highly replayable, then it needs to feel This meant that the procedural system of limits on the player. unique each time. In the same way that a needed to have a certain amount of chaos really good Hearthstone match can have (easy) but also certain guarantees (hard!). Similarly with the soundtrack – there’s a its own story (I did this… but then they did For example, the game couldn’t make musical background to your career, so this, but then I did this…) using procedural every room of a a room or shop, and how much does your work in musical generation adds an extra layer of micro- that while each run needed to be unique, composition inform the game, and how? storytelling to each run. defining the rules and building a system I think the real answer to that question is that could make that fun was actually that as a long-time indie musician, I’m just What uniue challenges has it presented really hard. a lot less afraid of creative risks than And, conversely, what uniue positives I’ve always insisted that Black Future ‘88 I used to be, and I think that the Black does it unlock? does not have any more loading screens Future ‘88 score is a great sandbox for My friend pointed out that what he loved than necessary, and that once you’re in playing around with some really aggressive most about Spelunky was that each time he SKYMELT, you’re there until you’re dead. ideas. The soundtrack really functions played, he knew that this run could be his So having a procedural system that more as an instrumental concept album very best run ever – that statement really understands not just what a zone of the about the game, and it doesn’t have ‘tracks’ stuck with me, I think it informed both the tower should look like, but also the entire so much as it has ‘songs’ in that way. At the progression system and how procedural shape of the tower, how zones might be end of the day, that’s just something I’m generation should work in Black Future ’88. linked by shortcuts and how it should much better at. build the zones like a layer cake – and also I really wanted SKYMELT (the tower instance the whole thing as fast as possible  A tight time limit forces the player is trying to climb and destroy) players to approach the – was a really big technical challenge. to have its own voice, even though it game aggressively. doesn’t speak. So in the game, the music Why 1988 Was it a vibe, a specific has- is meant to be the voice of the tower, it’s to-be-that-year thing, something else alternately cruel and rapturous. I think There’s literally no good reason for this that when players view the game through except that another game was using that lens, it’s going to raise a lot of really the name Black Future at the time – I still interesting story questions about who the wanted to use it and I thought if I put main actors are in the game, and what a number at the end of the name, that SKYMELT represents. would be good enough to make that

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other person happy. 1988 seemed like an especially precarious time to be alive in the world, and I think that 2019, unfortunately, has the same feeling, so I wanted to really emphasise the precariousness of the whole world that the game is built in. There is however an unfortunate association with the number 88, as it’s a coded term for hate groups. I felt that no shitheads get to have dominion over  A game designed from the ground up something as basic as a number, and that to be overwhelming. there was a certain strength to ying in the face of reason and trying to take it How has the experience of developing from them. That to me, is one of those for multiple formats varied? incredibly punk/indie moments of working “I think by the time Oh my god, I cannot believe that in 2019 on this game. players really get making a game that gracefully handles multiple input types is still a really dicult It seems like the formula to make a into the experience, task, even while fully utilising great tools run-and-gunner should be simple – the they’ll see Black like the Unity Engine and InControl. Contras and Midnight Resistances of the Future ‘88’s combat I have jumping tuned to within half a past hold such fond memories – but millisecond of where I’d like it, and this is it actually easy to make a game of as its own unique feels great for , but keyboards this genre? creature that doesn’t ust hae a different feel, pressing the think the first thing realised is that my put a lot of limits on space bar with your thumb just needs goals of having a lot of bullets on the the player” different tuning than the button on screen and also having a gritty game with an bo controller fter making a two realisticish graity were really at odds with millisecond change to jump timings that each other. Once the prototype was stood improved the feel for keyboard players, up, I saw that no matter how well a player I found that it just made jumping on did, they’ll still fall on bullets accidentally gamepads feel gummy and lugubrious. It’s and take damage, and since roguelikes  Bullets come at you a lot in Black Future ‘88, but one thing to put up an intro title that says this is balanced by nimble player movement. are always stingy on health, this felt like a recommended or something, design for a really unfair and unfun game but it’s another thing entirely to really care This led to a series of organic decisions about the PC build and that you still have that have really become hallmarks of Black to make keyboard play feel good. Future ‘88 o the first one is that the player has a lot more health than they normally We usually ask this as a joke, but a battle would, but now they hae a straightup royale mode in Black Future ‘88 wouldn’t time limit to encourage them to play more seem that far off the mark. Any plans aggressively. The second decision is that Well, I think it would have to be called Black the player has many mobility options at Future ‘88:99, and it’s actually something their disposal, so that at the end of the I think could be really fun. It would need day, when they fall on a bullet and die, they some significant twists on the battle know that it was their fault and hopefully royale genre, but I’m sure I could think they were paying enough attention that of something fun. There are no plans for they know what theyll do differently ts a this and adding 100 person competitive really weird thing to take what’s basically multiplayer to the codebase would a bad , and prop it up with probably ruin it and drive me … so enough stuff to make it tenable, but think look forward to it in 2030, I guess. those are the kinds of risks that I’m good at taking, and it also happens to be in line Black Future ’88 releases soon on PC with Black Future ’88s maimalist aesthetic and Switch.

wfmag.cc \ 09 Attract Mode

Tiny Hawk

It’s a mini homage to Tony Hawk’s Pro Skater – with feathers. Creator Megan Fox tells us more about SkateBIRD

Info or developer Megan Fox, it all began the board is relative to a rail when you press the GENRE Sports with a single GIF: a seven-second button. There’s not much to memorise here – FORMAT clip of a blue budgerigar hopping on it’s simple, which was the point: making a skate PC F a tiny skateboard and bravely rolling game that’s fun for non-skaters and skate fans. DEVELOPER down a ramp. It was, Fox says, You don’t have to be an expert, and you don’t Glass Bottom “One of those lightbulb moments” – and in that hae to practice for hours to pull off a simple Games instant, the seed of SkateBIRD was planted. kickip, you ust do it f youe played Tony PUBLISHER As you’ve probably gathered, SkateBIRD is Hawk’s games, that’ll all sound pretty familiar.” Glass Bottom a skating game with an avian twist; borne out SkateBIRD is the latest title from Glass Bottom Games of its creators affection for Tony Hawk’s Pro Games, the Washington-based indie studio RELEASE Skater series and EA Black Box’s Skate, it sees that specialises in games with a cute edge: TBC 2019 a feathered skater cheerfully rolling, , it previously brought us the side-scrolling and kickipping its way around a miniature park detective game Hot Tin : The Cat That Wore A of cardboard, marker pens, and sticky tape. Fedora and the violent (yet still oddly adorable) According to Fox, the game will immediately feel firstperson brawler, Spartan Fist. familiar to fans of the Tony Hawk’s series, with There’s a vivacity to Glass Bottom’s games, in simple controls underlining the easy-to-grasp, fact, that belies the sad story of its formation: arcade feel. before founding Glass Bottom, Fox was a senior heres an ollie button, a ip trick button, graphics coder on the ill-fated MMO, a grind button, and a grab button – and that’s Universe. When Lego Universe developer NetDevil mostly it, o eplains ou do ip or grab tricks began to falter in 2011, Fox was one of dozens based on the left stick’s direction when you push of employees who lost their jobs. the button, and grinds just depend on where “Lego [Universe] closing was a horrible moment for almost everyone in the studio, but for me, it was a perfectly timed kick in the pants to go off and do what I really wanted to do,” Fox tells us. “They treated us really well with severance and pay and such, so had the financing to pull it off Mind you, I still had a billion false starts, and had to let my only employee go a few months in – all the usual startup stories of stress and worry. I still don’t think many get the opportunity I did

 SkateBIRD runs on Unity “with a there, timed as well as that was for me.” bunch of post-processing layered Founded in October 2011, Glass Bottom on”, while the characters were modelled in Maya. Games specialises in “absurdly cosy games

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 Fox has considered adding a construction , Tony Hawk’s American tried that,” , S we’re being pretty cautious.”

about doing people things,” and there’s certainly a cosiness to SkateBIRD that sets it apart from other sports titles of its ilk. here will be different birds, and youll be able to customise them with hats and uffy little vests and scarves and such,” Fox says. “None of that inuences the centre of graity or physical size, though, as we don’t want player expression interfering with their ability to play the game.” In fact, getting the physics of SkateBIRD just right has been one of the biggest challenges so far; according to Fox, this aspect alone took  The miniature courses immediately reminded us of “months” to tweak. “Trying to keep the board the old Micro series as physical-sim as possible, while also giving And while it’s being developed as a single- of top-down racers, though the player controls that feel arcade-like in their player game, there are also tentative plans for here was Pixar’s Toy Story. precision, has been an a multiplayer mode (“It’ll incredibly dicult line to be down the a bit,” walk,” Fox tells us. “Skate “You’ll be able to customise Fox cautions). physics are weird to dial them with hats and fluffy Mostly, though, we’re the feel in on. If you get little vests and scarves” looking forward to it wrong, it isn’t a skate finding out more about game, it’s a weird-looking the game’s feathered race car game.” protagonist and where his hobby takes him – While it doesn’t quite have the budget that a Glass Bottom Games are creating a disarming publisher such as would have thrown world of skate parks built on oce desks, birds MELLOW at a Tony Hawk’s game in its prime, Fox still has stuck in depressing ninetofie obs, and other BIRDS some imaginative and fun-sounding ideas in birds becoming skating gods on social media. In line with its whimsical store for SkateBIRD layers will be able to find And in case you’re wondering: yes, there is approach to the extreme hidden objectives among the game’s dinky a hawk called Tony in SkateBIRD. “There’s a tiny sports genre, SkateBIRD replaces the aggressive stages, and organise skate events for other birds hawk, o confirms is name is nthony, and tones of, say, Tony Hawk’s to attend. he’s a SkateBIRD legend.” Perfect. Pro Skater 3’s Ramones or Red Hot Chili Peppers with something far more  The game’s story involves helping a laid-back. Composed friend out of his existential funk by Austin, Texas-based through the power of skateboarding. musician Nathan Madsen, SkateBIRD’s soundtrack is desribed as lofi hiho crossed with birdsong”. Its mellow beats are the perfect accompaniment for a game that’s less about looking cool and hip, and more about enjoying the freedom of flitting about on tiny half-pipes. You can hear SkateBIRD’s title track at wfmag.cc/skatebird.

wfmag.cc \ 11 Attract Mode Early Access

Speaking my Language

Japan-set Judgment gets English dubbing, and we have no objections Info GENRE fter over 14 years of the Yakuza remind you of the unintentionally funny bad Action / Adventure series, Toshihiro Nagoshi and dubs in old foreign films, or Shenmue (“I see…”). FORMAT his team have decided to do But with the bar of voice-acting in games PS4 A something new, een if at first rising in intervening decades, perhaps it’s time DEVELOPER glance it doesn’t seem to fall far to cast aside prejudices against an English dub. Ryu ga Gotoku from the tree. Inspired by Japanese television “This was literally the perfect time to do it,” Studio legal detective dramas, Judgment is still set in says Scott Strichart, localisation producer for PUBLISHER the same fictionalised okyo red light district of Judgment. “After spending over 10 years with amurocho, and youll still find yourself getting Kiryu’s story arc in Yakuza, tacking on nglish RELEASE 25 June 2019 into brawls on its streets with brutally over- to the end in Yakuza 6: The Song of Life, or in the-top panache. So the initial surprise comes the middle of it with Yakuza Kiwami 2, wouldn’t from what you can hear. This distinctly Japanese have been the right call. Judgment introduces an cast in a ery apanese location are speaking entirely new cast, which is what was really the in English. impetus for us to give this a shot.”

 Kyohei Hamura’s voice-and- ts not the first time nglish has been spoken heres still an initial awkwardness seeing likeness actor Pierre Taki was arrested in March for on the streets of Kamurocho – that would be the these apanese faces speaking in nglish, and in possession of cocaine, initially ery first Yakuza on PS2. However, Sega opted the case of protagonist, disgraced lawyer turned throwing Judgment’s Western release into doubt. to leave subsequent entries in its original audio lowrent detectie akayuki agami, that face is with subtitles, and for good reason. When a akuya imura, a hugely popular teleision and series is focused on giving a realistic depiction of film actor and pop singer to boot in his natie  Kaito is an associate at modern Japanese society, English audio doesn’t country et, after a couple of hours with the Yagami’s detective agency. He’s also ex-Tojo, which just jar with the experience but at worst can English build, it feels as natural as ever, whether explains how he’s better at you’re exchanging banter with your partner Kaito or interrogating local akuza , amura The cast consists of voice-acting veterans, including alumni of past Sega and Atlus’ titles, such as att ercer, uri owenthal, and herami eigh, while reg hun takes the lead role of agami, although trichart is keen to point out a difference between oicing for anime and a more realistic game. “We established early on that this wasn’t an anime game, and that being the case, none of the characters should fall into traditional anime trope voices,” he eplains think eery cast member was pretty ecited to be inoled on a proect that asked

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them to bring a more grounded acting style to the table.” Even when exercising some restraint, voice actors still have an advantage over casting celebrity talent, as in the original Yakuza, which featured the likes of Mark Hamill, Michael Madsen, and Eliza Dushku. “You can put an on-camera actor behind a mic and get a great performance out of them,” says Strichart. “But what happens when they also need to match apanese lip ap, or say a line like, igashi san just cruised past some Kansai thugs on

enkaichi treet, or finish their line within less  For Yakuza fans, there’s a comfort in exploring the than a second’s tolerance of the Japanese actor? familiar streets of Kamurocho. These are the skills that voice actors have been its original form is that that choice is there, too. The Club Sega arcade remains a highlight. cultivating since anime in the West became a Judgment includes dual audio options, which thing, and I would take that skill set every day has become much more standardised with over talent that has generally not had to work apanese releases, either in the final product or with those caveats.” as free DLC. But going beyond the call, the game As with the Yakuza series, Judgment also has actually been localised in English twice. likes to indulge in some lengthy but well-acted Addressing the often glaring issue of ‘dubtitles’, with close-ups there’s English subtitles to emphasise character’s for the English audio emotions, which means “Judgment likes to indulge and another track that those lip aps are in some lengthy but well- accurately translates the especially noticeable if acted cutscenes” words and tempo of the the voice doesn’t match. Japanese audio. Save for one line early on With a focus on where a character’s delivery sounds deliberately cutscenes, brawls, and archaic mechanics like slow in order to match, the initial hours are QTEs, it’s too early in these opening hours to proof that the localisation team’s hard work is say whether Judgment will be a meaningful break paying off from the Yakuza series – though who can say What’s peculiar is that the team has made a no to the latest/classic distractions at the local

conscious decision not to translate everything arcade? But from a localisation standpoint that  Yagami is voiced and modelled after entirely. During this demo, I’m surprised that can attract a wider mainstream audience while actor Takuya Kimura, a huge star in the thugs fight still taunt me in apanese, and remaining faithful to its core fanbase, the verdict Japan. Whether he’ll gain new fans in the West remains to be seen. when I walk into the local Poppo convenience is one of unanimous approval. store the clerk still greets me with “Irasshaimase” Judgment’s Western release will be edited – ironically, several of these clerks are to remove actor Pierre Taki’s voicework and actually foreigners. likeness following his arrest for cocaine “No matter what language you play this game possession. The release date hasn’t changed. in, it’s still set in a modern-day depiction of a shady Tokyo suburb. It’s probably going to be jarring to some people, and I totally accept that,” Strichart admits. “Going to Japan without an understanding of the language would be jarring too, and that’s where our game takes you, so there should be a sense of something being kind of foreign for the majority out there. Players will never forget where this game takes place, and that’s working as intended.” The good news for any die-hard otaku reading this who just wants to experience everything in

wfmag.cc \ 13 Attract Mode News Headlines from the virtual front

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01 03. Arcade perfect

02. Unexpected Apple has announced its own plans for the future of gaming, though they’re 01. Misdirection contender in not quite as (would-be) revolutionary as streaming area Google’s Stadia. Apple Arcade is a service Gearbox chief Randy ‘Pitchfork’ Pitchford coming later in 2019 that will bring failed to live up to the standards of It seems everyone’s getting in on the hundreds of games exclusively to the the Magician’s Circle, with his and whole ‘’ platform (exclusive on mobile formats, at the team’s misdirection over the past thing, with Walmart – yes, that Walmart least), all without in-game purchases and few months failing miserably. We all – rumoured to be tapping up developers all focusing on deep, rewarding fun. At knew Borderlands 3 was going to be for involvement in its own game least that’s what Apple says. announced, basically, and then it was, streaming service. The likes of Bossa Studios, ustwo, and nobody was surprised. This comes from sources speaking to Will Wright, , Mistwalker, and What people were – and are – though, USgamer, which says the massive chain more have signed up to plop their is excited. It’s been four years since the of superstores has been speaking with games on the Arcade, and Apple itself last new entry in the series, and this will developers for a number of months now. is contributing its time and – one would mark Borderlands’ first time being made It’s not the daftest of claims either, with assume – money to help development solely for the current generation of Walmart’s steps into the word of digital along. Titles will be playable on iPhone, consoles. This time around we’re looking media always pootling along at a pace iPad, Mac, and Apple TV, with progress at a setting that takes in multiple worlds, – albeit a tentative one – with a Silicon synchronised across all devices. and a ‘best-of’ line-up with characters old Valley presence and (ultimately shelved) Games-wise, there’s the likes of and new joining the fray. Oh, and guns plans to run a streaming video service of Oceanhorn 2, Klei’s Hot Lava, , that can walk, obviously. its own. and newly announced Beyond a Steel Sky o release date confirmed at the time e look forward to the spinoff – Beneath’s long-awaited sequel – coming of writing; rumours point to the autumn. SPARStream, where everything’s Happy to Apple Arcade. We’re keeping a close We’ll keep ‘em peeled. Shopper-branded. eye on this one.

PSVR sells over 4.2 million units WayForward announces 5; (in reality, not virtually) Twitter feed plunged into fan art frenzy

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05 04. Brand new combine 05. WOO! harvester ts obious were neer going to know ait, not that omerset nyway, all of the games that were meant to the based media monitoring group come out on eery console, but its still adocating for acceptance and equality a genuine oy when something of the community announced unknown is discoered preiously the inaugural winner of its utstanding unheardof game, UWC, ideo ame award was purchased from an eintendo 06. Online: Summerset o not the est employee by ouuber tephan rchon Drifting through ountry pologies for that eese, and well, its pretty much the channels he award was announced during a full, finished game the organisations th annual o why did it neer get released, is set to get its own TV edia wards and recognised or een announced ts conecture, show spinoff, with an animated series Bethesdas for its fair and accurate but the name tells a lot stands based on the beautiful and brilliant title representation of B issues and for niersal restling orporation, currently being worked on he games eperiences, with specific focus on effectiely a placeholder name for ed creator, l reston, has teamed up with the anor of asques questline aid urners wrestlefolk company before one di hankar, producer behind the missions inole reuniting a transgender it adopted the orld hampionship likes of the animated series woman with her estranged twin sister restling moniker apanese and the upcoming tiein in a way that, as states, reects studio may well hae seen its hile ery early on in deelopment the lied reality of many transgender proect dropped purely because of the reston and hankar are still looking for people today namingbranding, which is really quite writers to work on it the games creator he nominees missing out on this first sad for them did hae one promise for the audience eer award were Assassin’s Creed Odyssey, nyway, ll stop talking about wrestling at olygons panel ere going to Guild Wars 2: Path of Fire, now before management gets angry make it cool, reston said ood enough : Deadfire, and Mobile nreleased games magic for us

Peaky Blinders is getting a game from Take-Two founder Ryan Velocity’s FuturLab. Why not, eh? Brant passes away, aged 49

wfmag.cc \ 15 Attract Mode Early Access

Rad

Having brought us such delights as , , and , is one of those studios whose games are reliably full of style and personality. All the more reason to look forward to Rad, then: it’s the latest game from Lee Petty, who previously brought Recompile us the platform adventure , and the sentient doll puzzler, Stacking. Such pedigree Although described as a , there’s aside, Rad looks like familiar stuff at first its a a bit more going on in Recompile than 2D top-down roguelite set in a post-apocalyptic platforming. Taking place inside a vast, spooky- world, and there’s an eighties neon look that looking computer mainframe, Recompile takes in recalls : Blood Dragon. Double Fine’s hacking mini-games, combat, boss battles, and impish humour is easy to spot, though: Rad’s yes, a fair bit of agile hopping across vertiginous protagonist is a baseball bat-wielding boy whose chasms. Created by Manchester-based studio limbs can mutate in outlandish ways. One PhiGames, Recompile is due out in 2020, and well minute his head’s morphed into that of a giant worth a closer look. snake; the next his left arm’s gone purple and grown to the size of a family hatchback. These mutations come in handy, because the world is seething with giant , angry bats, and other foul beasts. Rad doesn’t look groundbreaking, necessarily, but its teen hero can batter enemies into oblivion with his snake head, and also give birth to what look like giant, friendly spiders. What more do you need?

Unrailed!

In years to come, academics will probably start writing essays about the rise of games like Overcooked: experiences where players get together and, fighting their own sense of blind panic, cooperate to get out of a crisis. And so Unrailed! does for rail freight what Overcooked did for the industry: turns it into a co-op game guaranteed to spoil friendships in less than one hour – or your money back. Players will team up to craft tracks from raw materials, keep the lines clear of animals and other nuisances, and generally keep a train running on time against almost certain failure. Sound like fun? Of course it does.

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Through the Darkest of Times

We’re told this inevitably sombre adventure is akin to This Is the Police crossed with Papers, Please, which, given how good those earlier games were, has immediately caught our attention. Set in 1933, it’s a strategy game that takes place during the rise of the Third Reich, and something of a passion project for developer Paintbucket Games – before founding their indie studio, its founder members worked on Spec Ops: The Line.

El Hijo

Honig Studios mixes up genres of a boy looking for his mother, and ideas in the most delightful a journey that takes him across way here: we don’t commonly see desert plains and complex mazes six-year-old kids play the leading of prowling outlaws and bandits. A role in a spaghetti western, and we that cuts right back wouldn’t expect either of them to to the heart of what make up the theme of a sneak-‘em- pioneered with the original Metal up. But that’s exactly what we get Gear back in 1987, El Hijo has all the in El Hijo: the hand-painted story makings of an indie gem.

Pine

Out on Switch and PC this August, Pine is an open-world adventure with plenty of crafting, foraging for food, and other activities. What we’re intrigued by is the promise of its simulated world: developer Twirlbound claims to have made an environment where multiple species coexist, and will be directly impacted by the player’s hunting and eating habits.

Bloodroots

Remember the old Amiga and DOS game, Moonstone? It was an action-RPG infused with lashings of gratuitous gore, and immediately came to mind when we saw footage of Bloodroots – a similarly claret-soaked fantasy title coming out this year from developer Paper Cult. Bloodroots pace is more in line with the caffeine infused mayhem of , though, with the player able to kill enemies with everything from axes to boulders to carrots. Brace yourself for one wild, very weird ride.

wfmag.cc \ 17 Interface Playing in ruins

PLAYING IN RU NS RUThe allureNS of destroyed architecture

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How creative ambitions and resource constraints inform the shattered worlds of video games

Written by Kyle Hoekstra

rom the grottos which slump into the bogs of The Witcher to the post- apocalyptic worlds of and The Division – not to mention the plundered crypts of – the landscapes FFof video games are littered with ruins. Scope out some of last year’s biggest titles, which include Assassin’s Creed Odyssey and God of War, and consider the hugely anticipated archaeological adventure In the Valley of Gods, and it’s hard to dispel the idea that ruinous environments harbour a particular fascination for the people who play and make these games. So why do ruins make such compelling settings for players and game designers? To learn more about the multitude of artistic, design, and technological motivations which lie behind ruins in video games, let’s begin by talking to Fabian Denter, creator of the gorgeously enigmatic The World Begins With You.

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Ruins were also a deliberate way of suggesting atmosphere. “I mostly dislike stories and endings that explain it all,” says Denter. “Ruins by themselves invoke questions. Why are they  Nikolai Bartsch, lead there? What was there before? When did it designer of Memorrha. all go down? And why? What is my role as a character in this world? These are questions that

 “Those moments where you’ve just got a crosshair definitely want the player to ask, but giing the between you and a marching of enemies can be exhilarating,” says Strange Brigade’s Steve Bristow. answers to them would spoil the whole thing, in my opinion. There is value in not knowing things that you want to know. It enables your For Denter, the mystery associated with ruins imagination to go wild.” was perfect for the type of game he wanted to make – and the conditions in which he made it. LICENCE TO PLAY It is “a small ,” Denter tells us, Denter’s comments allude to the idea that ruins “where players wake up in an ancient prison are themselves inherently conducive to creative AZ-TECH and wander through a mysterious world, solving play. In the real world, when we visit ruins we puzzles and overcoming simple challenges imagine what might have created them; in the The world of Memorrha was partly along the way.” Its environmental design is , the absence similarly invites an act inspired by ancient European characterised by monumental architecture of imagination. In this way, they act as a narrative and Mesoamerican civilisations, “crazy theories” around which have and spectacular light. “I tried to tie both hook – a reliable way of suggesting depth to the inored soe o its sifi reise together, so that the light works as some sort of game world and a way of keeping the player “We really liked the idea of metaphorical guide for the player through this moving forwards. “There’s a lot of walking in marrying old stone structures with ancient and broken world.” games like mine,” says Denter. “Ruins are a good parts that are more technologically Originally created for a game jam where way to give the player a reason to explore.” advanced,” says lead designer time is a finite resource, enter eplains that For Nikolai Bartsch, lead designer and iolai artsh here is a ertain The World Begins With You’s “simple, low-poly modeller of Memorrha, by “conjuring the image allure to juxtaposing the stone style was inuenced by games like Journey of something incomplete,” ruins challenge us to elements that are kind of ‘what you and Monument Valley, both of which “create a unravel the “promise that there is something to see is what you get’, with foreign strong atmosphere without a triple-A in their learn and know.” eleents that dont see to fit and leae you wonderin his idea environment design.” Developed by StickyStoneStudio and set was very influential for the visual for release this year, Memorrha tasks you with direction and sparked a lot of ideas finding strange, antique machines and soling or ule desins puzzles amongst the detritus of a forgotten civilisation. Because there is no direct narration in the game, “the environment needs to spark

 Lead designer Nikolai Bartsch says Memorrha’s story is “mainly told through the environment.”

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BROKEN ECONOMY While The World Begins With You creator Fabian Denter explains that making ‘broken’ things “is actually more time-consuming than building something that isn’t broken,” ruins can be economical in surprising ways. “Turns out doing ruins is quite convenient when I create the lighting for a scene,”  OTHER PLACES says Denter. “If I want a light to hit in B . The same A sense of place with a deep-rootedness in a certain spot, but it’s blocked by a history informs the decaying manor house at wall or something, I can just create the centre of time-travelling, English folk horror a wall with a hole where the light game Winter Hall, which was selected by Epic can pass through.” enough interest and curiosity to motivate the ames and the ellcome rust as a finalist in player interacting with it,” he says. The ruins the Developing Beyond competition. facilitate the game’s “sense of loneliness and “I wanted players to feel like they were walking decay but also forgotten beauty.” on layers of bones and bodies stretching back Spec Ops: The Line and BioShock 2 are set thousands of years,” says its Sussex-based in the sand-swept ruins of Dubai and the designer, Rob McLachlan. The game is inspired underwater dystopia of Rapture, respectively. by “this idea of us existing as a thin layer of living “The ruinous worlds are key to creating people on a deep strata of history.” the atmosphere of Its ghost story, which desperation and stretches over 650 oppression,” says “I wanted players to feel like years, takes place “in writer Walt Williams, they were walking on layers and around a ruined who worked on both. of bones stretching back Sussex manor house

“Civilisation has broken called Winter Hall.”  “For S B,” says down. The destructive thousands of years” As you uncover Bristow, “we wanted to create , forces of nature are just the story, you leap , outside the door or window or air lock. The ruins back centuries into the bodies of people who leave you feeling uneasy, unsure.” experienced it to make new choices which Devastated Dubai in Spec Ops: The Line was affect the present ou learn how the nearby intended to make the player feel “as if they never village was abandoned after the Black Death, knew exactly what they were seeing or where whereupon it became a cursed place, home to a  Ruins require extra work, says they stood in this world,” says Williams. “A great malevolent force. Bartsch: “First there’s the pure rock texture, and then a layer of example of this is The Gorge, which starts with The hall is the centrepiece of the game’s dirt or moss is painted on top.” players walking across sandy dunes, seemingly landscape and important to the sinister on normal ground, before coming to the edge of atmosphere and mystery which cloak the a canyon and looking down. What they realise is experience. “My background is in level design,” they’re standing atop skyscrapers. The sand has says McLachlan, who worked on the Silent Hill risen so high that what looks like ground level is games and Alien: Isolation, “and my objective as a actually 40 or so storeys in the air.” level designer was always about creating a sense Ruins enjoin the player to explore, but for of place – a reality and solidity to environments Williams they also “let players know that morality which transport players into an ‘Other Place’.” has gone out the window.” They signal an The ghosts which haunt Winter Hall are also “implicit invitation to explore and to kill. Laws a for McLachlan’s ambition to “bring a and social order no longer eist ou can do voice to people who disappear from history whatever is necessary in order to accomplish without any record,” such as a village healer and your goal.” a suspected witch.

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McLachlan has paused work on Winter Hall Any technological advantage from using for now while he works as lead designer at The ruins shouldn’t be overstated, of course. While

 Chinese Room (the studio behind Dear Esther modelling simplistic assets can be achieved Rob McLachlan, designer of Winter Hall. and Everybody’s Gone to the Rapture). “Until relatively quickly, making ‘broken’ things is often emerging from a long hibernation,” McLachlan more time-consuming. McLachlan explains that jokes, Winter Hall is something of a halffinished creating Winter Hall’s manor is “the trickiest part ruin itself.” of the game to get right.” “I’ve rebuilt the whole hall twice now and it LONELY PLANET needs to be rebuilt again,” he says. “The best or designers facing technological and financial way to build the hall is to create the original constraints and who want to imbue their game 1348 version and then demolish it into ruins, world with a sense of but that still requires depth, deploying ruins careful work for all the can be a measure “It’s far easier to create different chapters to of expedience. “It’s a believable ruin than it work properly! There’s SUSSEX far easier to create a nothing like designing believable ruin than it is is to create a populated, a time-travelling game GOTHIC to create a populated, functional location” to make you feel like a Winter Hall is strongly influenced functional location,” complete idiot.” by its designer Rob McLachlan’s says Williams. upbringing in Sussex, in Bartsch agrees: “Simulating ‘life’ and creating WEIRD MECHANISMS particular being “marooned in the highly populated worlds in games is very Ruins can give designers opportunities for windswet neoothi edifie resource-intensive,” he says. “Convincing interesting gameplay mechanics within a of Lancing College on winter animations are a big to create,” he plausible environment. In Memorrha, says nights. Additionally, “anyone who has walked up into the adds, “and depending on the game, the type of Bartsch, “the setting of an isolated ruined darkness among the roaring animations you need can balloon out of control, place gives some freedom regarding weird beech trees of Chanctonbury Ring especially for smaller teams. An abandoned, mechanisms, because you can explain that they or walked the -baked white derelict ruin environment is one logical solution are part of the culture’s technology.” tracks which cross the Downs in to bypass that problem, and enables smaller summer will know how isolated teams to focus on creating compelling places.” they an eel ahlan has Bartsch explains how resource constraints extensively researched Winter informed Memorrha’s own ruinous world: “For Hall’s environments, incorporating the art direction, we needed a style that would historically appropriate building enable our small team to create a large, visually practices and visiting resources like the Weald and Downland appealing environment in a reasonable time.” He Open Air Museum near Chichester recalls Journey, Firewatch, and Rime, “which create for insight on correct scales striking sceneries through their use of colour and interiors. and defined shapes

 “I love the ghost stories of M.R. James, about ancient malevolence being awoken by careless meddlers,” says McLachlan of Winter Hall.

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hough tickytonetudio didnt aim for realism, are six on every level, are hidden in their own the organic composition of ruins worked for chambers, usually defended by puzzles, perilous their intended experience. booby traps, or platoons of determined guards – “They contain the possibility of unknown sometimes all of the above.” treasures, wonders, and of course dangers,” Bartsch continues, which offer a rich catalogue ARCHAEOGAMING for possible .” Andrew Reinhard is an archaeologist at Strange Brigade, by British developer Rebellion, the University of York and the author of is a co-operative whose vivid ruins Archaeogaming: An Introduction to Archaeology of forgotten civilisations foster “a sense of in and of Video Games, published in 2018 by discovery and adventure,” says lead designer Berghahn Books. We decided to ask him: how  Exteriors in The World Begins With You use real-time directional light tee Bristow, whose telling inuences include does physically isiting a ruin differ from isiting to spectacular effect. Raiders of the Lost Ark. As manufactured yet one in a ? organic spaces, the ruinous settings also create ne maor difference is that when isit a site “pretty unlimited options for gameplay.” The in person, m there specifically to tour the site, sprawling environments which take in grand einhard eplains his is ery different from a edifices and caerns facilitate Strange Brigades video game, where ruins are a space for action gameplay, where players defeat supernatural or exist to advance the narrative. Yet ruins, enemies, solve puzzles, and acquire treasure in Reinhard says, “give us that patina of age and the UNESCO-defying manner of Lara Croft. add mystery and urge exploration, a trait that “The levels are structured to alternate consider to be uniersally human n games, between areas focused on combat and areas players can “touch” and interact with realistic that give the player a bit of space to explore and representations of ruins in ways they cannot in solve puzzles,” says Bristow. “The exploration person, as in Assassin’s Creed. areas are where most of the environmental Reinhard notes with regret that gameplay  “In Winter Hall, you’ll meet ghosts across the site,” says McLachlan, narrative, split paths, beauty spots and player- in ruins is often predicated on “looting and “echoes of past lives which guiding architecture happen.” destruction and the occult,” rather than about provide some of the folk horror elements we’re so keen on.” Here, the puzzles introduce variation and protecting sites and repatriating artefacts. reward the player for enturing off the beaten Perhaps this is related to both the imperatives track, while combat areas host a range of of action-oriented gameplay and how ruins environmental obstacles and traps – like tend to be visualised as vacant sites of little

swinging blades operated with pressure pads. importance to living people, for which there is  Steve Bristow, lead designer here are other significant collectables, no culpability in rummaging around and blowing of Strange Brigade. explains Bristow. “The relics, of which there up. Nevertheless, Reinhard looks forward to Heaven’s Vault, The Forgotten City, and ales In the Valley of Gods as sound examples of games where eploration is rewarding, and doesnt rely on familiar tropes. How and why game designers create and employ ruins clearly has diverse explanations. But our fascination with ruins, both real and virtual, is grounded in how they ask us to connect with stories and use our imagination.

PC BRIGADE According to lead designer Steve Bristow, Strange Brigade’s pulpy feel emerged from a conversation with Rebellion CEO Jason Kingsley. “We were in conversation [with Kingsley] trying to identify the ingredient that we felt was missing at that point, and he referenced the trailers for those old black and white, Saturday matinee serials,” says Bristow. “Lots of spinning white text and, in particular, a

 Bristow says Strange Brigade’s world is “a great opportunity for us, to let our hyped-up, fast-talking narrator exhorting the viewer to ‘tune in next week for more adventures of…’. imaginations go and set reality aside.” The narrator was born from that moment, and became the tonal centre of the game.”

wfmag.cc \ 23 Interface Interactive

 “I plan to have them talk and react to all kinds of situations,” Gonano says of his pilots, Interactive which appear on the left of the screen. Project Starship X We chat to Matteo Gonano, the Italian solo developer making the hectic shoot-’em-up, Project Starship X

hoot-‘em-up may be pretty much the need to move an aiming reticule before you Are you a solo as old as the video game medium trigger it.) developer working itself, but that doesn’t mean it For Gonano, the seed for Project Starship X on a game you S hasn’t evolved and reinvented was planted about a decade ago, when, inspired want to share with itself over the past four decades by his childhood affection for shootemups, he Wireframe? If you’d like to have your or so he fiedscreen shooters of the seenties began creating one of his own in ameaker project featured in evolved into the scrolling shooters of the made this oneleel eperience, with a blue these pages, get eighties, which in turn morphed into the bullet spaceship, blue bullets, blue enemies, and in touch with us at wfmag.cc/hello hell sub-genre in the nineties and noughties. [nineties pop song] Blue by iffel playing in Developed by Italy’s Matteo Gonano, Project the background, onano says he game was Starship X offers its own subtle eolution on the called Blue genre: although its colourful barrages of enemy hings got a bit more colourful in when fire are straight out of a bullet hell title like Gonano made Project Starship, the forerunner DoDonPachi, it’s also to his current game, inspired by Edmund “The Binding of Isaac gave and his first commercial McMillen’s indie darling me the kickstart to work on release; although The Binding of Isaac, awed he graphics both in its use of Project Starship, even if it’s were terrible, and let’s procedural generation not strictly a shooter” not talk about the menu to create new stages naigation, onano each time the game is restarted, and also its confides, it still spurred him on to make a more darkly comic isual style hen theres what polished, fully featured shooter. “I felt I could Gonano calls the ‘X Maneuver’ – a mechanic hae done better, says onano omething that renders the player’s ship invincible more memorable for a fraction of a second, and allows them to zip through deadly barriers or AIMING HIGH smash into waves of enemies. (It’s With a few released games under his belt, a little like the dash mechanic in and having spent numerous hours studying FuturLab’s Velocity, but without tutorials on game design, coding, and piel art,

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BUILDING onano began work on Project Starship X in September 2018. BETTER BOSS “With Project Starship X, m using nity, BATTLES onano eplains ts the perfect fit for what A shoot-’em-up wouldn’t be m doing he nimator component is amazing the same without boss battles,  M S, , B and Project Starship X has for moving enemies around the screen, and the P S X some imaginative end-of-stage Prefab System is the way to go when you have encounters that challenge the to create multiple patterns and ‘rooms’ for the player’s skill at both shooting procedural generation AHEAD OF THE CURVE and using the game’s X ike many indie deelopers wee spoken to The main goal when designing a shoot-’em-up, Maneuver. “As all the levels and the patterns are a way over the past few months, Gonano uses Aseprite Gonano adds, is to provide the right balance for the developer to express for drawing and animating pixel graphics, and between challenge for experts and ease of entry a certain game mechanic,” he recommends it for its speed and ease of use for new players. “A shooter needs to have a good Gonano explains, “a level’s when creating sprites ts optimised for multi diculty cure, onano eplains asy at the boss is sort o a final test on that system, to see if the player layer sprites animations. Just set a few shortcuts start, with the right amount of blasting to satisfy has learned the rules and is on your keyboard, and your workow will be the newcomer, and then you can start increasing ready for the next wave. If they faster than eer the challenge. You have to let the player feel are, they’ll get their reward, Project Starship Xs graphics are a key part powerful first think a lot of bullethell games which might be a bonus or a of its appeal: bold, colourful, and laced with fail at that, but maybe that’s just because they victory screen. A boss is also a ‘purpose’ – a goal. We as a streak of warped humour one recurring target people that want extreme challenges. humans work well with goals, image on the is of an octopus- hat want is to make a title that engages you but we also like challenges like creature emerging from a toilet, theyre and lets you feel good about your growing skill that we can win. That’s why the inuenced by a broad range of artists, including The challenge must be fair: all the dangerous difiulty o a boss shouldnt be too extreme compared to the Girl and orillaz cocreator amie ewlett, stuff should be well telegraphed rest of the level. It’s OK to have Alien designer HR Giger, and Dungeons & Dragons Gonano currently plans to release Project the player die at it a few times. illustrator ayne eynolds dream of being Starship X in 2020, so in the meantime, he’s busy But not too much.” able to draw like that, onano says aybe in working on the procedural systems and assets years from now that will go into the finished games leels n terms of mechanics, Project Starship X or anyone who really likes a stern challenge draws on nineties games like R-Type Leo and the from their traditional shooters, meanwhile, aforementioned DoDonPachi, as well as more Gonano has something rather unusual planned modern genre entries like Monolith and Rym for the game’s ‘Ultra Hardcore Mode’: its cartoon 9000 – Gonano says that the latter’s developer, pilots – which you can see on the HUD, Starfox Sonoshee, has provided him with a few tips to style – will react to the bosses and waves of improe his workinprogress, while Monolith bullets coming at them n the easier game also made use of procedural generation to modes, these reactions are cosmetic; in Ultra create its random chambers of enemies and Hardcore Mode, the pilots’ stress levels will ruined architecture. “Most of the shooters have increase as you take damage f the pilots get too repetitie patterns, onano says, but find stressed, they will, onano reeals, suffer from it boring after a while ersonally, like a new a heart attack ts unfair, its ultrahardcore, and

fresh eperience eery time start a match youll hae to defibrillate the pilot if you want to  B loe roguelike games The Binding of Isaac gave come back , X me the kickstart to work on the Project Starship iculty leels, wed argue, dont get much M games, een if its not strictly a shooter harsher than that.

wfmag.cc \ 25 Interface Column

Discoverability in 2019

or indies, discoverability is at least half the battle when it comes to games marketing. But what does F that even consist of in 2019, when over 200 games release each week on alone? Each year brings with it a new question about the validity of current discoverability tactics. HALEY UYRUS First it was whether the games press packed the Haley Uyrus is the same punch it did in the 1990s–2000s; as the Marketing and marketplace has become more crowded and  Discord now allows developers to create Manager at Mediatonic. more digital, its become increasingly dicult for a Store Channel on their server. Before joining their indies to improve sales from press coverage. ranks she worked at Plus, we’ve all seen games achieve stellar Failbetter Games on titles such as Sunless accolades, but still struggle to sell enough copies In the meantime, other storefronts have Skies, Sunless Sea, and to keep their studio aoat finally appeared in direct response to teams Fallen . Then came the rise of streamers, whose reach December changes to its revenue splits, which and recommendations became a useful way for began to favour larger games, Epic opened its developers to accelerate their discoverability. storefront, which allows devs to keep 88 percent As these platforms have matured and became of their revenue. mainstream, though, theye filled up with Even release date schedules have become triple-A titles, such as battle royales, leaving jumbled, with Red Dead Redemption 2 among the indies with little space on streamers’ schedules. triple-A titles that have begun to shoulder into Social platforms change all the time as the months like January and August that channels rise and fall. Discord has managed indies previously relied on. Is this the dreaded to disrupt the space significantly in the past ‘indiepocalypse’ everyone’s been talking about? two years by carving out a new community for With no safe marketing pillar left, what’s an gamers; and with the recent addition of the indie to do to gain that sweet visibility? Amongst subscription service Discord Nitro, they’ve given so much disruption, it’s vital to cover as many devs the availability to create a store channel to marketing bases as you’re able. Interrogate the sell games directly to their players. path your audience takes from hearing about Then there are the storefronts themselves, your game to purchasing it, and fortify any which are the most recent instability. weaknesses ont waste your efforts now Storefronts were once a straightforward area more than ever, make sure that a clear strategy of discoverability in marketing. For years, there is behind every single marketing decision. Find were relatively few platforms for PC games, and partnerships that can extend your reach into little agency within them to charm algorithms adjacent communities. to developers’ favour. Instead, developers A lot of the standout successes involve no “With no safe relied on outside marketing efforts to increase small amount of luck and planetary alignment, their discoverability rank within the system, or but since you can’t plan for that, focusing on marketing pillar instead grew communities large enough in other a sturdy foundation is sound. Sorry, but it left, what’s an channels to attract attention from platform reps seems the answer is: more marketing! If that’s indie to do to for features and better store placement. not your thing, hire someone who’ll be happy But Steam’s algorithm has had some shake- to guide your game through the tumultuous gain that sweet ups in the past year, whether due to bugs or and capricious current that is the games visibility?” because it now caters to triple-A titles. marketplace. It’s going to be a wild ride.

26 / wfmag.cc Toolbox Contents Toolbox The art, theory, and production of video games

28. Design Principles he ital differences between design and theme 30. CityCraft aking fantasy settings from medieal cities 32. Source Code ecreate Breakouts smashing action 34. Paper prototyping he quick way to test out game ideas 40. Making Anew: part 3 seful tips for making an on a budget 42. Directory nironment design  Find out how you can use paper and card online courses to test out game ideas on page 34.

 Looking at towns and cities of the past can help you create your own fantasy settlements. See page 30.

wfmag.cc \ 27 Toolbox Advice

The principles of game design

The difference between theme and design, and how it can affect the way a game looks and plays

AUTHOR HOWARD SCOTT WARSHAW

Howard is a video game pioneer who authored several of Atari’s most famous and infamous titles. onceuponatari.com

ey there, I’d like to interrupt you theme doesn’t change the design, but it may for a moment, if I may. Did you significantly impact the players perceied know psychotherapy and game experience… for better or worse. How does it do H design have a lot in common? This that? Like this. is not to say that game developers Take a simple Pong-like game. Here’s the are insane. Of course, I’m not not saying that design: objects fall from the top of the screen either. What I am saying is this: since becoming and you must touch them with your paddle The Silicon Valley Therapist, I’ve realised on the bottom of the screen. The player that both therapy and game development is rewarded for touches and penalised for are all about the breaks: breakdowns and misses. That’s the entire game design. Issues breakthroughs. Interestingly, being on the verge of speed, timing, number of lives, and so on, of either one can lead you into the other. are relegated to tuning. There is no theme or What does this have to do with theme versus backstory. You can play this game without any design? An excellent question. I believe design additional information or graphic enhancement. and theme are also about breakdowns and Your motivation is increasing skill level in this breakthroughs. When examining games, we tend abstract task. to merge them together, but I’d like to explore ow lets try on two different themes them separately. heme one someone is throwing babies off hough design and theme are two different the roof of a burning building and you must facets of a game, their interaction will inuence save them by catching them on the pillow you’re the overall game feel, to be sure. However, holding, before returning them to their families. whereas design is necessary, theme is merely ame game, different motiation ow youre optional. You needn’t go farther than Pong to a hero! find a game with a design and no theme ou Theme two: someone is throwing babies can’t have a game without a design. Adding a off the roof of a building you set on fire he families are waiting below, hoping to catch the falling babies. You are just above the families, catching the babies in your gaping mouth, eating and digesting them, then pooping on the families below (bonus points for this). ame game, different motiation ow youre a ! ne design yields three different play eperiences, different udgments and probably  Pong: a game with design but different ratings as well But the gameplay is the no theme. Back in 1972, nobody minded too much. same in all three.

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VARIATIONS ON A THEME Now let’s discuss one of the all-time great examples of theme, design, and their interplay by eamining a game that innoated significantly in both areas: III (a game that can definitely keep a psychotherapist occupied GTA III is a significant turning point in ideo game history any think this is due to its storyline, but disagree he theming is loud, but it’s the game design in GTA III that’s incredibly  Grand Theft Auto III’s violent theme hogged a lot of the media attention, but its intelligent innoatie adly, these breakthroughs are all design was what made it a landmark. too frequently overshadowed by the perceptual breakdowns generated by the games theme Interestingly, I still hear about GTA III all the time Revenge Plot Not in my capacity as a game developer, but Yars’ Revenge was the first rather in my work as a therapist game with a major theme he topic of parenting and ideo games or backstory. If you’ve been comes up frequently in training seminars, and following this column, you when it does, GTA III is never far behind (even know how the Yars theme was an afterthought – it made though it is far behind the times teaching no contribution whatsoever materials haven’t been updated in quite a while, to the original design of the apparently hen this happens, try to shed game. In other games, the light where there is currently darkness, but the thematic concept is integral topic of where therapists miss the mark in terms to the design. The Yars design hit early breakdowns of ideo game issues is the stuff another column that led to breakthroughs, is made of Know this: it is easier to innovate in technology but the breakdowns and For now, I want to explore the aspects of than design eres why there are many the breakthroughs were all GTA IIIs design which set it apart his is a game more technologists in the world than creative in the design. With GTA3, the breakdowns and the which truly began blazing the trail from 2D to geniuses ncreasing poly count or photorealism breakthroughs were the to t created a thoroughly immersie is not trivial, but it is reliably doable reating difference between the eperience and did it through design principles a profoundly new approach is another thing theme and design. nparalleled world consistency is maintained entirely ts ery hard to plan a conceptual By this mean weapons that work anywhere, breakthrough, but GTA III is loaded with them work eerywhere hate it when there are It’s an amazing step forward in maximising the guns in a game but only experience of the player in one works for my current “It is easier to innovate seeral distinct dimensions task iing the player in technology In a world of more ways to accomplish a narrowcasting, GTA III came mission creates meta-play, than design” along and truly broke new where players can share and ground in both design and compare approaches to the game mart design approach t still stands as one of the most hey reuse the leel for many missions important and controersial games in history rather than expanding the world for each new he fact that most of its notoriety and to challenge his lets the player learn things in one be honest, infamy stems from GTA III’s theme mission that end up paying off in other missions rather than the remarkable choices made ts like an open architecture approach to leel by the ockstar designers is, if youll ecuse creation mart design the epression in this case, criminal o me, Allowing players to choose which missions the story of GTA III is one of brilliant design and when from seeral mission sources lets breakthroughs hidden behind a salacious and players engage the game as they please, not gawkworthy window dressing his is a most merely as the designer dictates mart design unfortunate breakdown in my eyes In game development, there are two primary I now return you to your regularly ways to innoate technology and design scheduled dysfunction

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CityCraft: Fantasy in medieval settlements oong ac at da ct, w can find inspiration for our own fantasy video game settings

AUTHOR KONSTANTINOS DIMOPOULOS

Konstantinos Dimopoulos is a game urbanist and designer, currently working on the Virtual Cities atlas, and consulting on several games. game-cities.com

eing an urban historian with a elements, and still come up with something new. specialisation in the Middle Ages We can even add buildings like a ’s tower, won’t guarantee that you’ll come or maybe an underground haling community, B up with a city as imaginative and to add an exotic touch to a historical city while awe-inspiring as Tolkien’s Gondor. still keeping its functionality intact. We can Such feats of the imagination are , but also change things up by combining districts,  they’re also based on knowledge, understanding, landmarks, and structures from other pre- C, 1462, and research; on using the rich history of cities existing towns. as a foundation for intriguing world building. By making more extensive adaptations to a . Medieval urbanism, in particular, has been medieval city and its hinterland, you can create a constant and defining inuence in fantasy an entirely new fantasy setting. To achieve this, literature, and can suggest an abundance of you’ll have to come up with new civic functions ideas and solutions for video game designers, or modify existing ones. If, for example, too. Sometimes, simply abstracting the era’s atholicism a religion that inuenced the evocative urban imagery, and adding a few central functions of medieval cities – were to be dwarven blacksmiths or magical elf cemeteries, replaced by the worship of a demon or a god of can actually be enough. war, the changes to cathedrals, the institutions built around them, and thus everyday life MEDIEVAL URBANISM would be profound. Similarly, a city at constant Studying medieval towns, understanding the war with hordes of goblins would force guilds era’s geography, values, and structures is not to realign their productie efforts, while new, always required (though it is suggested). We stronger ramparts might have to be constructed can hide supernatural beasts in the crevices by , which would, in turn, require magical of dark, dirty , or just copy architectural places for their maintenance.

On Architectural Styles Most medieval architecture has been lost to us, as so much of it was made of wood, even if builders did occasionally resort to using brick and stone. From the structures that have survived, we know that early medieval architecture was in love with Carolingian crypts, rich ornamentations, basilicas, and was heavily influenced by Byzantine and Roman styles. Eventually, taller and mostly axial Romanesque architecture became dominant. It reached its apex during the 12th century, only to be superseded by the Gothic style, with its pointed arches, vaulted ceilings,

and flying buttresses.  M , P.

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Then there’s the option of creating a fantasy CityCraft: Fantasy in city from scratch, provided you’re willing to put in the effort central idea for such an attempt could be anything from ‘a mountain city where medieval settlements vampires and humans coexist’ to a ‘town built around the ancient loom of the cosmos

 The stunning medieval towers of San Gimignano were not LABYRINTHINE REALITIES unique; towers, even residential ones, were The writer Lewis Mumford summed up the common throughout Europe. essence of medieval urbanism as “Secrecy and (Photo by .) […] surprise, the sudden opening and the lift for towns to grow around multiple, functionally upwards, the richness of the cared detail ts distinct nuclei, often resulting in an oval shape this essence, along with the mysteries fantasy with radial street patterns branching off to has constructed within it, that makes such towns public buildings and squares he poor were great enironments to play in generally pushed towards the periphery, and Of course, there isn’t just one type of medieval often lied outside the city egional and functional ariations created Chief among the characteristics of the Medieval Grids a wide typology of settlements (agrarian, medieval city were neighbouring private and The road plans of medieval market, coastal, mining, and so on) and vast public buildings, and a unified public space settlements are often thought differences in size hat most strongly unified formed by roads and squares all buildings of as chaotic – as mazes of unending twisting passages. medieval cities was their role as both magnet and palaces were common throughout the Though this is often the case, and container: they attracted and protected urban tissue, as were open-air markets, many towns of the era were populations, and used their walls to maintain gardens, agricultural land, hospitals, guild organised along grids. These freedom within hese houses, workshops, and settlements followed what is often called the or political and defensive “Cities were densely monastic schools ities were gridiron plan, in which streets barriers were usually made populated, dirty, densely populated, dirty, and intersect at right angles to form of stone, and featured and claustrophobic” claustrophobic s property rectangular, similarly sized gates, toll-collectors, taxes were based on street blocks. This plan was passed towers, and intricate fortifications frontage, houses were often narrow, and on from the Romans, was prominent in the settlements ithin each citys walls, trade was a core expanded their living space with a wider second that survived the collapse of function, as was cultural and technical storey utting out oer the street t was common the empire, and continued to innovation, and the production of local (but not a rule) that residential areas were evolve over time. specialities rade allowed for the epansion clustered by occupation; religious ghettos were of proto-industrial production, transportation, also a familiar sight in medieal cities and finance, and in turn supported a growing industry of textiles and eventually metalware, RE: CIVIC LIFE and, crucially, beer brewing ife in the city was radically different from its Lords and guilds regulated the economy, rural counterpart citizen wasnt personally and its dierse urban surroundings ate bound to a lord, even though the city might have

medieval cities favoured geometric plans, while collectiely owed allegiance to a bishop or king  Urbanistic, architectural, those built on oman ruins graitated towards ‘Town air makes free,’ went the saying, and this geographic, and even functionalism rregularities in layout were freedom was a right supported by ciic armies Europe’s medieval period are mostly due to felled trees, covered over streams, citizen belonged to the city, yet the city also evident throughout Skyrim. ownership boundaries, or topography, and were partly belonged to each citizen, een if urban always planned, and often aimed for the creation societies were far from egalitarian communities of spectacle s for a citys oerall form, it could lthough they laid the groundwork for early be circular, ovoid, perpendicular, and anything in democratic institutions, medieval cities were between, with unusual sites producing unusual intensely xenophobic places, ravaged by internal cities enice is a prime eample wars, and usually ruled by a single lord hose The city centre, reserved for the elites, and were dark times angerous and superstitious a religious, economic and administrative focal enough to attribute ancient bridges to the devil, point, was organised around a cathedral, castle, and to consider famine and war simple facts of monastery, or town hall t wasnt uncommon eeryday life

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 The original Breakout, designed by Nolan Bushnell and Steve Bristow, and famously Source Code built by a young Steve Wozniak. Breakout’s brick- breaking action Atari’s Breakout was one of the earliest video game AUTHOR RYAN LAMBIE blockbusters. Here’s how to recreate it in Python

he games industry owes disrupted the traectory of the players ball which is a ector, or a pair of numbers a lot to the humble bat Breakout had an impact on other genres, for the direction and y for the y direction and ball. Designed by Allan too game designer omohiro ishikado he program loop checks the position of the T Alcorn in 1972, Pong was a came up with the idea for Space Invaders ball and whether its collided with a brick or simplified ersion of table by switching Breakouts bat with a base that the edge of the play area f the ball hits the tennis, where the player moed a bat and shot bullets, while its became aliens left side of the play area, the balls elocity scored points by ricocheting a ball past their that moed and fired back at the player is set to positie, thus sending it bouncing opponent bout four years later, taris to the right f it hits the right side, its set to olan Bushnell and tee Bristow figured “Breakout replaced a negatie number, so it moes left ikewise out a way of making Pong into a single-player Pong’s second player when the ball hits the top or bottom of a game he result was s Breakout, which brick, we set the sign of the y elocity y, and rotated Pongs action through degrees with a wall of bricks” so on for the collisions with the bat, and the and replaced the second player with a wall top of the play area and the sides of bricks of bricks oints were scored by deecting The code on the right, written by Daniel ollisions set the sign of and y but neer the ball off the bat and destroying the bricks ope, shows you ust how easy it is to get change the magnitude. This is called a and, as in Pong, the player would lose the a basic ersion of Breakout up and running perfectly elastic collision game if the ball left the play area Breakout in ython, using the ygame ero library o this basic framework, you could add all was a hit for tari, and remains one of those ike taris original, it draws a wall of blocks kinds of additional features a talk by game ideas that has neer quite faded on the screen, sets a ball bouncing around, deelopers artin onasson and etri urho, from iew in the s, aitos and gies the player a paddle, which can be which you can watch on YouTube (wfmag. updated the action with collectible power- controlled by moing the mouse left and cc/breakout), shows how the Breakout ups, multiple stages with different layouts right he ball physics are relatiely simple concept can be gien new life with the of bricks, and additional enemies that to grasp, too he ball has a elocity, el addition of a few modern design ideas

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ownload the ode Bricks and balls in Python from GitHub: wfmag.cc/ Courtesy of Daniel Pope, here’s a simple Breakout game written in Python. To get it running on your system, wfmag11 youll first need to install yae ero you an find ull instrutions at wfmag.cc/pgzero

import random # Now reset the ball import colorsys ball.center = (WIDTH / 2, HEIGHT / # Check for and resolve collisions from math import copysign 2) if ball.left < 0: ball.vel = (random.uniform(-200, vx = abs(vx) WIDTH = 600 200), 400) ball.left = -ball.left HEIGHT = 800 elif ball.right > WIDTH: BALL_SIZE = 10 vx = -abs(vx) MARGIN = 50 # Reset bricks and ball at start ball.right -= 2 * (ball.right - reset() WIDTH) BRICKS_X = 10 BRICKS_Y = 5 if ball.top < 0: BRICK_W = (WIDTH - 2 * MARGIN) // def draw(): vy = abs(vy) BRICKS_X screen.clear() ball.top *= -1 BRICK_H = 25 for brick in bricks: screen.draw.filled_rect(brick, if ball.colliderect(bat): ball = ZRect(WIDTH / 2, HEIGHT / 2, brick.color) vy = -abs(vy) BALL_SIZE, BALL_SIZE) screen.draw.line(brick. # randomise the x velocity but bat = ZRect(WIDTH / 2, HEIGHT - 50, 80, bottomleft, brick.topleft, brick. keep the sign 12) highlight) vx = copysign(random.uniform(50, screen.draw.line(brick.topleft, 300), vx) bricks = [] brick.topright, brick.highlight) else: # Find first collision screen.draw.filled_rect(bat, ‘pink’) idx = ball.collidelist(bricks) def hsv_color(h, s, v): screen.draw.filled_circle(ball. if idx != -1: “””Return an RGB color from HSV.””” center, BALL_SIZE // 2, ‘white’) brick = bricks[idx] r, g, b = colorsys.hsv_to_rgb(h, s, # Work out what side we v) collided on return r * 255, g * 255, b * 255 def update(): dx = (ball.centerx - brick. # When you have fast moving objects, centerx) / BRICK_W like the ball, a good trick dy = (ball.centery - brick. def reset(): # is to run the update step several centery) / BRICK_H “””Reset bricks and ball.””” times per frame with tiny time steps. if abs(dx) > abs(dy): # First, let’s do bricks # This makes it more likely that vx = copysign(abs(vx), dx) del bricks[:] collisions will be handled correctly. else: for x in range(BRICKS_X): for _ in range(3): vy = copysign(abs(vy), dy) for y in range(BRICKS_Y): update_step(1 / 180) del bricks[idx] brick = ZRect( (x * BRICK_W + MARGIN, y # Write back updated position and * BRICK_H + MARGIN), def update_step(dt): velocity (BRICK_W - 1, BRICK_H x, y = ball.center ball.center = (x, y) - 1) vx, vy = ball.vel ball.vel = (vx, vy) ) hue = (x + y) / BRICKS_X if ball.top > HEIGHT: saturation = (y / BRICKS_Y) reset() def on_mouse_move(pos): * 0.5 + 0.5 return x, y = pos brick.highlight = hsv_ bat.centerx = x color(hue, saturation * 0.7, 1.0) # Update ball based on previous if bat.left < 0: brick.color = hsv_color(hue, velocity bat.left = 0 saturation, 0.8) x += vx * dt elif bat.right > WIDTH: bricks.append(brick) y += vy * dt bat.right = WIDTH ball.center = (x, y)

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Paper prototyping WHAT, HOW, AND WHY

If you have an idea for a game or how a feature within it is going to work, prototyping allows you to explore and test your ideas. Stuart explains all

AUTHOR STUART MAINE

Stuart Maine has been a designer for 22 years, across PC, console, and mobile. He helped set up Well Played Games, and is currently working on Warhammer Combat Cards.

esign can be a hardtodefine some techniques and pitfalls of the process, discipline in the games industry, and hopefully will demonstrate that almost any because it encompasses so gameplay can be prototyped – if you ask the Idea D many different areas ploring right question everything those devilishly good- looking and witty designers get up to is beyond ANALOGUE, NOT DIGITAL the scope of this article, but one of the key areas First, let’s clarify what we mean by ‘paper Question is coming up with ideas ore specifically, with prototyping’, because to be honest, the paper good ideas part is optional hat were referring to is using And it’s the word ‘good’ which is the problem the fastest possible tool to proe your idea Produce here, because thinking of ideas is easy, but It’s about: proving to yourself and the rest of your team • orking out what the key question youre that an idea is the right one is the real skill looking to answer is Paper prototyping is all about taking an • ocking up a simple game around idea and proving it out as quickly as possible, that question Debug allowing you to iterate and improve or ditch it • etting other people to playtest that game and moe on his guide will take you through • Being happy with the idea and moving on, iterating it and testing again, or abandoning it

 hich sounds fine, but why use something as Playtest The further through the development process a feature is, the more expensive it is to change it. oldfashioned as paper urely using an eisting , such as Unity, to mock up your idea is the fastest approach? For some types of gameplay (which we’ll get Scrap Iterate to later) I’d agree, but on the whole, using an engine has a higher oerhead than you think

Cost ou need to set it up, define your camera, Implement controls, gameplay rules, graphics, environment,

 This guide will help you and so on run through the But perhaps more importantly, using a prototyping process as quickly as possible. Idea Design Code Art Testing In game computer means that anyone testing your

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prototype will have preconceptions which will colour their opinion. If your Unity prototype looks and plays like a , then players already know how platform games ‘work’ and will think accordingly. Paper prototypes force your testers to come in as a blank slate, without preconceptions.

 Creating a 1:1 scale, A4-size template of WHAT SHOULD YOU TEST? nine blank cards to Let’s look at some reasons why you should cut out will save a lot of time when you’re paper prototype: making prototypes. • biously, you can test a specific piece of gameplay to find out if its fun and engaging, and whether players understand it. This a great board game, with multiple interlocking might be testing a mechanic your whole game and balanced systems; the prototype is to help revolves around, or just a small feature within you work out whether this specific thing does it. For example, we made a combat/racing what you think it will once it’s in players’ hands. board game for a If you do want to test Transformers game, “The best prototypes test multiple game elements letting us prove out a single idea or one part then you can always when you’d want prototype them one at USEFUL ITEMS to transform from of a larger game” a time then merge them To make it easy to vehicle to robot. together. For example, create quick prototypes, • You can prototype how players interact to give us an idea of how a procedurally built, I recommend having a toolbox of: with an area of the game, so you can get an combat-free exploration game might work, I: Dice – some fun ones, idea of how you might need to present and Created a prototype which simulated a • • such as 20-sided, but explain it to them. procedural map generator by laying out tiles. mostly lots and lots of • Prototypes are great for explaining an This let us work out if it was fun to explore, six-sided. idea you have to your teammates. It’s an how much randomness was needed, a rough • Wooden tokens of various immutable truth that no-one likes to read scale, and so on. shapes to track things. long design documents, so letting people • A second prototype then tested if players • Paper, pens, scissors, and actually play your idea means you know could recognise and overcome procedurally blank stickers you can they’ve ‘got’ it. Plus, you can gather ideas generated hazards. write on. and feedback from the team here, too. For • After multiple playtests and iterations of both, • But most importantly, example, to demonstrate to a team that we were happy to merge them together, playing cards in plastic collecting things is fun, we ran a week-long letting the team get an idea of how the game sleeves. You’ll see why prototype with players competing to make might feel. shortly, but if you only the best sets. This got so competitive it lead Once you start merging prototypes you can have one tool, make it these. to accusations of cheating – idea proved! keep adding detail until you have the whole This can all be cheaply Finally, paper prototyping builds excitement. I game in a testable state, but trying to jump • sourced from eBay, Amazon, guarantee that if you start cutting paper and straight to the end will make it dicult to or old board games. gathering , people will want to know what understand which bits are or aren’t working. you’re doing. This is much more inclusive So, choose a single question and, in the words and interesting than just typing away at a of that guy from , remember to “stay document, then telling everyone to read it. on target.”

ASKING THE RIGHT QUESTION MAKING PROTOTYPES This is probably the most important line from Now you know what you’re trying to test, it’s time this entire guide: before you begin a prototype, to make the prototype. Before we look at some make sure you understand which question specific eamples, lets talk about playing cards you’re trying to answer. This is key because the I’ve found these to be the single most useful best prototypes test one thing – a single idea or prototyping tool, because theyre so eible and  A selection of the prototyping dice, tokens, cards and one part of a larger game. Your goal isn’t to build quick to change. random ‘stuff’ that we use.

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GLADIATORS READY As in the example, you should test your rototyes alone first, allowing you to rapidly work out fundamental problems before you get someone else involved.

 Stacks of upgrade cards to choose from. Note the addition ou iht find that your idea is of a ‘character sheet’, letting me experiment with things too simple or repetitive, or spot like upgrade limits. a dominant strategy. Maybe the difiulty needs adustin, or progression is too slow. Often, you’ll realise you need a rule to oer soethin uneeted A few runs of your prototype will no it into a shae thats  Ten combat rounds, each decided by a dice roll-off. Technically, the ‘round’ worth showing to someone cards aren’t needed, but it helps else, rather than waste their testers easily grasp the goal. time when you realise there’s a ritial law in the iddle o a test. • Get hold of some playing cards – you can buy a pack or just ask anyone who plays Magic: The Gathering, and they’ll be extremely pleased to ooad a stack of Basic and cards onto you. • Then slide each card into a card sleeve. These are little plastic wallets used by  A stack of enemies for players to battle, plus different ways the prototype could be expanded if it’s looking like Serious Players to protect cards from it has potential. shuing damage and greasy fingerprints I recommend the cheap, completely transparent ones, not sleeves with a coloured Therefore, the question I want to answer is: Is back (you want to be able to see both sides of it fun and satisfying to choose upgrades for my

 Nine monster cards. Note the use the card through the sleeve). gladiator Because if not, could sae a lot of of text, not images. During Now cut a piece of paper into card-sized time by making the process automatic. prototyping, speed is more • important than prettiness. pieces – you’ll get nine from an A4 sheet – As this prototype is about upgrading, I’m

 Players had to spot visual clues and slide two pieces into each sleeve, one going to abstract away the actual fighting o do about each robot, then choose on each side of the card. You now have a that I decide that each battle will take the form the best tactic to defeat them. blank playing card which you can write on (by of a simple dice roll, with the person who rolls sliding the paper out), edit (by scribbling out highest winning the battle. text and writing again) or make big changes fter each rolloff, the player can choose their to (by throwing the paper away and putting upgrade, then we both roll the second die for another piece in). battle two, and so on, until – I arbitrarily decide, because you have to start somewhere – ten EXAMPLE PROTOTYPE – battles have been fought. The player’s goal in GLADIATORS this prototype is to win more battles than I do. ets run through an eample of the whole he first test of the prototype do by myself, process. Say I want to test a game where players lining up ten dice for the player and ten for the control a gladiator, fighting oneonone battles enemies By rolling them in pairs, simulate each against enemies, and upgrading their gladiator battle. I immediately realise I need a rule for between fights his prototype is going to look when we both roll the same number – for now, at the upgrading part, and a later prototype will let’s say you roll again. simulate the battles (which I could join together Of course, just rolling ten dice is pretty boring if I want to demonstrate the complete game). and offers no real challenge or starters, can

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You are the You are the You are the Buyer Describe situation Genius Scientist Fake Scientist to player Work out who the Genius Work out who the Work out who the Scientist is and convince Buyer is and convince Buyer is and convince them to trust you Tell them their them to trust you them to trust you role and hint at You win if at the end of You win if at the end of You win if at the end the game, you choose possible options the game, you choose of the game, the Buyer the Genius Scientist and the Buyer and the chooses you, not the the Genius Scientist Buyer chooses you Genius Scientist chooses you  Player describes Prototypes can be their actions ‘role-playing You are the Agent Agent Genius Scientist games’, with you describing things Any dice-rolling or Work out who the While describing your The buyer is looking to the player and chance mechanics? Genius Scientist is invention, make sure for your signal them choosing and convince them to you give a thumbs up what to do. trust you Say: ‘My plan is coming together’ at Describe outcome of You win if at the end of some point during the player’s action the game, the Genius the game Scientist chooses you, not the buyer Player wins / loses Update the the prototype situation Fake Scientist Buyer Agent

The Buyer is looking The Genius Scientist is Pretend to be the for this signal looking for your signal Buyer, using this signal For now, I don’t worry that some of the Say: ‘Things are Say: ‘Well this is Say: ‘I know exactly hotting up!’ at some awkward’ at some what I’m doing’ at options are clearly more powerful than others. I point during point during the game some point during lay out all my upgrades and after each dice roll- the game the game off, let the player still me for now choose any one, making their fighter more powerful before

 In multiplayer prototypes, you can produce a stack of the net battle ‘instruction cards’ per player, giving them each different – and secret – information. This immediately shows there are too many options at once, so instead, I deal out three for me to choose from, replacing each as I take it. make it less dull by describing what the dice rolls This is more interesting, so I decide to take it indicate, almost like a Games Master in a role- further lipping the cards back oer, change playing game. For instance, a roll of a six and the ‘Upgrades’ text to say ‘Cost 1 Upgrades’ and one means a fighter was totally oerwhelmed, ost pgrades, sorting them by how powerful

whereas a fie and si means it was a close their effect is ow players hae to choose  Prototypes are great for fought duel. between taking a small improement after each testing , letting you try a string of ideas for But the other problem is that there are battle or saing for better ones eery two fights potential almost immediately. no interesting decisions to make. That’s the could take this further by awarding to prototypes ob to make something so basic players each battle and letting them spend that and random fun to play. How much depth to add on upgrades. will depend on your game’s intended audience, ts obious that the opponents at dice but for now, its time to add some decisions roll can’t match upgraded players, so I make a TESTING TIME second stack of cards, labelled pponents n MEANINGFUL DECISIONS the other side of these, I write a name for each If you want to test players using a controller to do take a stack of my blank cards, slide out one enemy fighter, and gie them a special bonus something, then you should piece of paper from each, and write ‘Upgrades’ much like the player upgrades ow can try probably just make a digital on them ow hae a deck of upgrade cards randomising which you fight each round, or sort prototype. However, you can for players to choose from if youre wondering them into increasing diculty paper prototype physical why you label them, youll thank me once your skills, such as reaction speed prototypes get more complicated and you hae PLAYTEST WITH OTHERS and hand-eye coordination. multiple stacks of cards on the table The point of playing your own prototype is to For example, to test a n the other piece of paper in each of those find and fi the obious problems, getting it to competitive Vita game, cards, I write some upgrades players can choose a state that’s actually worth playtesting with I printed pictures of a maze, from, and gie each a little aour tet s our olunteers and of course, some prototypes will put them on hardback books and had two players race to gameplay reoles around dice rolls, hae be abandoned, neer reaching that stage roll a ball through the maze. upgrades like: his step is important, because each Other players acted as ‘the • Feint! Reroll your die. olunteer can only come to your prototype game’ to watch for cheating, • Lunge! +1 to your die. with no knowledge about it eactly once ou and we demonstrated • arry to opponents die can get them to play it again once youe made that this was fun (if • Lunge! Roll an 8-sided die instead of 6-sided. improements or changes, but only to get their quite stressful). • Disarm! Roll two dice and pick the highest. feedback on the differences he first playtest

wfmag.cc \ 37 Toolbox Paper prototyping

that it only takes a single playtest to realise your prototype is great or terrible, but generally, you’d expect to play it several times, making small changes each time.  A N crafting resources are just letters – no details yet. Watch what your players are doing and how it differs from what theyre saying encourage my testers to talk as they play, telling me what is the only time they’ll be able to approach it as they’re doing and why. But you might notice that a blank slate. they say “I like this bit” but spend all their time As a result, I recommend playtests are just doing something else. Is your prototype forcing

 A complex prototype which could yourself (acting as the ‘computer’) and as few them to do that action, or are they enjoying the randomly generate environments, players as you need. Running the playtest away ‘Fiero’ (look it up – it’s what specialises of resources and hazards in them. from anyone else also means future testers in) of beating a painful problem? can’t overhear and lose the element of surprise, If the idea still has potential, then iterate plus find that testers feel freer to gie honest the prototype and run it again. I’d advise only feedback when there’s no audience. changing one thing in a prototype between Some things I’ve learned for running playtests: each test, otherwise, you risk not being able to • Thank the testers for their time and tell which change caused the new version to be opinions, even (especially!) if their feedback better or worse than the old one. isn’t positive. f you find your • Restart playtests “Watch what your players testers really enjoy a mid-run if you need are doing and how it differs particular aspect, you to, usually because can adjust the prototype it’s clearly going from what they’re saying” to focus on that. If you wrong (in which case, really have to over- apologise, remind them that this is part of the explain something, then maybe you need to process, and restart with a tweak). streamline it. • ie the tester some contet by briey Get used to ‘killing your darlings’, which explaining the background of the game you’re basically means that just because you think an prototyping, such as on page 36: “You control idea is cool, if your playtesters don’t understand a Roman gladiator, battling for your life in or like it, then kill it. This is harder than you’d the arena”. think, and needs to be a balance of sometimes • Then explain how they ‘win’ this prototype. holding on to an idea you think is genius until “We’ll take your gladiator through a series of you can refine it, and when to admit to yourself fights our goal in this prototype is to win that something just isn’t working. If you do need more of those fights than me to go back to the drawing board and start again, • Give the tester some idea of what you’re ask yourself if the problem is the prototype (so looking for. “In this prototype, the battles will there may be a better way to test your idea), or if be really simple, but what I’m looking for is the idea itself is bad. how you choose to upgrade your gladiator inally, if you find yourself making the art on each time.” the cards fancier, or adding lots of fine detail SPEED AND TIME • However, you still need to be watching out rules, then it’s probably time to stop. Remember, Another reason for making your for other things, such as ‘are pauses due to the objective is to test if an idea is going to work prototypes as graphically basic players enoying a dicult decision, or do or not, then document the final result and build as possible is that the more time they have no idea what to do?’ it on a computer. The goal isn’t usually to make a you spend on producing them, the • ou may find it useful to ideo the table super-polished board game. more they gain ‘weight.’ At the early during playtests, so you can study what’s stages, you want to be throwing happening later. away and rebuilding elements UNDERSTAND YOUR AUDIENCE of your prototype as rapidly as • Having biscuits for your testers never hurts! While you may be lucky enough to work on a possible, and if you’ve spent time game where ‘you’ are the ideal audience, you’ll making things look pretty you’ll be CONTINUE OR STOP? often find yourself needing to design for a reluctant to do that. ach time you finish a playtest you should make completely different market ather than saying notes, and think about what’s next. It may be ‘I think these players want X’, you can make a

38 / wfmag.cc Toolbox Paper prototyping

prototype, put it in front of testers from that audience and see if they enjoy it. Another area where players can skew prototyping is in multiplayer tests. Adding more players to a prototype pretty much guarantees it becomes fun, as players compete or co-operate to win. But you need to keep an eye on whether players are enjoying themselves because of the gameplay or just because it’s a social experience.

WHAT NOT TO PROTOTYPE s you can hopefully tell, m a firm belieer in

this process But there are definitely areas of  Pages from a report gameplay that are dicult to test with paper at the end of a long prototyping phase, Anything with complicated maths or statistics CONCLUSION reminding us what is going to be slow to do by hand. I suggest Being able to create quick paper prototypes is worked and why. finding a way to test the big decisions the a great skill to develop, because it allows you to player will make and leae the fine details to turn ‘I think’ into ‘I know’. It means you can get a later, digital prototype. For example, our an idea out of your head and prove to yourself current game, Warhammer Combat Cards, has and others that the idea is worth pursuing, cards inicting arying amounts of damage and before you spend a lot of your team’s time and applying different status effects to each other money making a game that turns out to have We paper prototyped things like how many fundamental problems. attack choices players should have, but left the Paper prototypes aren’t a magic bullet which nitty-gritty of combat detail for later. guarantee all your games will be excellent, ealtime skills can be dicult to test, with but they let you and your teammates begin paper prototypes better at player decisions deelopment with confidence over second-by-second gameplay. In this case,

a quick Unity mock-up may be a good idea, or  You can often save time creating maybe there’s a board or videogame already out map-based prototypes by using which you can make part of your prototype. components from board games.

FINISH LINE One of the signs that you’ve worked on a prototype for long enough is someone saying ‘We should make this into a board game!’ While it’s possible, remember that there’s an incredible amount of work to turn a prototype into a balanced, sellable product. On the plus side, when someone suggests this you know that they’ve moved beyond ‘Is this idea any good?’ and are bought in. Congratulations, your prototype has done exactly what you wanted.

wfmag.cc \ 39 Toolbox Advice

 The stylised 2.5D look of our game allowed us to create assets faster, and cheaper, than photorealistically styled 3D assets. ndie reflections

AUTHOR Making Anew art JEFF SPOONHOWER

Jeff Spoonhower is a developer, artist, and college Developer Jeff Spoonhower discusses professor who’s been working on triple-A and indie games approaches to budgeting an indie game for over 17 years. anewthegamecom he overall creative vision for your utilities, groceries, clothing – everything you indie game is set, and you’ve spend money on regularly. Don’t cheat – list it all done your best to hammer out out. These are base-level expenses that need to T the scope of the project. What be paid in order to survive (literally). comes next in the pre-production Of course, you also need to take into process? Budgeting. This is a discussion consideration the costs of actually making that ties in closely with scope and should be a game. These include software licences, thought of more as a parallel topic to consider, computers and associated development rather than one that follows sequentially. The hardware, accounting and legal advice, larger and more complex your game’s scope conferences and festival travel, marketing costs, is, the more time and money you’ll need to the hiring of additional team members, and

 The Anew dev team at the spend to complete it. This article will focus on much more. Some budding developers make Indie MEGABOOTH @ GDC budgeting concepts, and tips for firsttime indie the mistake of leasing or buying oce space in 2019. Traveling to trade shows is expensive! game developers. order to feel like ‘a real studio’. Don’t fall into this trap. You’re still a legitimate developer if BUDGETING BASICS you’re working from home or in your parents’ I wish we lived in the 24th century. In the world , and your game can be just as good, of Star Trek: The Next Generation, systems of or better, than ones being produced in swanky currency no longer exist on . Unfortunately, oces each out to indie des on message money is still a bit of a thing in 2019, and we boards, Twitter, game jams, conferences, and at need it to create our games. Before diving into local chapters for more specific numbers production, consider the following questions: regarding their production budgets.

How much money do I need? To answer this Where will the money come from? Any question, you should first create a detailed number of sources. You may need to take on a personal budget. Tally up your monthly living part-time job to help fund production. Maybe expenses such as rent/mortgage payments, your spouse or partner works full-time, allowing

40 / wfmag.cc Toolbox Advice

demanded – scope adjustments, spouses’ jobs, personal finance planning, discussions with  Budgeting an indie game can be stressful, not unlike like publishers, unexpected marketing costs, and more. Solving our production budget puzzle has required attention and candid discussion. you to focus solely on development. Monetary Anew has largely been selffinanced from  Many incredible indie games gifts from family members or friends can help personal savings. Working on an indie game have been made, inexpensively, sustain you. Running a campaign was a goal of ours, so we saved accordingly over is a popular source of funding. An approach our careers to enable it to happen. We don’t that takes a bit more patience and discipline own fancy cars, jet skis, or Hollywood mansions. involves saving up several years’ worth of e work from our home oces and hae ery personal income to finance your production f few overheads. We’ve made (and continue you’re able to create a polished, fun demo or to make sacrifices on many fronts, including vertical slice of your game, you may be able to passing up lucrative full-time and freelance job attract the attention of a publisher. Remember opportunities, foregoing vacations to warm though, publisher money destinations, cutting back isn’t free money. Publishers “Figure out your on eating out, and so on. will take a significant share financing strategy as These are choices that of your game’s net revenue early as possible have allowed us to remain (anywhere between 30 to 60 financially independent thus percent) in return for upfront funding, so make far in our game’s production. My parents used to sure you really need eternal cash to finish your tell me, “Live below your means.” As indie game game. A common funding model in games is deelopers, would encourage you to follow called ‘advance against royalties’ and you should these words of wisdom. research the concept in more depth if you plan We also ran a successful Additional info to work with a publisher. campaign in 2017 (more on this topic in a If you’re interested in learning more about budgeting for future article). The money we raised has independent games, head over What happens if I run out of money during been put towards several costs on our to the excellent . production? igure out your financing strategy project, including marketing, trade show and com. There, you can search as early as possible and work within your means conference submissions, travel, software and for a variety of articles on to aoid this issue f you hae to course correct legal costs, and hiring a world-class composer. the topic written by indie game developers. cut scope or add financing, try to do it as early The generosity of our Kickstarter backers has as possible. However, if you do burn through allowed us to remain even more focused on our your funds, you will need to find new sources of game’s development. funding or be forced to delay or shut down your games production obody wants that f your BE SMART game is progressing well and shows promise, When it comes to budgeting your game, take a but you need a significant cash infusion to take good hard look at your own financial situation it to the finish line, it may be a good time to Be responsible, and dont sacrifice the well consider working with a publisher f you do end being of your loved ones to make a video game. up in rough financial , be honest with and Keep working your current job, improve your respectful towards your team members. Share development skills on nights and weekends, and  You’ll need several piles of this the news with them, discuss the situation, and build up your personal savings a bit more before work out a plan that makes sense for everyone. you jump into full-time indie development. Talk to as many current developers as you can about BUDGETING ANEW their own budgeting experiences. Remember, Steve Copeland, my development partner, and you don’t need millions of dollars to make an discussed each of the issues aboe before indie game! Just be smart with your money and working on Anew. We’ve also revisited them consider all of your financing options before throughout production as circumstances have starting production.

wfmag.cc \ 41 Toolbox SourceDirectory Code

Directory Environment design: online courses

or rn atr on ag fird or agnaton, hr ar o cor to harn or dgn

 Create an apocalyptic 3D environment GET Using 3DS Max and Unreal, this tutorial shows you how to make a grimy post-apocalyptic INVOLVED landscape, from modelling and teturing to a final rendered enironment wfmag.cc/apocalyptic-scene Do you have an online tutorial you’d like to share with readers? Have you  Modular dungeon level design Blender to Unity created an online resource Learn how to rapidly design and generate modular interior spaces with this 10-hour course, which that other game developers iht find useul aybe takes students through the process of creating rooms and hallways with Blender and nity you hae a loal ode lub wfmag.cc/dungeon-design youre een to roote you have something you’d lie to see eatured in the  Realistic snowy environment design Directory, get in touch with By learning how to make a blizzard-struck landscape, you’ll acquire techniques – procedural us at wfmag.cc/hello teturing, light maps, erte painting that can be applied to forging all kinds of enironments wfmag.cc/snowy-env

 Far Cry Primal concept artist  Learn how to create environment concept art Leo Lee shares his knowledge with students in his Udemy concept artist Leo Lee (Far Cry Primal, 2) walks students through the process of illustration course. creating keyframe illustrations for ideo games wfmag.cc/cinematic-illus

 ci-fi enironment design When it comes to interior spaces, lighting and texture are key; here, 3D artist Manuel Rondon shows you how to create a moody scifi chamber in nity wfmag.cc/sf-environment

 Game asset modelling and texturing By modelling and teturing a futuristic crate, youll learn how to create belieably weathered and scratched assets for your games with Brush, a, ubstance ainter, and armoset wfmag.cc/future-crate

 Storytelling through game design en simple background details can help generate a compelling ideo game world his course shows students how to tell stories through isual cues and enironmental design wfmag.cc/game-story

 Low-poly scenes in Unity his beginners course shows you an ecient process of planning and building a scene in nity, with a little help from such packages as aya, Brush, and hotoshop wfmag.cc/low-poly

42 / wfmag.cc LIFTING THE LID ON VIDEO GAMES

Download the app Out now for smartphones & tablets

Save 45% with an annual subscription

or rolling£1 subscription.99 £subscribe34 for.99 a year Interface The LOAD less travelled

The LOAD less travelled In the 1980s, coders came up with ingenious ways to distribute computer programs using radio waves, records, and more

t’s tempting to think of downloading become established, one of the only means to WRITTEN BY games as a modern phenomenon – get a program onto your new microcomputer LEWIS PACKWOOD the rapid rise of was to copy one of the type-in code listings I over the past couple of decades seems that were ubiquitous in computer magazines to be a thoroughly 21st century trait. (and have made their triumphant return in But even back in the 1980s, there were plenty Wireframe). As many readers are likely to recall, of ways to get hold of games without buying actually getting these programs to work was software on physical media. often a case of trial and error, with one single The most basic method, and the one no doubt stray keystroke leading to disaster. Simon N. familiar to most readers, was what we should Goodwin, author of Beep to Boom, a book that

 probably call ‘manual downloading’. In the very looks at the development of interactive audio, The show 4 Computer Buffs early days, before the software market had was a prolific creator of typeins in the s, and in the boxouts across these pages you can find his recollections on some of the pitfalls of manual downloads (and you can read more of his memories at wfmag.cc/SNGRecall). But the 1980s also saw far more experimental forms of program distribution – not least the realisation that computer code could be broadcast over the radio.

YOU CAN’T SAY BIT ON THE RADIO “It was a lightbulb thing, I think,” says Joe Tozer, who in 1983 was an engineer at Radio West in Bristol. “I did a lot of work with BBC Micro computers and s and stuff, and going to a radio station where it was all sound, and loading cassettes into microcomputers, it just sort of went ‘ping’ at the time.” Most microcomputer software came on audio cassettes in the early eighties, and Tozer realised that if you broadcast the sounds from a software cassette, a listener could tape those beeps and wails and then load the recorded program into a computer.

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 Simon Goodwin developed numerous microcomputer games in the 1980s and later Tozer had just started to present the went on to work at . computer-focused radio show Datarama with Tim Lyons at the time, and he found it relatively easy to convince the station head to experiment RADIO FREE EUROPE with broadcasting loading sounds. “We just Interestingly, Tozer wasn’t the only one

talked with the head of the programming broadcasting computer programs over  This massive guide section, and he was very positive about having the airwaves. All across Europe, and often explains the arcane art of downloading programs innoatie stuff on the radio unbeknownst to one from Teletext. The only sticking point was “It was a lightbulb another, DJs and coders getting permission off the thing, I think” independently came up Independent Broadcasting with the idea of sending uthority to actually broadcast this stuff e out software over the radio. Mel Croucher, who ust wrote to them, and the first two ersions of was behind the s first games software the programme that went out didn’t have any computer content because we were still waiting for authority to do this thing. It came through in the end.” IS THAT A And what’s more, it worked. “We got stacks ‘B’ OR AN ‘8’? of letters, and people were very positive about it,” says Tozer. “People wrote saying how much Simon Goodwin: “In the early days, programs were retyped for they enjoyed the programme and downloading publication, risking introducing the stuff t was a real noelty at the time he errors. And to make the page more first program they sent out was a simple graphic visually interesting – but much less showing Cheryl Ladd from Charlie’s Angels, readable – stock footage graphics but Tozer says they also broadcast a lot of were overlaid upon the BASIC educational software: “One that springs to mind listing. In this listing, a frame from is a Morse code tutor program I did for schools. the antiunion fil I’m Alright Jack I got a very positive response from the teachers.” was plastered over Shop Steward, As well as beaming out computer programs a game I wrote for the Apple II and during the Datarama show, Tozer and Lyons Sinclair ZX80. “Confusion between letters and sent them out through the small hours. “In those digits was a common cause of error days, TV and radio used to shut down overnight, – like line 480 here: ‘LET O=0’. In this so they had placeholder recordings saying ‘This case, neither supported is adio est, well be back on air at am, lower-case characters, so at least the says Tozer. “So we added a burst of computer confusion of ‘1’ and ‘l’ was avoided. code at the end of the loop tape. We’d tend But typesetting could also make it to have short computer programs during the easier to distinguish ‘Bs’ and ‘8s’, radio programme, because it wasn’t particularly which often differ in just one pleasant for anyone to listen to, and then put point otherwise.”  Code? In a magazine? more etended stuff out oernight It’ll never work. Ahem.

wfmag.cc \ 45 Interface The LOAD less travelled

SPLODGE CENTRAL Simon Goodwin: “Each micro model had a different screen size and different way of positioning text and graphics. On Commodores, like this VIC-20 example, long strings of dark symbols were used to place images on the screen. These were hard to print, hard to read, and advanced features that particular computers hard to type, but unless they were offered or games where graphics, sound, and exactly right, the graphics would be misplaced. Similar splodges were timing are particularly important, B used to select colours, brightness, was always going to be less desirable en and even flashing text midway so, B became the faoured format for through program lines. For instance, radio downloads ewman remembers that it a reverse-video (light on black) was used on adio s nationwide The Chip Shop letter E, typed as CTRL 2, selects programme for computer enthusiasts, albeit the colour white on CBM micros, broadcast in the small hours of unday morning a reversed Q moved down a line, so as not to disturb listeners an upward arrow on black made subsequent graphics green, and so company, utomata , began broadcasting TELETEXT NEXT on, in many variations.” quiz programs at adio ictory in the south nother innoation was the distribution of of ngland in ecember see Automata computer programs through teletet eletet for the people, ireframe issue si his is enabled s could pick up a signal that was thought to be the first radio broadcast of a inisibly embedded in transmissions to computer program in the nd oodwin was display pages of information as no doubt youll sending out simple programs at adio yern be aware if you were an aid reader of Digitiser in orcester at about the same time as ozer, in the s But that signal could also send out although at the time, neither was aware of the simple computer programs others eperiments teletet adaptor released in for the ne problem with these broadcasts was BB icro could display teletet pages on the the fact that all of the many microcomputers computer screen, but if users tuned to BB aailable at the time used slightly different elesoftware on page of eefa, they could systems o after ozer had coded a program to also download computer programs oweer, as be sent out using his BB icro, for eample, he oodwin notes, it was ery slow much slower had to translate the code for the pectrum, than downloading from a cassette he programs

 Page 700 was the home of ric and so on, and then broadcast each were downloaded a bit at a time as each Telesoftware, and programs were cycled in and out every Friday. ersion of the program separately oders in subpage scrolled around, and a typical near the etherlands working for the radio show kB subpage would be refreshed eery to Hobbyscoop obbyscope came up with a way seconds so maybe characters a second to avoid multiple transmissions in the form he serice ran for si years, eentually closing of B rograms written in B in But during that time, another method would work on almost any computer of the time, emerged for downloading programs using proided that the user ran a translation program teleision signals first But B had its limitations ames ewman, rofessor of igital edia at Bath PRESS YOUR SPACE BAR NOW pa niersity and a curator for the ational Database, a computer magazine show on ideogame useum, notes that B hames that began in , used a similar

 The code for transmission was effectiely a lowest common denominator scheme to ozers radio broadcasts to send out was spread across several Ceefax subpages. standard that couldnt take adantage of the software ather than music playing oer the

46 / wfmag.cc Interface The LOAD less travelled

HEXADECI- WHAT? Simon Goodwin: “The picture shows a ‘simple hex dump’ that’s part of a Space Invaders clone for the Tangerine Microtan 65 written by the original system developers. There are over 4000 hexadecimal characters in the full listing, plus three extra columns – byte count,

 Space Invaders? Never heard of it. This is address, and checksum. Having Space Invasion. Totally different. checksums on every line means that only one line needs be retyped if you miss a character – many shows end credits, iewers would be treated superficially similar to teletet But whereas such dumps have only a checksum to a series of shrieks and crackles that could teletet was a passie system, restel enabled for the whole lot or none at all, so a be recorded on cassette and loaded up as a twoway , much like todays single mistake is likely to crash the program for their computer internet er the years, banking, shopping, and micro with no hint as to why. The But in , the show oter s on email serices were added to the network, which full 25-page assembler source was hannel went one step further by using the carried around , pages at launch offered on paper by mail order for an extra £3.50, twice the price of isicode system t a certain point in the show, nitially, users accessed the network through the mag (£16 in 2018 money).” a black and white ashing dot would appear on epensie restelenabled s, but later on, the screen alongside the message ress your restel adaptors were released for home space bar now, with the light and dark computers he first one, the antel adaptor corresponding to binary from ambridgeshire ones and zeros iewers “Over the years, banking, based angerine who had a lightsensitie omputer ystems, adaptor for their shopping, and email cost a whopping computer could attach it services were added to adusted for oer the dot by using a the network, which carried ination, but prices sucker or adhesie pad 100,000 pages at launch” gradually came down or een Blu ack and throughout the the result was a program s nd the most you could download from your screen eciting destination for computer users on this s oodwin notes, it wasnt a particularly prototype internet was icronet quick way of sending data, with initial ersions icronet was home to many computing transmitting around bits per second ater and gaming enthusiasts, says ewman s well ersions pushed this up to bits per second, as chat facilities, icronet hosted SHADES, which although een that was about a quarter the was one of the first ultiser ames or s speed of pectrum standard cassettes till, as they were known at the time, and which is it was a cleer, noel idea although nowhere still running today n his book Electronic Dreams near as ahead of its time as a download serice on the rise of microcomputers in the s,

 Beaming out code was certainly cooked up by the ost ce om ean notes that icronets miture of free easier than having users copy it out. and paidfor telesoftware was key to its appeal : n the book, aid Babsky, icronets founding THE PROTO-INTERNET editor, argues that the serice was a clear s a nationwide information network, restel winner in comparison to typeins, saying that it represents such an interesting chapter in the was blindingly obious thered be a market for history of networking and communication computer programs to be sold ia phone lines in the , yet it is ery rarely spoken about, rather than people typing them and making says ewman eeloped by the ost ce, mistakes at home which controlled the telephone network at the restel wasnt the only online serice around, time, restel was launched in and looked howeer n the early s, ommodore

wfmag.cc \ 47 Interface The LOAD less travelled

created a computer network for teachers called games like MUD and Federation II, download PETNET, but in 1984 this was relaunched as software and utilities, and try out demos of

 Some users resorted to and aimed at Commodore 64 users upcoming games rogrammers like eff inter B photoreceptor to their indeed, its graphics were specifically tailored to and game composer Rob Hubbard were quite TV in order to grab settings of the C64). “Compunet was ahead of active on Compunet. There was a palpable sense Visicode transmissions. its time,” recalls Newman. “With an appropriate of community and a subscription, Compunet users restel and ompunet may hae been ahead could browse directories of information about of their time, but they neer really achieed prices of computing equipment, chat, and mainstream popularity primarily because of upload their own pages hey could also play their high prices he ost ce had hoped for a million restel users by the mids, says ewman, but things got off to a slow start and estimates put the maximum number of users MACHINE GAMES at around , t was the cost of restel that most commentators found was the real issue. Simon Goodwin: “BASIC games were relatively easy to type in, but machine code, like these restel hardware was comparatiely epensie examples for Atari (decimal, left) and Apple (hex, right) computers, ran faster. A separate short rora, a i o and ode ustoised or eah syste, ust be tyed in first to allow and users had to pay subscriptions and per entry of the actual game code. This was often shared and reusable between several type-ins. minute dialup charges om ean notes that Code was hard enough to enter but graphics were far more bulky, though less likely to cause restel initially cost around in per crashes if mistyped, so type-in games favoured simple low-res graphics.” quarter in addition to dialup fees of fie pence p in per minute at peak times ertain pages required subscriptions as well icronet cost in per quarter, for example. Compunet also billed subscribers quarterly in addition to telephonecall charges, but it at least gave the option for users to download pages to read oine

48 / wfmag.cc Interface The LOAD less travelled

Prestel and Compunet were eventually shut down in 1991 and 1993, respectively. But if those systems gave a glimpse of the future, another noel distribution method was a definite step back into the past.

GAMES ON VINYL “The 1984 game Thompson Twins Adventure was distributed on a seeninch ei disc in the , recalls Newman. “Issue 36 of Computer and Video Games magazine came with disc attached, which contained the code for the Spectrum version – Commodore 64 owners had to send off for a copy compatible with their machine He notes that on the one hand it seemed appropriate to distribute a game featuring a chart-topping band on vinyl, and it certainly had a novelty factor, but on the other hand there was a lot of work involved in getting the game up  Simon Goodwin developed numerous microcomputer games in the 1980s and later went on to work at Codemasters. “Downloading games from

radio waves was only possible But it’s also something that can never be because they were so tiny” replicated. Downloading games from records or radio waves was only possible because the and running sers had to either record the ei programs were so tiny, a few kilobytes at most. disc onto cassette to load it into their computer Broadcasting modern games over the radio or contrive to link their computer directly to a would take years because of their sheer size – record player, “and the magazine came with and it would be a brave station director to allow some pretty intricate instructions about getting the airwaves to be taken over by squawks and recording leels ust right, warns ewman squeals for months on end. Admittedly, that Goodwin adds that successfully loading the might offer an improement on certain radio game not only required a good turntable and stations which shall remain nameless. stylus, but also the unlikely circumstance of receiving a record without any scratches or dirt.  You can just about make out that

lei discs were ery lofi and prone to damage, the graphic Tozer transmitted is  James Newman he says, “so most were unusable before they left Cheryl Ladd. Just. helped to set up the National Videogame the newsagent M S Furthermore, there was the possibility of causing consternation among the band’s fans. “The disc also contained a Thompson Twins music track and a message from the band, says Newman, “and you can’t help but wonder how many people ended up listening to the raw game data – and how many confused listeners questioned the eperimental, aantgarde turn the band were taking

ALL THINGS MUST PASS The 1980s computer scene was a hotbed of eperimentation as users grappled with the unfamiliar technology, and the range of novel program distribution methods reects that

wfmag.cc \ 49 Interface Developer Profile / The Bitmap Brothers

Developer Profile The Bitmap Brothers With such games as Speedball 2 and , they lit up the British games scene

t a time when the games industry was still small, The Bitmap Bros seemed big. A Their public image was all dark glasses and leather jackets, while their games carried a similar air of detached coolness: mature, fast-paced, and polished to an obsessive degree. The Bitmaps’ games were some of the most talked-about of the 16-bit era, at least in the UK; it was easy to imagine the team behind hits like 2 and Speedball 2 as rock stars, writing their code between sips of champagne and trips in helicopters. The reality, of course, was a little more complicated than that. Co-founder Mike Montgomery was a store manager at Woolworths when he bought a Sinclair ZX81, taught himself how to program, and started a new career in the games industry. By 1987, he’d founded The Bitmap Brothers with fellow developers Eric Matthews and Steve Kelly. The team’s debut title, 1988’s Xenon, was a top-down shooter inspired by the arcade games Montgomery and his cohorts were obsessively playing at the time think the inuence came from spending too much time in the arcades,” Montgomery tells us. “Namco and Sega, stuff like that Made on an advance of £25,000, Xenon was the Bitmaps first taste of success Behind the scenes, though, the team didnt een hae an oce e all worked from home at the time, and it wasn’t until a quarter of the way through Speedball

 Gods recently got an HD remaster, that we actually had an oce in ondon, released for PC in 2018. Artist Simon Bisley created the sumptuous cover art. Montgomery says. “Our phone bills were

50 / wfmag.cc Interface The Bitmap Brothers \ Developer Profile

 S Cadaver a likeably grungy atmosphere.

 Xenon 2 came with e were there all day waiting for the some memorably odd bosses. helicopter to come in beliee awell was at psom races t turned out to be a brilliant thing, because he came back ust quite high t was a case of sending oppy before sunset e sat on that roof all day  Speedball 2: Brutal Deluxe. Quite simply one disks through the post waiting, and we had minutes to take of the greatest games of its era. By the time theyd moed to their oce the photograph in apping a far more affordable part ublic image aside, ontgomery of ondon than it is now the Bitmaps describes life at the studio as madness canned it early on, ontgomery says By style was already set Speedball, a frenetic the time it came out, the miga market sports game with an icy scifi theme, “Not too many publishers was dead and we sold irtually nothing was thrilling Xenon 2: Megablast, with liked us because we were eanwhile, out came the laytation its bold graphic design and Bomb he a console whose trendy marketing faintly Bass soundtrack, certainly looked and too big for our boots” resembled the Bitmaps promo work from sounded cutting edge hen there was a few years earlier he games industry the studios talent for selfpromotion e were working hours a day was now big, and the Bitmaps, whod s ontgomery points out, the Bitmaps sometimes e wouldnt go home t was long had a fraught relationship with werent content with being anonymous really hard work publishers, struggled to find the cash they figures e wanted recognition, and we he results spoke for themseles needed to upgrade ot many publishers wanted the industry to recognise the hrough the early nineties, the Bitmaps liked us because we were too big for our artists rather than publishers, who were turned out a string of superb games boots, ontgomery says think if wed the moneymen to an etent ith the isometric adenture Cadaver, the classic got onto the laytation, wed hae done photographs, we wanted to get in the Speedball 2, platformers Gods and Magic really well magazines e wanted to be famous Pockets, and shooter, The he Bitmaps made games into the Chaos Engine panning multiple genres, s ontgomery still owns the brand, MIRROR IMAGE the Bitmaps games were unified by their but it was in the late eighties and early h, the photographs or one photograph clean design and attention to detail nineties that they shone the brightest in particular epicting the Bitmaps mi of financial trouble and a hey made games that felt bettermade posing moodily on a rooftop net to a changing industry weighed heaily on the than ust about anything else aailable at helicopter, it helped define the Bitmaps studio in the second half of the nineties, the time in those few, glorious years, the rock star image nce again, though, howeer ioneering strategy game Z Bitmap Brothers showed us a glimpse of the reality was more complicated the took four years to make, as the Bitmaps the future. helicopter didnt belong to the Bitmaps, moed from miga to and oppy disk but publishing baron obert awell, to similarly, The Chaos Engine 2 whose company irrorsoft had published proed to be a nightmare to deelop, seeral of their early games and by the time it emerged in , the his was on top of the irror building miga was already waning e shoulde ust off leet treet, ontgomery says switched to a different platform, or

Godlike genius One of the things that distinguished Gods from the action platformer pack was the deviously smart programming of its enemies, which was far more aggressive and responsive to the player’s movements than other games of its type. “A lot of the time, the AI wasn’t an afterthought, but we’d probably have done it as a two-player game, where somebody actually played as the enemies,” Montgomery says of his team’s approach to AI in games like Gods and Speedball. “Then we’d see how somebody would do something, and we’d transform that into AI. We weren’t mad scientists or engineers; we were just normal guys, and we thought that was a good way of doing it.”  It was the image published all over the UK games press at the time. From left to right; Steve Kelly, Eric Matthews, and Mike Montgomery.

wfmag.cc \ 51 Interface Developer Profile / The Bitmap Brothers

Ice cream, ice cream 10 cool Bitmap Brothers cuts h ccod ga that dfind th tdo at t hght

01 02 03 Xenon Speedball Xenon 2: Megablast Atari ST / various 1988 Amiga / various - 1988 Amiga / various 1989 A vertically-scrolling shoot-’em-up akin to With graphics by Mark Coleman and music by Although not necessarily better to play than Xevious, the twist in Xenon was that its David Whittaker, Speedball looked and sounded its predecessor, Xenon 2 certainly felt like a spaceship could also turn into a tank in certain like something from the next century – at least quantum leap technically. The Bomb The Bass levels, allowing it to move and shoot in eight in 1988. Curiously, this brilliantly fast and violent hip-hop tune and shiny graphics gave it an air directions. Its slick, metallic sprites were also future sports game was born out of the ashes of cool, and the spaceship had a reverse gear, eye-catching enough to be featured on the of a cancelled project based on the rather more which was a novel addition to the usual formula Saturday morning TV show, Get Fresh. genteel pastime of real tennis. of shooting some things and collecting others.

04 05 Cadaver Speedball 2: Amiga / Atari ST / PC 1990 Brutal Deluxe An isometric fantasy adventure game with Amiga / various 1990 a wonderfully grimy atmosphere, thanks in Really, the original Speedball was just a dry run large part to its captivating pixel artwork. for Brutal Deluxe – one of the best sports games A more slow-paced and cerebral offering from of its era, and certainly one of the greatest the Bitmaps, Cadaver contained some decent titles the Bitmap Brothers ever produced. The environmental puzzles and a lengthy (for the presentation dovetails beautifully with endlessly time) to complete. playable bone-crunching action. Ice cream!

52 / wfmag.cc Interface The Bitmap Brothers \ Developer Profile

06 07 Gods Magic Pockets Amiga / various 1991 Amiga/various 1991 he itas first attet at the thentrendy Although hardly the studio’s best game, Magic side-scrolling platform genre, with the cartoon Pockets was still a decent enough platformer, mascots of rival games replaced by a muscle- even if the attempt to replicate the warmth of a bound, knife-throwing Hercules. With aggressive cute Japanese title like Rainbow Islands or le eneies, a touh difiulty ure, and ole Kidd didnt uite fit with the itas trendy and maps to navigate, Gods was also a Herculean detached house style. Look out for nineties pop task to see to the end. sensation Betty Boo on the soundtrack.

08 09 10 The Chaos Engine The Chaos Engine 2 Z Amiga / various 1993 Amiga / Amiga CD32 1996 PC / PlayStation / Saturn 1996 The Bitmaps spent two long years making this Taking the format of the original and turning it Real-time strategy game Z took a long and top-down run-and-gun game, but the wait was into a competitive split-screen affair felt like a difiult our years to deelo aordin to worth it: with its captivating steampunk plot logical evolution, and The Chaos Engine 2 is Mike Montgomery, “We were still developing and accompanying visuals, The Chaos Engine particularly fun when played against a human the game the night before it was published.” was a high point in the Amiga’s library. Even opponent. Perhaps because of its troubled Although eclipsed by Command & Conquer, today, its Gauntlet-esque action feels sharp development, the sequel feels a little ‘bare released a year earlier, Z is still an accessible and absorbing. bones’ when compared to the original. and challenging RTS.

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wfmag.cc \ 55 Rated Review

 The Final Season retains E, they never feel monotonous.

Review The Walking Dead The Final Season Info GENRE Episodic Trying to remain still not bitten for one last outing adventure FORMAT obert Kirkman’s The Walking first found hiding in a treehouse at the start PC (tested) / Dead may have found critical of the first season, haing since stepped up PS4 XBO / / and financial success in other to be a protector to an orphaned young SWITCH mediums, but arguably none lementines now much like the guardian figure DEVELOPER R have managed to penetrate the Lee Everett was to her back then. This decision / Skybound cultural zeitgeist quite like the interactive one to invert Clem’s role helps raise the stakes much Games Telltale has gradually crafted. Yes, the journey higher than what we’ve seen for Telltale’s The PUBLISHER of Clementine and her very human story of Walking Dead for some time, with you no longer Telltale Games making tough decisions within a -infested so much making the harsh choices as simply / Skybound apocalypse has inspired the hearts of many guiding them. Games since the first season released back in to The Final Seasons first episode, one unning, PRICE the extent that it was partially down to the sheer is a good example of this. An early sequence £18.99 will of players that she was even able to make it sees Clem and AJ forced to raid a nearby RELEASE Out now this far. outhouse in search of food and supplies. If there was any fear that Telltale’s sudden Circumstances like this would usually be closure in ctober would detrimentally thought of as standard fare for any Walking Dead impact Clem’s closing tale, let it be said that property, yet just before heading in you’re asked REVIEWED BY the concluding moments, without doubt, give to reiterate to AJ what the standard protocol Aaron Potter Clementine her due justice. And even if the team is on such matters o you tell him, find a way that finished The Walking Dead: The Final Season out, check the windows or find somewhere isn’t the same one that started it, Skybound to hide”? Small moments like this represent and the aptly named Still Not Bitten team have your chance to subtly help form the man AJ may succeeded in creating a small, tightly wound set- eventually become, potentially causing ripple up in which to say goodbye to this universe and effects in a later episode that could aid or come its beloved characters. back to haunt you. Picking up soon after the events of Javier’s As the narrative progresses, you soon story from The Walking Dead: A New Frontier, it realise that the territory war and lem find feels good to be placed back in direct control themselves swept up in is a more contained

 Each of Ericson’s school-age of Clementine again after a long time away. affair than the road trip tenures seen in preious survivors were forced to grow up quickly to survive. She’s a changed person from the little girl we seasons. This is smart, given the slightly shorter

56 / wfmag.cc Rated Review

 C to have great importance later in the story.

 Much-loved characters get the send-off they deserve.

episode count, as it allows each member of Ericson’s Boarding School for Troubled Youths’ ensemble cast to slowly unfurl their character, letting you settle into the best alliances and relationships that make sense for your Clementine. Location plays a bigger role in The Walking Dead: The Final Season than ever before, finally giing lem a home worth fighting for even if the overarching through-line centring on a turf war between camps feels a little trite. ll four episodes offer a healthy amount of Up until now, the survivors Clem has interesting dialogue options between characters, associated with have killed the undead without unique locations to briey eplore, and a fair question. However, through new character HIGHLIGHT few action set pieces that, while engrossing, still James – an ex-member of a group known only Every episode sees Clem’s haven’t solved the classic as The Whisperers – this relationship with AJ deepen Telltale formula of having “This decision to invert changes. He’s someone according to the lessons you you awkwardly complete Clem’s role helps raise who chooses to live among teach him, and the actions QTE tasks in sequence. walkers and in doing so you take. Lash out in an act of ill-judgement and it’s quite There’s nothing in terms of the stakes much higher” believes that there’s more possible that AJ will notice, gameplay that will amaze humanity to the esh resulting in certain unexpected you in The Walking Dead: The Final Season, but eaters than most would think. Unless closely swerves in the narrative that where it does surprise is in the discussion following The Walking Dead in the comics, you are no longer in your control. it adds to the debate of what it means to wouldn’t know such people exist. It’s but a small be a walker. part of how this final season, in particular, adds colour to this world, coming to a head when Clem is forced to consider it.  The end of each episode stylishly presents you The Walking Dead: The Final Season offers up with a summary of Clem’s impact, showing some of this season’s slightly higher production values. the same bout of moral quandaries Telltale’s take has become known for, but twists the knife even further by knowingly mirroring certain VERDICT scenarios and dilemmas, stretching back all Emotional, thoughtful, and the way to season one. The conclusion of unrelenting, The Walking Clementine’s story has been a long time coming, Deads final season ies and for the most part, sticks the landing without Clem an appropriately any indication of the outside turmoil it took to heartfelt send-off. get her there. The Walking Dead: The Final Season delivers the emotional gut punch we all wanted, and proides a fitting end to one of ideo 81% gaming’s best-loved characters.

wfmag.cc \ 57 Rated Review

HIGHLIGHT Though few and far between, each new technology feels like a real advancement for your people. Going through the years and seeing your colony grow from a single hut and a few hunter-gatherers to a srawlin, ortified oune of farmers, builders, miners, and blacksmiths is really satisfying.

Review

 Welcome to Mesolithiminster, Dawn of Man established 15,000 BCE. An unending struggle with hunger, the elements, and weird AI

eing a prehistoric person sucked. village play out the same way. Resources take When you weren’t dying at the ripe forever to acquire, and there are plenty of times

Info old age of 35 from eating a bad bit where the only worthwhile action you can take is GENRE B of woolly mammoth, your village to wait for something interesting to happen, and Strategy (which contained all the people that might take a ludicrously long time. FORMAT you’d ever know) would be toiling day and night Part of the problem is that Dawn of Man prides PC (tested) / Mac just to survive the cold winter. Dawn of Man itself on cutting micromanagement out of the DEVELOPER manages to nail that feeling of unending struggle, genre by using specific work areas for designating Madruga although, in some cases, that may not have been tasks, allowing you to automate the production Works the vibe it was going for. of goods and necessities. In practice, this means PUBLISHER Dawn of Man is a colony builder that shares vital, granular control over your people is non- Madruga most of its DNA with Civilization. Tasking you existent. You’re constantly at the mercy of an AI Works with taking a small group of people from the who may hae ery different priorities to you PRICE Mesolithic era right the way through to the Iron Some basic controls – like assigning individuals to £19.49 Age, everything your villagers do, from hunting to specific roles, or een bumping an uncompleted RELEASE building, unlocks knowledge points. These points job further up the list of ongoing tasks – would go Out now can then be used to unlock more technologies a long way towards keeping you engaged in the and pull your community from epoch to epoch, slower moments. from sticks and wood to forging iron weaponry. Dawn of Man is teeming with cleverness, but REVIEWED BY However, death is easy for your muddle of in its mission to streamline the colony building Joe Parlock cavepeople. Diseases, hypothermia, dehydration, experience, it throws out a lot of what makes wild animals, hostile raiders, and, very rarely, old it such a compelling genre. Shallow, slow, and age can all thin your numbers. Even your victories frustrating, it needs a few thousand years to get VERDICT are short-lived, as pushing through to a new era up to scratch. Dawn of Man provides a brings its own challenges like technologically

advanced raiders bashing down your outdated  taste of the prehistoric Everyone has a job to do, as long as that we don’t often see in defences, or etinction eents cutting off some disease or bear attacks don’t stop them. games, but it’s let down previously vital resources. by its lack of control, Advancing through the ages can feel like a making for a basic and massive achievement, but it’s also where one of undercooked experience. Dawn of Mans maor aws rears its ugly head the pacing is glacial. Even playing at the highest speed settings, getting anything done feels like a test of 59% patience. Knowledge points are slow, and the slim choices when unlocking technology makes every

58 / wfmag.cc Rated Review

HIGHLIGHT The use of sound is truly outstanding. Every time you move through a part of the level you make a sound. You can then press a button to make a sound. Just messing around with this is far more fun than it should be.

 Somebody probably has this as a tattoo.

Review Ethereal

 It feels a bit like navigating Fun – and frustration – comes in pairs the London Underground.

thereal is a striking game. The Just as this starts to feel natural, you come across

graphics are minimal and brutalist, a node which allows you to shift the world 90 Info all sharp lines and geometric shapes. degrees. It’s like walking outside and being able to GENRE Puzzle E It makes an intelligent use of colour. perceive an extra dimension; everything you know FORMAT The sound design is beautiful, with is suddenly infinitely more comple PC (tested) / Mac your moements accompanied by different notes It does this time and again. Ethereal even takes DEVELOPER as you interact with the world. The puzzles are mechanics you understand and twists them – Nicolás Recabarren, genuinely intriguing (which is probably for the best, changing the rules of the puzzles dramatically Tomás Batista given it’s a puzzle game). without ever acknowledging PUBLISHER Each level in Ethereal tasks “Ethereal even it happens. It makes for a Nonsense Arts you with matching pairs of takes mechanics deeply relaxing game which PRICE different shapes he tricky manages to also be intensely £7.19 part is that you can only try to you understand and frustrating. It is never so bad RELEASE match one pair at a time: If you twists them” as to make you want to quit – it Out now touch an orange square and takes you just to the edge of then go for another orange square, that’s good. your limits, then drags you back into your comfort If, however, on the way you accidentally touch a zone again for a level or two. Simply put, Ethereal purple triangle – well then, now you’re trying to is an astounding puzzle game that is aesthetically match that shape instead. stunning as well as psychologically challenging. REVIEWED BY It almost seems easy to begin with, exploring Jason Coles levels to see which pairs make for the easiest match. There’s no wrong starting pair, as many of the puzzles can be soled in different orders ts all VERDICT about figuring out which one you see as being the obvious one, and then going from there. As such, Ethereal is a truly unique you rush through the first few puzzles and get to puzzle game that thrills the grips with things. Inevitably, you start to feel like a eyes and ears. genius. You are not a genius. The puzzles themselves evolve as you play, with the first few leels seeing you moing across one  The further you get, the 77% axis, aside from the vertical shifts here and there. more moving parts appear.

wfmag.cc \ 59 Rated Review

HIGHLIGHT The daily episodes – if you’re able to co-op with a chum, of course – is Rico at its best. By chucking you straight into the fray and donating a bevy of half-decent weapons with which to experiment, there’s a lot more fun to be had here than grinding through the rinse- and-repeat story missions.

Review

 B , RICO Living proof that you really can have too much of a good thing

here’s an ancient proverb I just you’ll spend half of your opening hour fruitlessly made up that says: “the greatest mashing buttons, and the other half desperately

Info ideas come from the simplest overcompensating for your gun’s aggressively GENRE seeds.” Rico is just such an idea oaty crosshairs First-person T shooter – a truly uncomplicated game And this is the real problem with Rico, sprouted from perhaps the simplest seed of all – unfortunately hile hae a begrudging affection FORMAT XBO (tested) / PC but somehow it is not remotely great, no matter for the tuneless grunting of the bald, baseball- / PS4 how many times I replay it or how many ways it batted buffoons and the games unapologetically DEVELOPER tries to distract me with its stylish cel-shading or amboyant bullettime effect that unfolds eery Ground Shatter funky soundtrack. time – without exception – you kick down a PUBLISHER Technically, it’s called RICO – all caplocked and door, the sad fact is Rico is an arcade shooter Rising Star shouty and aggressive, as though epitomising with thoroughly dreadful gunplay. While your Games the furious, moustachioed armoury does improve as you PRICE men you’ll meet in the game “I have a begrudging unlock better gear, shooting £15.99 – but for both our sakes (no affection for the never feels meaty or satisfying RELEASE one wants to be shouted at enough to properly reel you in, Out now tuneless grunting from the pages of a magazine, particularly as your cut-and- do they?), I’ll proceed by of the bald, baseball- paste enemies are neither calling it Rico. In it, you kick in batted buffoons” memorable nor particularly doors and kill aforementioned intelligent, often impaling REVIEWED BY furious men – because you’re a Good Guy and themselves on the furniture, the environment, or Vikki Blake they are all Bad Guys, of course – and… well, occasionally glitching out completely. that’s it, really. Kick in doors. Kill angry men. There’s no doubt that with a pal beside you, inse epeat d infinitum nd of Rico could be entertaining for an evening or two, In its defence, Rico continually refreshes but I didn’t successfully matchmake with anyone your experience by the procedural generation during the several days I spent in the game’s VERDICT of its missions, and while that does, in theory, company, and playing on your own quickly While an enjoyable make eery episode different, in practice it does becomes a repetitious, at, and thoroughly un distraction for an hour nothing, as Rico recycles the same handful of fun affair or two, Rico simply lacks props with reckless abandon that inexplicably – That said, I like Rico in the same way I like polish, poise, and purpose. almost mystically – makes every unique level look reality TV: they’re both terrible and I probably exactly the same as the ten that came before it. have something more important to do with my And while it is a pretty easy premise, the tutorial time; yet here I am, kicking in another door and 44% fails to impart crucial information about how gleefully battering more bald men to death. And to kick in a door in the first place, which means in the game.

60 / wfmag.cc Rated Review

HIGHLIGHT HypnOS affords the player with options to customise their ugly-as-sin desktop, from virtual hamster Tamagotchis to a fully fledged brick builder. You can rearrange and pocket icons, but no doubt by the end it will be full of gaudy stickers and sticky note scribblings as you attempt to parse the puzzles.

Review

 Netizens access Hypnospace via a janky-looking headband during the dreaming hours, which naturally leads Hypnospace Outlaw to hypochondriac speculation. h noraton rhghwa fina rach t otnta

was sat at my living room table eating modern gaming rig, pages shudder and aberrate

dinner and taking notes when I heard as the irtual machine tries with all its might to Info it. “Don’t be long, Jordan Oloman.” load them, and dodgy bloatware can ood your GENRE Simulation I As soon as the mechanical voice workspace with iruses ts endearing, mostly FORMAT hit my ears, felt a hot ush of fear thanks to the rib-tickling writing adorning each PC (tested) Something was calling for me. After a blank page, eshing out users and painting a picture DEVELOPER contemplative stare that felt like an eternity, I of a pixelated Eden, its wide-eyed inhabitants Tendershoot / went to check it out, holding my laptop in hand gleefully chomping on the forbidden fruit Michael Lasch / like a pointlessly epensie cudgel ou spend most of your time worming your ThatWhichIs Media Alas, this was no home way into fringe internet PUBLISHER inader, ust ypii, my trusty “Passion oozes from communities and unraelling No More Robots irtual companion reminding this game’s every them, from primitie file PRICE me via text-to-speech that I sharing networks to irtual £15.49 had to get back to my post. web-pore” spiritual communes ne RELEASE Out now ee, e been on actie duty early case has you seeking out enforcing the internet in Hypnospace Outlaw. infringing images of a children’s cartoon character simulacrum of web browsing in the nineties, that netizens are homaging on their domains. this nostalgic indie effort turns the player into a Easily the best part of the game is how it makes REVIEWED BY dialup detectie at the turn of the millennium you question the particulars of your web policing Jordan Oloman Y2K is fast approaching, and the netizens of this as you deal with harassment and copyright cases brand new social platform are up to no good, resulting in comple moral quandaries ny more or, at the ery least, theyre breaking the imsy notes on the incredible story would spoil the moral code set out by the indecisie, supposedly great mystery of ypnospace, which is something VERDICT bipartisan overlords who seek to moderate it. that should be approached with as little prior A satiric treatment of late ound familiar information as possible. nineties web culture that s youre treated to a mostly broken tutorial Fiddly at times, Hypnospace Outlaw straddles deftly unravels the murky where a bugeyed pseudo mascot oats a thin line between authenticity and frustration politics of internet control, through a pielated ether, you quickly realise when youre in the thick of it, but with a belly Hypnospace Outlaw is passion oozes from this game’s every web-pore. laugh only eer ust a click away, youll soon start a successful simulation he user interface receies about as much, if to forgive any minor gripes. Instead, memory of the millennium just not more care than its tricksy puzzles ts so allocated for critique will be replaced by the begging to be explored. deeply charming to hear voice clips with harsh dangerously addictie and authentic webpage cuts at either end once more, as if the subect ingles left ypnospace begging for a support is speaking through an antique walkie talkie group for those obsessed with the ranny 86% egardless of the specifications behind your reams ot Butter ce ream rap

wfmag.cc \ 61 Rated Review

Review

Info Shadows Die Twice GENRE Sekiro: Futility simulator FORMAT Stand and fight, coward PS4 (tested) / XBO / PC DEVELOPER he number of times told myself, Tenchu. Nimbly navigating the world, using a FromSoftware aloud, to stop dodging while prosthesis to grapple up to nearby rooftops, PUBLISHER playing the game. The number of you hide in the shadows and strike from cover, Activision T times claimed it was the game thinning out considerable enemy numbers while PRICE being cheap, and cheating, when making your way from one boss encounter £59.99 once again died he number of times roared to another. Even if you never got into stand- RELEASE with satisfaction at taking down a particularly upandfight battles, think thered be a lot to Out now challenging (i.e. all of them) sub-boss. Sekiro: recommend about Sekiro. But you do get into Shadows Die Twice is an intense eperience thats fights nd you do stand toe to toe nd you do, unlikely to be forgotten by anyone who plays it spoiler alert, die a hell of a lot, because this is for even a brief stretch. FromSoftware – backed a game by , and he is a man this time by ctiision, of all publishers had who dislikes it when players get to be alive all a lot to live up to with its previous slate, but by the time. REVIEWED BY crikey, that studio does not make these things Sekiro offers up death not ust as an ineitability an ransfield by accident. and practical learning tool, but one of tactical ou are a nimble shinobi tasked with well, its advantage too. Your ability to resurrect – a limited a clear and simple story, but its not important number of times at a moment of the players What is important is the game brings to mind choosing offers the chance to wait, to play dead, – along with the Soulsborne titles – the likes of to rise again and bring udgment down on those

 To bring a football analogy in, this is the point you’d describe as ‘squeaky bum time’.

HIGHLIGHT

You’ll have hundreds of swordfihts throuh the ae, but Sekiro anaes to ee the all thrillin either theyre oer in the blin o an eye, or the unrelentin seesaw assault oes ba and orth or a ew inutes hateer the ase, theyre all brilliant

62 / wfmag.cc Rated Review

 Honestly, it rarely makes you go ‘wow’, but Sekiro has its moments, graphics-wise.

who not long before thought their job was done. It’s a straightforward mechanic, but one that highlights the differing approach to death Sekiro has when compared to that of the Souls/  The story is one of bloodlines, honour, Bloodborne games. and a lot of death. Standard, then. While there it was live, die, try to get back to where you were and pick up where you left off, here its more about accepting your fate you engaged f you look at it on paper, thats and learning that you can’t always win. You really what it is theres nothing here that hasnt can come back, should you hae the stored up been done elsewhere before. But there’s also a lieagain power, but most of the time it will be hell of a lot here that hasn’t been done as well a straightforward case of death, dying, and not before t might be balancing its appeal on the living any more. The more you die the more FromSoftware name and a few mechanics, but aicted the world around you becomes with FromSoftware has earned that name, and those a disease linked to your inability to keep liing mechanics are often if not always awless The more you die the less likely you are to be ‘Not always’? Of course not. Your failures are

saved from losing half of your earned money your own, and while the game can sometimes  You’d think it a boon that and progress towards new techniques Sekiro feel unfair, it’s usually your own fault when you most bosses can be hit doesnt focus on picking up where you left off, die (for the 800th time). But sometimes, here with stealth deathblows. And yet… on building up and continuing the slog it instead and there, the fourth wall comes tumbling down backs the player into a corner and encourages – an enemy sees you on the other side of a wall, forces them to get their hackles up and another spits his poison through a rock, an ogre fight back. afraid of fire doesnt react to See, that’s the trigger “It’s usually your being set alight because it was here, the eureka moment in fault when you die in the middle of a recovery something that initially felt animation when lit up hings to me like a trudge through (for the 800th time)” do happen that shouldnt, needless diculty Sekiro and though they’re few and spells it out and puts it there in plain sight a far between, in a game as tough as this, it does loading screen literally tells you the shinobi proe disproportionately irritating when they are aggressive combatants. You are a shinobi. pop up uinous though f course not ou need to be aggressie top dodging top I came into Sekiro not fully knowing what to pacing around waiting to strike top letting epect, with a head full of tactics and techniques them come to you and overwhelm you. It can learned from the games I automatically assumed be dicult to come to terms with this, especially it would ape was ready to tackle the hype, to coming in direct ia roms preious titles, but look for the seams, to point out the ninas new when it clicks, the click is hard eath repeated, clothes and publicly sacrifice the ceremonial incessant, death – might have backed you into a giant chicken. What an idiotic boob I was, and corner, but the learning eperience that comes how this game let me know. Sekiro: Shadows Die with those deaths has equipped you with all the Twice is an understated masterclass in game tools you need to unleash that pure aggression design endlessly inentie while simultaneously VERDICT on those who stand in your way. recognisable, it offers a challenge in both A straightforward, Really, Sekiro is pretty basic stuff its a lot of learning to beat it while re-learning what difficult joy, Sekiro killing, sneaking, swordfights, and a story that you think you know about From’s titles. It’s blends refinement with manages to lose some of its allure compared to absolutely infuriating, and hae to apologise unlimited satisfaction. the Soulsborne games by being far less obtuse. in writing for scaring my dog by shouting at the It’s any number of mid-range games from the so much while playing, but when the sense midnoughties, balancing its appeal on a few of reward is so great it’s soon forgotten. What a 87% mechanics and hoping thats enough to keep bloody .

wfmag.cc \ 63 Rated Review

HIGHLIGHT The premise of the game remains appealing, and there’s extra intrigue in the decisions you have to make in each chapter that can change the fates of various NPCs. The main characters are also a decent enough bunch. Sadly, you have to play the game to see what happens to them.

 Crafting and gadget selection menus are tiny , doesn’t pause or slow

 , Review A Left Alive Left alive? If only they’d put it out of its misery

here’s a lot to get through here, so hit or miss eadshots are no more effectie than let’s get the formalities out of the body shots. Exploding cans and Molotov cocktails

Info way: Left Alive is a stealth/survival/ hae the impact of indoor fireworks ien the GENRE cover shooter set in the same number of enemies youre forced to fight, and Stealth / T survival universe as mech-based strategy how many bullets they can soak up, resources FORMAT series Front Mission n it, you play three different are ridiculously sparse. You get thrown without PS4 (tested) / PC characters who find themseles trying to escape a warning into lengthy scripted shootouts with DEVELOPER city occupied by hostile military forces. OK? Now, insucient ammo ead enemies rarely drop Ilinx here’s what’s wrong with it: anything. Sometimes soldiers spot you in cover. PUBLISHER Left Alive looks like a PS2 game, with basic Other times you think you’re running through their Square models and textures, and poor performance. line of sight and they don’t notice. Sometimes they PRICE Characters are oddly proportioned and awkwardly appear next to you. They have very short attention £49.99 animated. Environments appear open, but fences, spans: run around a corner and wait a moment RELEASE piles of debris, and invisible walls constantly funnel and they usually lose interest. They’re all identical. Out now you down paths you don’t want to take. You can’t Almost every situation plays out the same way. climb onto roofs, take shortcuts through buildings, Your companion AI gadget keeps repeating the or crawl through pipes like in any half-decent phrase, ‘Caution, the enemy is approaching’, even stealth game ever. There’s no mini-map, so you when the enemy is moving away. The save system REVIEWED BY have to keep switching to the map screen to track is archaic, causing you to repeat whole sections Jon Bailes your position. Staying hidden is almost impossible each of the many times you die. In the end, you because enemy soldiers are so numerous, and may as well simply run through each area and every option you have seems designed to attract hope for the best. The dialogue is utter nonsense. attention: the gadgets you craft cause explosions, A few hours into the game, you get to pilot a you can’t go through a door without standing fully operational mech (or ‘wanzer’). Finally, it feels VERDICT up and dramatically inging it open, your sneak like a well-earned opportunity to turn the tables The kind of barely attacks have the subtlety of a sledge-hammer. on the enemy and let off steam ou hop in and functioning mess that’s Literally. You creep up behind guards and smash begin cathartically blasting away at the soldiers mercifully rare these days. them with a sledge-hammer. If you haven’t below. Then a few seconds later, as you’re still procured such a bludgeoning tool, you can’t do testing out the controls, an enemy mech turns up melee attacks. Controls in general are imprecise. and rips your machine to shreds. Left Alive actively 20% Aiming guns and projectiles is particularly hit and wants to stop you haing any fun ont gie it the miss. Literally. You’re never sure whether you’ll opportunity: just avoid it entirely.

64 / wfmag.cc Now playing Command & Conquer: Tiberian

Wireframe Less haste, Recommends more tank rush

Command & Conquer: Tiberian Sun is a forgotten gem World in Conflict PC A more tactical take on the n watching a recent video in superb, awful scifi films from the s and RTS genre that’s managed which a developer behind 1999’s s agtag good guys with questionable to be all but forgotten on the Command & Conquer: Tiberian leadership fanatical baddies with a sheen of big stage. Get it from GOG, O Sun explained the neat tricks respectability mutants with terrible mutant and love that Cold War- used to make makeup its all there ith gorgeous lighting, gone-hot goodness. its pathfinding better in short aoid making one of those soundtracks that melts into the back it look stupid, was reminded of a time time of your mind, and an almost alien landscapelike when played this game religiously modded it look to the world around you, Tiberian Sun still at home, making vast armies stands out to this day lus, as of erminator ripoffs could “This is a proper mentioned, you can build an rnierush the good guy army of erminator ripoffs, base with delighted in the sci-fi future the complete with robooice ridiculous cutscenes featuring likes of which we’d acknowledgements when you PC the likes of ames arl ones select them seen in so many Made by Westwood alumni and ichael hae a sad face echanically, the series superb, awful sci-fi at Petroglyph, Grey Goo is a Biehn adored Tiberian Sun has never been on a par with B-movies” familiar-but-modern take on But it feels like this is one the likes of StarCraft, and its the RTS genre. It’s not without thats had the short end of depth of strategy neer goes issues, but is definitely worth a the historystick, being oerlooked in faour much further than tank rush, win But thats bash for genre fans. of the superb Red Alert titles, outnostalgiad ended up being another thing making Tiberian by the original game, and thoroughly ignored Sun more than ust something put on to og the by those out for s blood when complaining ol memory ts straightforward without being about how the series has ended up nd damn insultingly simple, its a challenge without making it, its not fair Tiberian Sun is a ery good game a me ust want to gie up, and if when win a standout in the genre not specifically for its mission, m rewarded with ufasa ader acting smart, indepth mechanics more on those in a as though hes a man who doesnt know why he second, but because of its superb sense of self has to do this nonsense ts winwinwin, with RimWorld and atmosphere o other title and few tank rushes all around PC A nod to the modern obsession other titles of any genre hae been so positiely Command & Conquer: Tiberian Sun is available with survival titles, we include dripping in such a selfassured sense of place in a wonderful package of the original game RimWorld here because it’s ts not the near future of the original game or and its Firestorm epansion both released as also an RTS of sorts, and the alternate history of uris Big ay ut not freeware in , with plenty of updates to because it’s absolutely brilliant. Red Alert 2s working title this is a proper scifi make it run on modern s heck it out totally Play it, enjoy it, cry when future the likes of which wed seen in so many free from wfmag.cc/tankrush everybody dies.

wfmag.cc \ 65 Killer Feature / Destiny

Halo / Destiny If Anthem has taught us anything, it’s that gets making guns fun

BUNGIE / 2001 / 2014 / MAC, PC, PS3, PS4, , ,

ar be it from me, a decidedly British man with night sky, it’s as dull as watching Formula One on TV. Yes, I an equally British amount of access to firearms, went there. to say what ‘good guns’ feel like, but here we Destiny, meanwhile, offers a real sense of kinetic frenzy to F are. And I’ll ignore the voice in the back of my every encounter. Shots whip and smack out, the handling of head wondering endlessly why I’d praise the your weapon is comfortable and functional, but at the same mechanics behind a device made to kill, because… look, time manages to feel like more than just a few pixels and Bungie makes shooting fun in its games. It just does. There’s polygons being pointed at another few of the same thing. a real catharsis to every press of the button and virtual pull You learn to like – even love, if you’re a bit odd – your guns, of the trigger that just isn’t present in most other games – and it’s a fundamental aspect of the game that keeps you and it was made all the more evident wanting to get into more firefights following the release of BioWare’s “Destiny offers a real (and, thus, play the game for longer). Destiny-alike, Anthem. sense of kinetic frenzy to I’ve known that Bungie does its They’re very similar games on a gunplay well for a long time, but it’s that functional level: small teams of players every encounter” release of Anthem, the time with the band together to take on missions game, the disappointment I couldn’t dotted about an alien landscape; enemies are unmemorable quite put my finger on for a while, that brings it all back to nothings you point at and press buttons at until they die; it’s the front of my mind. Without good shooting, would we have an intensely shallow experience but at the same time one cared about Destiny? Or anything else Bungie has done? that can be utterly captivating. They’re both that. But one Because yes, the same applies to Halo, an imaginative and held my attention far longer than the other, and weirdly it’s groundbreaking (on console, at least) FPS that tied everything because of the shooting. together with some of the most balanced and satisfying See, in Anthem the combat feels piddly and tiring; there’s gunplay around. There’s a reason it became the de facto no crack to the firefights and little in the way of satisfaction standard on which your in-game weaponry was modelled: when landing a well-aimed sniper shot on a distant alien… Bungie gets its guns, and it gets them right. I’m still not thingy. Considering dozens of combatants are often involved applying for an NRA membership any time soon, but at least I and thousands of rounds of ammunition light up the (alien) know where I stand with these virtual boomsticks.

66 / wfmag.cc Next Issue Editorial Editor Ryan Lambie ON SALE 25 APRIL Email [email protected] Features Editor Ian Dransfield Email [email protected] Sub Editors David Higgs and Vel Ilic Don’t miss out! Design criticalmedia.co.uk Subscribe Head of Design Lee Allen PG 54 Designer Harriet Knight

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