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Worth Reading: 06/29/2012

Did you know Spelunky for Xbox Live Arcade is actually a remake? Start your weekend with games you've missed, stories you should read, and much more.

I'm three hours into Eternal Darkness. This will make sense to those who have played: green.
I'm three hours into Eternal Darkness. This will make sense to those who have played: green.

I’m becoming a broken record at this point, but that Amnesia: The Dark Descent follow-up is coming. I had a very real intention of writing it yesterday, and then a day full of Quick Looks happened. There’s merit to the argument about giving thoughts time to breathe, but I may jump back into the game (I haven’t touched the downloadable add-on, Justine) to remind myself of the terror.

The Penumbra games are also giving me a curious look from my hard drive (the Internet suggests skipping the first game, we'll see), but Eternal Darkness has my attention right now, and, yes, I’ve heard your demands to do something with my playthrough of it.

Jeff and the rest of the Internet have given me some pause about Spec Ops: The Line, a game I was totally ready to write off, but one that apparently does enough interesting things with its story to be worth checking out this weekend. I’d like to do nothing more than play Eternal Darkness on Saturday afternoon, but these types of games have to be played in the dark with headphones, no? Spec Ops: The Line seems like the perfect candidate for an interesting idea another developer will execute on later, which appears to be the curious relationship between I Am Alive and The Last of Us.

So much for it being a slow period for games. I'm buried! Turns out you just have to look around.

You Should Play This

No Caption Provided

Prepare for an avalanche of discussion about Spelunky. We may have the summer’s critical favorite arriving on July 4 for Xbox Live Arcade. You can play Spelunky right now, though, if you head to the game’s website. Developer Mossmouth has been tweaking the Spelunky formula that previously addicted so many for years now, and the fruits of that labor will be available soon. If you’d like a hint of what’s to come, the latest case of a developer kicking you in the balls until you learn to look before you leap, make sure to download Spelunky. Best part? It doesn’t cost a thing!

No Caption Provided

Thomas Was Alone, which we featured in a Quick Look earlier today, is a great example of the interesting ideas that can spring forth from the design minimalism forced within a game jam. Once that developer realized it were onto a good thing, it fleshed it out. I’m hopeful Flip’d will have the same opportunity, as the basic ideas being explored have enormous potential. In the most basic terms, Flip’d is a first-person puzzle platformer where the player has control over swapping gravity. It’s more or less a first-person VVVVVV, which is easily one of my favorite modern platformers. VVVVVV was stupid hard in a great way, and Flip’d quickly heads in the very same direction.

And Maybe Read These

No Caption Provided

(That headline is made up, by the way--Pruett didn't write one.) Pruett is one of the most meticulous and dedicated critics of the horror genre. We spent the better part of an hour dissecting our love-and-hate relationship with the genre at a party earlier in the year, which gave me another idea that we’ll have to reivist in October. In his dissection of Silent Hill: Downpour, Pruett does a wonderful job of identifying the specific design reasons Downpour doesn’t work. It’s more than the combat being broken or a nonsense story. Pruett goes way, way, way deep, and ensures I'll never have to write my own thoughts about Downpour down, since Pruett took all the words out of my mouth.

This is Downpour's Big Idea: it is the first Silent Hill game to feature a large, open world for its town. Most other Silent Hill games have featured large outdoor areas, but they've never been really open; they've always been walled off at the edges so that the player is lead along a very specific path. The open world is a significant deviation from the series norm, and it is the core problem with the game's design.

We've reached the trunk of the design, the root of the game's decision tree. From here we can see other branches leading to other problems caused by the decision to employ an open world. Let's follow one down.

I believe that what the developers at Vatra wanted was to make the entire town of Silent Hill a large recursive unlocking space, where the player would criss-cross the map many times, collecting items and solving puzzles on the way, all while progressively widening the available space. Much like the Resident Evil mansion, you might need an item from one side of town to solve a puzzle on the other side of town. Only, the space is much, much larger than the compact Umbrella stronghold. Though you have a map, borders of the space must be traced manually because there are blockades and abysses in the way, not to mention back alleys and side-street shortcuts.
No Caption Provided

My favorite pieces of writing are the ones where I’m humbled as a reporter. Russ Pitts completely knocked it out of the park with this article for Polygon, in which he chronicles the path to this fall’s Dishonored. Too often, this part of the story is relegated to a paragraph or a quote, while Pitts spends thousands of words taking us from the origins of System Shock to modern day. This is the kind of story that makes me sit back, think, and know I need to step up my own game. It’s quite a tale, and makes me all the more anxious for Dishonored--it was absolutely my favorite at E3.

"I literally said it was a slap in the face to Ultima fans and RPG fans," Harvey said. "And I sent it to my boss. I don't know why I did it, but it was the kind of thing I did back then."

Where the list goes after that is anyone's guess, but it eventually comes to the attention of Richard Garriott himself. Also known as Lord British. Also known as the co-founder of Origin and the creator of Ultima. Garriott stops by Smith's work area, sits down on his desk, and asks him about the list.

"He was super gracious," Smith said. "He was like: 'This is very insightful and I regret that we didn't do these [things]. We disappointed people.'"

If You Click, It Will Play

Oh, And This Other Stuff

Patrick Klepek on Google+

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Mercer

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Edited By Mercer

@aggrocrag: and they can only refill sanity when it starts affecting their health lol

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Edited By fisk0  Moderator
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I don't know much about Spelunky, and the idea always sounded boring to me (I always thought of it as being similar to Boulder Dash), but it did remind me of a great gem from my childhood, a blast from the past if you will.

Don't forget to update your Shockwave players!!!

http://www.ezone.com/games/spelunking/gamecode.htm

Pardon the double post.

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Th3irdEye

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Edited By Th3irdEye

Thanks for telling me about Flip'd. It was 20 minutes of awesome. And pretty challenging at the end there.

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ch3burashka

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@Dagbiker said:

Speaking of, Eidos Interactive believes the Tomb Rader stuff was blown out of proportion. My message to the developer and publisher would be to not tackle subjects you’re afraid to defend.

He also said there is no place for these themes in video games. Making it sound like he believes they aren't dealing with this topic at all. But weather they want to or not they have started a conversation.

*whether

I gave Flip'd a try, but much like QUBE and to a certain extent Quantum Conundrum, I find their approach to Portal much too dry. The inspiration is obvious, but Portal was much more than its puzzles, or even the sum of its parts. Isolating any of the parts leads to a very "uninspired" experience.

As for Spec Ops: The Line - in an age where there's a new AAA game coming out every other week (on average, at least) it's easy to dismiss an "A title" or even a B title. However, I think that gameplay has become standard enough that even if it's boring and reminiscent of hundreds of other games you've played, the story/narrative alone is worth the journey. Sure, it's a 10 hour commitment, but not every "AAA title" can give you the same experience. I, for one, was never willing to "write it off", knowing they were crafting a gritty narrative (which shouldn't be believed at their word, but the community seems to be in agreement that the narrative is definitely worth a go).

PS Going through Silent Hill 2 right now. At points, it's easy, but when the "scary shit" starts up, I get emotionally drained within a half-hour. I can't tolerate horror or terror much (not into horror movies, etc) but I have wanted to experience SH2 for myself for quite some time now, and have finally put it in. It seemed easy at first (just run past the creepy horrors) but once you get into tight spaces, and the fucking camera isn't on your side, then it gets tense real fast. Planning a Shattered Memories run someday as well - seems fascinating from all that I've heard.

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Edited By Dagbiker

Speaking of, Eidos Interactive believes the Tomb Rader stuff was blown out of proportion. My message to the developer and publisher would be to not tackle subjects you’re afraid to defend.

He also said there is no place for these themes in video games. Making it sound like he believes they aren't dealing with this topic at all. But weather they want to or not they have started a conversation.

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Edited By dazzhardy

Holy Crap, Spelunky is ****ing great. Thanks Patrick.

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Juno500

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Edited By Juno500

Watch out for the bathtub scene in Eternal Darkness Patrick.

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Edited By Draxyle

The Silent Hill Downpour article was interesting. It put into words what I didn't quite comprehend about the game.

I watched a lets play of it, and every ten seconds I switched from thinking "this is really brilliant" to "this is really dumb" and back again ad nauseum. It's painful to watch, because it really looks like they really tried hard (with low resources I would guarantee). It's just too many cooks, too many ideas, not enough focus.

I put Eternal Darkness on my wishlist because of you, Patrick. I never thought I would get into horror games, but after Silent Hill 2 (just a couple years ago for the first time), I've been on a big kick for them. No other genre fits videogaming better than horror when done right.

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DS23

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Edited By DS23

Ah good, the Gama piece is in the link pile. Would've pasted it in here if it wasn't.

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@Rirse said:

Eternal Darkness throwback quick look or endurance run?

I would be ok with either.

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Edited By spree4567

@patrickklepek I think you're missing the link on the Dwarf Fortress "Oh, And This Other Stuff"

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Spoonman671

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Edited By Spoonman671
@patrickklepek: Did you play any of Demon's Souls?  Some of its levels do horror as well as, or better than, anything that's been out in years.  Specifically, the Tower of Latria can be downright dreadful.
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Edited By Truitt

I actually really enjoyed Penumbra: Overture. It's not perfect, but I think it's way better than the third part. The second was definitely the best, from what I remember.

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That is an interesting metal song for a game. I was expecting a lot worse.

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deathbyyeti

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After spending 200 some odd hours in Spelunky I hope the Xbox version is just as good

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@ChrisTobin said:

I've never played the original Spelunky.

Its pretty damn great, but mother fucking hard.

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Edited By csl316

Got about halfway through Eternal Darkness a few years back, and it eventually got rather interesting. Never got back to it.

Oh well!

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@Rirse said:

Eternal Darkness throwback quick look or endurance run?

Too late for that since Tricky already started it.

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@Timing said:

Patrick Spelunky's 1200 points, not 800.

I'll probably still get it though.

Woops, thanks!

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Edited By superscott597

Duder! I didn't realize Spelunky was on PC, and free, too! I thought it was just for XBLA. Just downloaded it. Thanks for the tip, Patrick!

Edit: Also, I'm with @Rirse about that endurance run. Would LOVE to see that. I think it fits perfectly for the kinds of games that have Endurance Runs currently on GB.

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Edited By umdesch4

Flip'd was kinda cool for a few minutes, but I'm damaged in that particular way that means I can't play games without an invert mouse setting. I keep trying to get past it, but after the first few years of Id games, there was no hope for me.

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Edited By Timing

Patrick Spelunky's 1200 points, not 800.

I'll probably still get it though.

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@Rirse: Ha yes. A Eternal Darkness endurance run would be rad.

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Edited By Rirse

Eternal Darkness throwback quick look or endurance run?

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Worth it!

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I've never played the original Spelunky.

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I'm three hours into Eternal Darkness. This will make sense to those who have played: green.
I'm three hours into Eternal Darkness. This will make sense to those who have played: green.

I’m becoming a broken record at this point, but that Amnesia: The Dark Descent follow-up is coming. I had a very real intention of writing it yesterday, and then a day full of Quick Looks happened. There’s merit to the argument about giving thoughts time to breathe, but I may jump back into the game (I haven’t touched the downloadable add-on, Justine) to remind myself of the terror.

The Penumbra games are also giving me a curious look from my hard drive (the Internet suggests skipping the first game, we'll see), but Eternal Darkness has my attention right now, and, yes, I’ve heard your demands to do something with my playthrough of it.

Jeff and the rest of the Internet have given me some pause about Spec Ops: The Line, a game I was totally ready to write off, but one that apparently does enough interesting things with its story to be worth checking out this weekend. I’d like to do nothing more than play Eternal Darkness on Saturday afternoon, but these types of games have to be played in the dark with headphones, no? Spec Ops: The Line seems like the perfect candidate for an interesting idea another developer will execute on later, which appears to be the curious relationship between I Am Alive and The Last of Us.

So much for it being a slow period for games. I'm buried! Turns out you just have to look around.

You Should Play This

No Caption Provided

Prepare for an avalanche of discussion about Spelunky. We may have the summer’s critical favorite arriving on July 4 for Xbox Live Arcade. You can play Spelunky right now, though, if you head to the game’s website. Developer Mossmouth has been tweaking the Spelunky formula that previously addicted so many for years now, and the fruits of that labor will be available soon. If you’d like a hint of what’s to come, the latest case of a developer kicking you in the balls until you learn to look before you leap, make sure to download Spelunky. Best part? It doesn’t cost a thing!

No Caption Provided

Thomas Was Alone, which we featured in a Quick Look earlier today, is a great example of the interesting ideas that can spring forth from the design minimalism forced within a game jam. Once that developer realized it were onto a good thing, it fleshed it out. I’m hopeful Flip’d will have the same opportunity, as the basic ideas being explored have enormous potential. In the most basic terms, Flip’d is a first-person puzzle platformer where the player has control over swapping gravity. It’s more or less a first-person VVVVVV, which is easily one of my favorite modern platformers. VVVVVV was stupid hard in a great way, and Flip’d quickly heads in the very same direction.

And Maybe Read These

No Caption Provided

(That headline is made up, by the way--Pruett didn't write one.) Pruett is one of the most meticulous and dedicated critics of the horror genre. We spent the better part of an hour dissecting our love-and-hate relationship with the genre at a party earlier in the year, which gave me another idea that we’ll have to reivist in October. In his dissection of Silent Hill: Downpour, Pruett does a wonderful job of identifying the specific design reasons Downpour doesn’t work. It’s more than the combat being broken or a nonsense story. Pruett goes way, way, way deep, and ensures I'll never have to write my own thoughts about Downpour down, since Pruett took all the words out of my mouth.

This is Downpour's Big Idea: it is the first Silent Hill game to feature a large, open world for its town. Most other Silent Hill games have featured large outdoor areas, but they've never been really open; they've always been walled off at the edges so that the player is lead along a very specific path. The open world is a significant deviation from the series norm, and it is the core problem with the game's design.

We've reached the trunk of the design, the root of the game's decision tree. From here we can see other branches leading to other problems caused by the decision to employ an open world. Let's follow one down.

I believe that what the developers at Vatra wanted was to make the entire town of Silent Hill a large recursive unlocking space, where the player would criss-cross the map many times, collecting items and solving puzzles on the way, all while progressively widening the available space. Much like the Resident Evil mansion, you might need an item from one side of town to solve a puzzle on the other side of town. Only, the space is much, much larger than the compact Umbrella stronghold. Though you have a map, borders of the space must be traced manually because there are blockades and abysses in the way, not to mention back alleys and side-street shortcuts.
No Caption Provided

My favorite pieces of writing are the ones where I’m humbled as a reporter. Russ Pitts completely knocked it out of the park with this article for Polygon, in which he chronicles the path to this fall’s Dishonored. Too often, this part of the story is relegated to a paragraph or a quote, while Pitts spends thousands of words taking us from the origins of System Shock to modern day. This is the kind of story that makes me sit back, think, and know I need to step up my own game. It’s quite a tale, and makes me all the more anxious for Dishonored--it was absolutely my favorite at E3.

"I literally said it was a slap in the face to Ultima fans and RPG fans," Harvey said. "And I sent it to my boss. I don't know why I did it, but it was the kind of thing I did back then."

Where the list goes after that is anyone's guess, but it eventually comes to the attention of Richard Garriott himself. Also known as Lord British. Also known as the co-founder of Origin and the creator of Ultima. Garriott stops by Smith's work area, sits down on his desk, and asks him about the list.

"He was super gracious," Smith said. "He was like: 'This is very insightful and I regret that we didn't do these [things]. We disappointed people.'"

If You Click, It Will Play

Oh, And This Other Stuff