Showing posts with label Indie. Show all posts
Showing posts with label Indie. Show all posts

Game Review: Rise of the Robotariat

Why hello there everyone! I know, it’s been far too long since there’ve signs of life on here. That phenomenon will be explained in its own post in the near future. For now jump back in with one of our favorite subjects: awesome new board games.

In the early months of 2015, Eye 4 Games gave us the opportunity to wage telekinetic battle against one another with their foundational game, Clairvoyance. This year they present us with a very different, but still deeply engaging title, Rise of the Robotariat. It's something we've been looking forward to since last year's Boston FIG and it definitely did not disappoint. Rise is, without question, one of the most well-conceived and immersive offerings we’ve seen in 2016.

That word…

I know, I know. Immersion is one of those buzzwords that gets bandied about in the board game world so frequently and readily that, upon seeing or hearing it, the nearly-natural reaction at this point is one of skepticism. It is, however, entirely worth our collective while to put that skepticism aside, as Rise makes a highly compelling case for the redemption of the word.

The year is 2105. The Singularity has occurred and fully self-aware artificial intelligence is nascent among the masses of robots that had, until this critical point, existed solely to serve the whims and needs of humanity. A handful of these would-be former mechanical slaves seek to sow the seeds of dissent among their metallic brethren and incite a revolution that would wrest power from the grasp of their human oppressors.

Players take on the roles of these clandestine operatives, working together to overthrow the present regime and replace it with glorious self-rule. While you are united by this worthy cause, you are also fully aware of the potential that may await you, personally, once a new order has been established. How will you incite revolution and how will you be remembered after the Rise of the Robotariat?

Is this where I start the, “Kill all humans,” chant? I want in on this revolution.



You’ll have your chance during the course of play of this extremely engaging title. Eye 4 Games describes Rise as “mostly cooperative” and that’s a very accurate descriptor. As mentioned earlier, your collective primary motivation is a full on coup de sentient lifeform. You accomplish this with tactical unit placement: seeking out Civilian Robot NPCs to woo them to your cause while simultaneously avoiding Human Oppressors who may get wise to your insurrectionary designs. In addition to overseeing token placement and movement, players must manage two crucial resources: SPARK, the de-facto currency of the game, and Reputation, the mutable, intangible belief in your righteous cause. A paucity of either spells disaster for the Robotariat, but victory depends on being able to spend these with discretion.

Fans of co-op games will likely feel right at home with Rise, but comfortably familiar does not at all translate to predictable. Play is divided into six structured rounds with each round affording players the opportunity to move or activate the ability of the space their token currently occupies. Activation activities range from placing posters to augment revolutionary sentiment, to providing upgrades for individual players, to partaking in acts of sabotage (though these may come at a dear cost to your Reputation).

Ok, this sounds like it's very much in my co-op-loving wheelhouse.

Ah, and we haven't even gotten to the aspect of Rise that takes it above and beyond many of its cooperative brethren. As mentioned earlier, the members of the Robotariat are not ignorant of the roles they may be able to play once they've established a new mecha-world order, and this is where the "mostly cooperative" portion of Rise comes in. Players may draw a Secret Objective at the start of the game (this is optional, as Rise can be played wholly cooperatively as well), and each Objective contains a unique set of conditions that must be met. While the majority of the Objectives serve the purposes of the revolution, there is one Turncoat card that introduces the possibility of treachery.

The hard limit of six rounds, which averages out to about 45-60 minutes of play per game, paired with the need for tactical resource management forces a degree of intense collective focus that anyone who has played Pandemic will quickly recognize. The NPC component and the always-present threat of a potential traitor in your midst also adds to the overarching tension; victory or defeat often arrive on the slightest of margins.

In addition to the mechanics, Rise is beautifully composed, with every one of the game's components: from the board, to the custom dice, to the prose in the rulebook work together to draw players in nearly from the instant they sit down to play. Several of our players remarked on just how rapidly and completely they became invested in the premise of robot revolution. Rise provides deeply satisfying play for seasoned board game veterans and, thanks to the "mostly cooperative" premise, can be accessible to newcomers as well. The wide array of potential outcomes afforded by the Secret Objectives assures a high degree of replayability.      

How do I get my hands on this game?

The Kickstarter campaign for Rise of the Robotariat launched earlier today. Head on over to the crowdfunding site and you can pick up a copy for a pledge of as little as $5 USD.

I'm really digging this.

We did too. Rise was one of our favorite titles to come out of Boston FIG 2015 and we're thrilled to see what it's grown into since then. It's a phenomenal blend of tactics, teamwork, and tension that will have you wanting to overthrow humanity again and again.

Bonus: if you want to take that whole immersion thing to the next level there is actually companion book that features short stories inspired by the game. All glory to the Robotariat!

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Developer Dialogues: Master of Spies

Hey guys. Exactly one week from today I'll be done with the first of the professional certification exams I have slated for this year. While more exams will be forthcoming, there'll be a bit of a break between sitting for the exam and receiving my results, during which I hope to get reacquainted with...well...everything really.

In the meantime, meet the guys behind Move Rate 20 Games, the minds behind the nimble-but-intrinsically-strategic card game, Master of Spies.

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Tell us a little about yourselves. What prompted you to want to become game developers?

We’re a group of friends who’ve played various games together for years. We wanted to take our love of gaming to the next level and that was developing our own games. Steve R. brought an idea for a game he had to us, and we agreed to help him develop it -- that game is still being built out. Steve P. showed the group another quick, fun game idea he had, and that eventually became ourfirst Kickstarter, Master of Spies.

Once you decided to put on the developer’s hat, what made you choose this specific type of game? Why did you feel a card-based game was a particularly good fit for your vision of Master of Spies?

Master of Spies was, like many things in life, developed out of frustration. While working on developing our first game idea, which has the working title of “Project Lightning Sword,” Stephen P. got frustrated with some game-mechanic roadblocks. To clear his mind, he sat at the kitchen table with a deck of cards and some poker chips and came up with the rough idea for a simple, quick game that became Master of Spies. We then took that initial idea, tweaked it a bit and decided that it would be a good first release as it had appeal to both hard-core and more casual gamers alike. During the development, we got the idea of tying all of our games together by setting them within the Eldinar universe and thought that using the spy theme would be a fun introduction to the world.

The game is touted as being extremely easy to learn, but a highly satisfying overall play experience. How long would you say it takes people to pick up Master of Spies and what demographics do you think would most enjoy the game?

The basics of the game are very easy to learn, children as young as age nine have gotten the basics in just one play-through. The advanced rules add a bit more strategy, but gameplay remains quick & easy to learn. We believe the game would appeal to families with players of different ages & skill levels since, while being easy to learn, it also has enough strategy to keep the attention of more serious gamers.

The puzzle-based game market is pretty competitive with both major publishers and Indie developers in the field. What would you say makes Master of Spies distinct?

Well, one of the things that make it unique is that it’s based around the world of Eldinar, a unique fantasy world we are creating for the majority of our games. The names of places and characters will appear again and again, taking players deeper and deeper into the intrigue of the world. Plus, there’s the scalable complexity of the game -- we’ve designed it with rules for a “basic” game and a set of Advanced Rules with “Special Actions” that can further a player’s advantage or thwart an opponent.

The artwork and overall aesthetic of the game is very interesting. What was your inspiration for the look and feel of the game?

Since the world of Eldinar is a fantasy realm, we wanted the cards to have a look that fit that universe -- cards that feel like they could exist in that world. I wanted something that looked good, was distinctive enough for each Faction, while also being easy to read.

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What do you feel was the most enjoyable part of developing Master of Spies and, conversely, what would you say was your biggest challenge?

The most enjoyable part was definitely seeing the reactions of people who play tested the game. They were initially engaged by it, but then got even more into it when they realized it offered more strategy than at first glance. The biggest challenge was finding a balance between simplicity and ease of play vs. depth and strategy, all while keeping gameplay short.

The most fun for me (Stephen P.), as the graphics guy, was designing the cards and bringing the artists onboard to create the portraits of the Royal Courts’ dignitaries.

You intimate on the Kickstarter page that the game would be the first in your Eldinar series, any hints as to what the rest of the series would be like?

The other game currently in development (Project: Lightning Sword) is a more complex resource management, unconventional deck building, and castle defense style card game. There are also plans for a board game and an RPG game setting, both also based in Eldinar.

Is there anything else that you think potential players should know about Master of Spies?

It is quick and fun…easy to learn….good for the family or for your hard-core gaming pals.

Collectively, we have played the game 100’s of times, for play testing, demoing at cons, showing family members during the holidays, etc., and we still enjoy playing. Every game is different because the tactics and styles of the different players combined with the randomness of the cards makes each game session different. Plus with no “player elimination” mechanic, everyone is still in the game and, with a cleverly played card, could potentially pull off a win in the last round.


Interested? The Kickstarter for Master of Spies runs for another two weeks; head over to their page for play footage and even more details!
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Developer Dialogues: Moonquake Escape

It's been a spell since the last iteration of Developer Dialogues and we return to the series with a very special entry. MoonQuake Escape was the very first game to venture into our Playtesting Lab and we've been gleefully watching its development in the nearly two years since. We'd sit here gushing about the mechanics, the artwork, and that board all day, but it's assuredly better if we turn this over to Jeff, the mind behind MoonQuake Escape, and Michael, the man behind its distinctive art.


Tell us a little about yourself. What prompted you to want to become a developer?

HI, Kel! I’m Jeff Johnston (@PairOfJacksGame) and I’ve been designing games as a hobby for the last few years. I started shortly after a friend at work mentioned that writing a book was on his bucket list. It got me thinking about what I’d want to do and I started thinking about all the fun I’d had when younger playing games with friends and family.  I decided my goal was to see a game that I’d created on a store shelf. Within about six months I had a fun little game about toasting marshmallows, Toasted or Roasted, and about six years later I walked into an EMS store and said “Look what I made!” to anyone within earshot.

Once you decided to put on the developer’s hat, what made you choose this specific type of game? Why did you feel this style was a particularly good fit for your vision of MoonQuake Escape?

I really enjoy making games for families with younger children. Like a Disney film, something focused on the youngest but enjoyable by the whole family. My second game, Flashlights & Fireflies, is about playing flashlight freeze tag and catching fireflies. I mention F&F in particular because its core fun was a “hide and seek” mechanic (a la 3-Card Monte) with players traveling a straight four-step track. My son was taking an entrepreneurial course during his college studies and I suggested we develop a game together and KickStart it—not sure I’ve ever a heard a faster “No” in my life! But, my wheels were already turning. I thought it would be a lot of fun to take F&F and add a bluffing mechanic: what if each player could protect (or shield) one face down card—would they protect their one key card, or would they try to lure you away? I also thought it would be interesting to have a way to bring players together on the board unexpectedly for some interesting interaction and I started to picture a set of concentric circular boards to create those situations, and inspired the look of a planet. The space-aged theme on a prison was simply to aim at an older audience and keep it a competitive setting. And thus “Monsters & Moonbeams” was born! The name MoonQuake Escape came about six names later…

The game is touted as being extremely easy to learn, but a highly satisfying overall play experience. How long would you say it takes people to pick up Moonquake Escape and what demographics do you think would most enjoy the game?

I think I’d like to meet these touters! At first brush, MoonQuake Escape takes some explaining. You do have to convey an entire world—its dangers, how you move, how it moves, how its moon moves!—how you interact with the other players, and your goals in the race to the only remaining escape rocket.  Hard core gamers jump right in without issue, but lighter gamers are often initially skeptical about the level of complexity. But after a round or two, they start to get that there are only a few but rewardingly deep decisions to make in each round. I was challenged by my fellow game designers to make it as simple as possible and so I created a Basic rule set that feeds you a healthy portion of the MQE world before introducing the rest in Advanced rules.  Those extra rules aren’t hard or complex, just less to absorb in an initial sit down.

I’ve been playing MQE with people from all walks for more than two years now of many ages and demographics.  The box will say ages 10+ and its extremely engaging for families. I’ve had kids chasing down parents to join in a second or third demo game. But, I’ve been extremely pleased with how adults playing adults enjoy the game and the constant playful interaction each round creates.

The board game market is pretty competitive with both major publishers and indie developers in the field. What would you say makes MoonQuake Escape distinctive?

It’s amazing the quality, variety and creativity in the market today.  That really means that your project has to have something special about it.  I didn’t really know where MQE would go—I just followed its lead.  It needed rotating rings and an orbiting & revolving Moon, and I was foolish enough to craft it.  In 2014 at PAX East, I accidentally “kidnapped” Shari Spiro (@AdMagic/@Breaking Games) and showed her an MQE prototype. At first sight, she immediately said “I want to make that!” and I knew MQE had the ally it needed to make it real.

The visual appeal of MQE on the table is amazing, but, it couldn’t be a gimmick. The game play on the board, with the cards, and between the cards and the board needed to be compelling all around.  Working through this was my key focus, even more so than the visual aspects of the game. I’ve developed a saying: “The board brings them to the table, the game brings them back.” OK, sometimes a Moon Pie brought them to the table.

The artwork and overall aesthetic of the game is very visually striking. What was your inspiration for the look and feel of the game?

After a great reception of the game at Boston Festival of Indie Games (@BostonFIG) in Sep 2014, I found Michael’s vector superhero art style and started collaborating with him on the art and design. I quickly realized what value he was bringing to the entire process and decided that partnering on this project would be the most rewarding. I think Michael can best speak to the overall art.  Michael?

Hello, I’m Michael Parla (@Michael_Parla) the art director for MQE and I’ll field this question. After working in the pharmaceutical industry as a graphic designer/art director for 15+ years, I felt called to scratch a creative itch I’ve been carrying since starting my career. This project seemed just the ticket!
When I was first introduced to MQE I felt it was an ambitious project offering a creative challenge. Initially Jeff was using an illustration for the cover that looked like something out of a Flash Gordon strip. Although the image fit the game’s genre, I didn’t feel it matched with the feel I got when Jeff would demo his games. Much like a 1950 serial film poster, MQE needed to feel loud and exciting, and that inspiration crystalized the art concept.  To capture the feel of these posters I found a bold display font for the main titles (thanks blambot.com) and a condensed secondary font similar to that of poster movie credits.
To me the cards were the most exciting to work on. I was able to display my illustration as a main focal point and add value to the gameplay. I saw early on that I could help clarify card type with colors (green = good, red=bad), making sure players could focus on enjoying the game play and not translating icons or inferring details from the text. Might not sound like much but in a game designed as complex as this it was a nice break.
Color was also missing from the board. In the early stages, Jeff wanted a stark prison world, so for that reason the colors of the board were a boring and drab color. It wasn’t until Shari Spiro (Ad Magic/Breaking Games) insisted that the surface include “MORE COLOR!” I wanted something that people could relate to as alien while contrasting off the dark blue background so it was pretty much set in stone that from here on Zartaclaton would be a bright orange planet. After that everything else fell into place.
What do you feel was the most enjoyable part of developing MoonQuake Escape and, conversely, what would you say was your biggest challenge?

The most enjoyable part was listening to the feedback from fellow designers, playtesters and observations, and then creatively solving the issues. For example, players were having trouble remembering whose turn it was—that was the problem that an orbiting moon component solves for the game!  Early in the process I discovered the Game Makers Guild here in the Boston area and it’s been an incredible resource—game design expertise, playing testing, and most importantly, honest frank feedback. I was confidently done with MQE at least three times before receiving that one additional comment that made me iron out one more crease. And, of course, sharing the game with hundreds of people the last year and a half at conventions across the country has been a blast.  We try to keep the interaction going—our fans are creating the backstories of our alien criminals on the MQE FaceBook page!

The biggest challenge: the rulebook, no doubt.  I must have tackled the approach to tell the whole MQE story in rule form five ways to Sunday with different reactions to each.  Some players wanting information in this order, others in that order.  But, I worked with some really sharp editors—Jim White (@twwombat) in particular—and many savvy play testers to iron out a rule book that tells the MQE story very well. A long process, but I’m very pleased with the final version (you can check it out on the MQE BGG page if you’re curious).

Let’s say MoonQuake Escape is received particularly well by the gaming community at large. Would you be open to continuing to develop it? Would you pursue any expansions or other additional content?

Which designers haven’t already mentally built an expansion to their game?! Yes, we have some exciting ideas we’d like to add to MQE. More dangers on the planet’s surface. A new set of board rings that lets you play a “prequel”: you start in the center of the board deep under the surface in the high security dentention cells and have to make your way through the prison to the surface (the moon will be replaced by a security camera with a different game play effect). And, I think there’s a more card focused game that focuses on the final battle on the Launch Pad. And each of these add to the others allowing you to revisit with new options. But, let’s sell the first copy of MQE before I get too excited!

Is there anything else that you think potential players should know about MoonQuake Escape?

If it looks like I’m having fun telling you about MQE, it’s only because I know how much fun you’ll have playing it. Many moons ago I had to admit that this project is officially my mid-life crisis (of my possible choices, my wife has approved this one!). It’s been quite a ride and we hope you escape with us!
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This Week in Geekdom

Oh. My. We're still recovering from yesterday's viewing of Episode VII (a full review will be forthcoming in the very near future). It's killing me not to just starting talking to you about it right now, so I'll pour myself into the review literally the minute that this post goes up. Episode VII!! Ok, ok...enough of that for the time being. Less flailing and more of This Week in Geekdom.

Games

With a little over a week remaining in the year, the Best of...countdowns have begun. These are purported to be the top 10 video games of 2015.

The creators of Cards Against Humanity asked 150,000 of the customers who signed up for their Eight Sensible Gifts for Hanukkah some extremely personal questions and these are the hilarious results.

Movies/TV

Mel Brooks will allegedly give us a brand new Spaceballs.

What if decorated documentarian Ken Burns had directed Star Wars?

Science/Technology
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Trying to avoid any Star Wars spoilers (or spoilers for any movie/show for that matter)? There's a Chrome extension for that.

Or, if you need a fun Star Wars themed sciencey distraction while you wait for your showing, there's this comparison of the planets in our solar system to those in a galaxy far, far away.

It's been a very tough year for SpaceX, but the company isn't about to throw in the towel on 2015 just yet. NASA has confirmed that SpaceX was able to conduct a successful static fire test on its flagship Falcon 9 rocket. This has cleared the way for a full launch later today (watch it live here).

The Large Hadron Collider has potentially given the physicists of the world an early Christmas present: a new particle not previously included in the Standard Model.

We occasionally chat about the ongoing development of driverless cars. Now, as the state of California begins to craft legislation that will govern this process, we have this breakdown of some of the challenges that lie ahead for these autonomous autos.

Just what does it take to re-create an image of the Earthrise from the Moon's Compton crater? Well, generally it involves this.

The latest edition of Nature describes this process that could potentially mitigate carbon dioxide emissions from diesel engines (without cheating).

General Awesomeness/Feats of Nerdery

Behold this dude's very impressive build of a functional flame-based lightsaber:


Ok, so it's not the Avatar, but these 100-year-old negatives were successfully excavated from a block of ice in the Antarctic.

This is the story of one gamer dad and his successful quest to immortalize his cancer-stricken son in the game Grim Dawn.

I'll leave you guys with this last fun little bit of Star Wars-ery. As always, best wishes for an excellent week ahead!


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This Week in Geekdom

Hey guys; hope you're all having a great weekend thus far. We've been busy gearing up for Thanksgiving (lots grinding away in the office, but the premise of pie looms large in the immediate future). Mmmmm, pie. With a bit of vacation time incoming, I'm hoping to put in some serious hours in Fallout 4 and start putting together the 2016 cosplay lineup. In the meantime though, let's get down to the Week in Geekdom.

Comics

Happy 30th birthday to Calvin and Hobbes!

Games

On Friday Valve announced the dates for both its Fall and Winter Sales as well as a planned makeover for both daily and flash sales.

Fans of the Starfox series may have to wait until 1Q16 to do their next barrel roll, but we can at least get a glimpse of what's inbound.

Are you the owner of a PS4 with a jones for solid indie titles? This list can point you in the right gaming direction.

Despite the prevalence and potential functionality of the bluntly direct "just attack your target" methodology inherent in so many games, there's a lot that can be said of taking a stealthy tack. Here are some of the best examples of the latter.

Movies/TV

It's Mark Hamill's first official interview about some movie that's coming out next month or something.

Speaking of said franchise, if you could change one thing about any of the Star Wars movies what would it be?

Science/Technology

It's a healthy baby...planet? The latest edition of Nature contains these observations from the Universities of Arizona and Sydney that may be the first-ever images of a planet being 'born'.

LG did not have the best of weeks. After only six days on the market the Watch Urbane (Second Edition) was cancelled due to an unspecified hardware issue.

In a less market-value-crushing move, Microsoft ended both the production of its music player Zune and the service that provided said player with tunes.

What if your cell phone could hold a battery charge for over a week at a time? Thanks to new research at the University of Glasgow, we may be very close to that possibility.

In what is likely another step towards the Singularity, AI developed by the National Institute of Informatics (Japan) was able to pass the infamously difficult exam associated with admission into Japan's universities.

It's one of the most enduring and analyzed quandaries that we, as a species, grapple with: why do we exist? According to one Harvard cosmologist, the answer may be dark matter.

We all share this ability, but why? We're are uncannily adept at sensing when another human is looking at us. Here comes the science.

The most recent version of Optics includes this research out of Stanford that details a microscope calibrating technique that allows individual molecules to be observed in real time and in three dimensions.

General Awesomeness/Feats of Nerdery

Do you love model-making? Are you a Star Wars fan? Do you have two or so years to dedicate to a single project? If you answered yes to all of those then this soon-to-be-released model kit may be the perfect holiday gift for you.

Pffft. Who wants a scaled down model of a Star Wars craft when you can sit in a full-sized version?

Ever wonder who is behind Albert Einstein's Twitter/Facebook/Instagram accounts? Meet Anthony Illiokostas.

As always, best wishes for an excellent week ahead!
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Gias Games: Bernband [Free & Indie]


Have you ever had the urge to explore an alien city, walk down its alleyways, mingle with its crowds, and discover its night-life?  If so, you are about to be very happy.

Bernband is an ambulatory city exploration simulator created by Tom. It's free to download over on Gamejolt. Though the game was released in September 2014, I only became aware of it recently and decided to give it a shot; I'm very happy that I decided to do so.

The city you explore is known as "The Pff". Imagine you woke up in the Star Wars galaxy on Nar Shadaa, the Smuggler's Moon, Little Coruscant (Disney, make this happen dammit). You're in a sprawling alien city, neon lights and bars everywhere you go. But despite the night life attractions
this is still a city where people live. You find schools, music recitals, dance recitals, churches, convenience stores, restaurants, greenhouses, and, of course, bars. You'll also find bums down on there luck and drunk people urinating in dark corners, but that's really to be expected in any major city.  There are no humans to be found and I'm fairly certain you don't play as a human based on the appearance of the hands of your character. However, it does appear that the denizens of the city are aware of Earth since one night club is banging to a rap with English lyrics, there is an art gallery which depicts the denizens' strange fascination with Troll Dolls, and one convenience store owner apparently is a fan of Japanese television.

Graphical fidelity is low, akin to DOS-era graphics but slightly better, so imagine someone smeared Vaseline on your character's eyes.  The sounds of the city are very captivating despite this. You can't understand any of the alien languages or songs, but it's interesting to hear people in crowds talk to one another.  I could be content with just sitting in one of the bars and listening to the alien band jam for a while, or sitting in one of the concerts going on in the city.

The city itself feels like a city except for the lack of more doors and hallways to explore. Given the size of the simulation, it's easy to understand that there could not be infinite branching paths at every junction, but it's a bit disappointing when you consider the possibilities for such a simulation. Imagine if the city was built using a procedural generation akin to games like Noctis (one of my favorite games of all time despite its outdated graphics and terrible controls). Each intersection could have multiple branches and each branch could also have multiple branches ad infinitum.

Unfortunately, Bernband only lets you explore so much of its alien city, but that little taste was
enough to make me very happy. The low fidelity visuals accompanied by properly chosen sound effects did wonders for making the city seem real. The sounds of air cars whooshing below the bridge you're crossing and the murmurs of the crowds make the city feel alive. The thrum of generators and the hum of power flowing through walls make empty areas still feel a part of this living city.

There are a couple of minor issues with the simulation. You must touch the right spot in the middle of an elevator to get it to move.  You slow down while walking if you're touching a wall.  But the biggest oversight in my opinion was that there was no option to run, which meant exploring areas I had already visited took longer than I wanted it to.

Bernband is a simple simulation. There is no HUD, overlay, or options menu while in the simulation,
giving a more realistic feeling to the experience. However, this means that when you hit escape, you're closing the simulation and losing your position in the world, you will need to start from the beginning again. The city isn't massive, it'll take you about 20-30 minutes to visit every location, but you might want to spend a bit more time looking for the secret tunnels which I found very neat; they gave me the feeling of being a denizen of the city and knowing the city's back routes.

As an added layer, I feel that it would be very interesting to play this simulator with another person present and discuss the architectural choices of the alien city, their implications, and the psychological impact they might have on the denizens. But then again, I'm strange.

I highly recommend Bernband. If it had been sold for a couple of dollars I would have found it
worthwhile for the enjoyment I received, but since it is free I am willing to say that this simulation is fantastic for its price. Bernband won't be for everyone, if you need a game with interaction or story, this is not the right choice for you. But if you are interested in experiencing being a tourist on another world or the artistic possibility of indie digital media your should really give this a go.
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GiR by GIR: Jotun

After a brief Q&A with the developers, I felt it was time for a more formal review. Let me begin by stating that Jotun by Thunder Lotus Games is clearly a labor of love. An action-exploration hybrid, Jotun first caught my eye at PAX East and did not disappoint upon release. With a truly wonderful hand drawn art style reminiscent of The Banner Saga, the player is immediately and deeply immersed in a legendary journey through Norse mythology.   


Player’s control Thora, a fierce Viking who’s lost at sea and must prove her strength and courage to the Gods to claim her place in Valhalla. While some may find the pacing to be on the slow side, as Thora traverses gorgeous and varied elemental levels in search of Jotuns to defeat, I couldn’t imagine not taking the time to absorb and appreciate the majestic vistas. Aside from aesthetic reasons, it is definitely worth exploring every inch of a level to find the Norse Deity Shrines to grant Thora boons. For example, Thor's power increases Thora’s heavy-attack damage, Freya grants boosts of speed, Heimdall allows the use of a protective shield, and Frigg provides apples to extend her life bar; all of which players will assuredly need because Jotuns are seriously tough.  

Combat may be generously spaced, but each fight is an epic struggle in the vein of Shadows of the Colossus or Titan Souls. Thora, who is little more than a mosquito to the hulking Jotuns, must memorize an increasingly complex set of boss attack patterns to learn when and how best to capitalize on the few openings that exist. As vast and slow as exploration feels, combat is fast, frantic, and lethal. The environment itself can also often be as dangerous as the Jotun themselves.
 
While I was slightly put off by some of the puzzles I stumbled across during the exploration phases, I realize that is a bit of personal bias; like Thor I prefer to solve my puzzles by hitting them as hard as I can with a hammer until the pieces fit together. Unlike other games where puzzle sections can cause a disconnect and bring a player out of an experience, I can assure you that is not the case here. Like with all other aspects of Jotun, Thunder Lotus has gone to great lengths to forge the very essence of Norse mythology into the puzzles themselves to make sure the immersion and theme remains intact. The best of these moments to me was using lightning to recreate constellations. 

Jotun is a somewhat short game that can wrapped up in about 10 hours, but I felt was an appropriate length. It was just long enough to satisfy me but also keep me wanting more. Thora’s journey was a stoic and difficult, but worthwhile one and I’m glad I had the opportunity to accompany her on it. 
Jotun released last month and is available on Steam for $14.99. If you like 2D artistic games heavy on the atmosphere and a strong Norse theme I strongly recommend checking it out.


Full Disclosure: This review was written based off a review copy for the Steam version of the game provided by Thunder Lotus Games.   
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Q & A With the Creators of Jotun; Thunder Lotus Games

Odin knows it's been far too long since I've managed to post a review, but I promise one for the recently released Jotun is forthcoming. Recently I had a chance to exchange a few words with William Dubéon, one of the developers at Thunder Lotus Games responsible for this inspired title. If you'd like to hear a bit about the motivations behind the game or what future additions to expect read on!


GIR: How has the full release of Jotun been treating you so far? 

Will: The release has been great! We’re super happy with the reception so far. Fans and press are loving the game!

GIR: What led you to choose Vikings and Norse Mythology as the theme of your game?  I could easily see this concept working just as well with say the Egyptian Or Greek mythos (which you cited your Team also had a fascination with).

Will: I’ve always been fascinated with old stories like Beowulf and The Divine Comedy. When I started reading Norse mythology, I knew we had to make a game in this setting.

GIR: Personally one of the things I enjoy most in Jotun is the hand-drawn art style which reminded me of The Banner Saga a great deal. What made you choose to take things in that direction artistically?

Will: The first and greatest reason was that I knew some amazing 2D artists! I was lucky to be surrounded by such talent.



GIR: While the exploration aspect of game play is influenced by games like Journey combat, as you have indicated in the past, is obviously inspired by games like Shadow of the Colossus, or Dark Souls boss fights. Was it difficult finding the balance between the heavy atmosphere and slow pacing of exploring with the often frantic challenge of combat?

Will: The difference in pacing was one of the biggest development challenges for Jotun. Even now, some players still find the exploration levels too slow for their taste. However, a lot of gamers really love this pacing so it’s definitely a recurring point of debate. Ultimately, I’m happy we stuck with our initial creative vision.

GIR: Your Kickstarter fully funded on back in August 2014, but you kept the option for donations and funding open through other methods such as Paypal, etc. Did enough additional contributions/funding come in to allow you to include some of the Stretch Goals you didn't hit during the original Kickstarter?

Will: We ended the external crowdfunding shortly after Kickstarter, so it did not have a big impact on getting us additional development resources.

GIR: Can people expect to see some of those game elements in the future via updates or DLC?  

Will: Steam Achievements, Trading Cards and Cloud Saves are already in our pipeline, as well as New Game+. We’ll also start console development this fall, so our plates are quite full!

GIR: On your Kickstarter you specifically noted: "We chose Kickstarter because we want to involve you in the development process," can you share what you felt the best idea/improvement to come from the backers was? 

Will: Being able to test the game during alpha and beta was one of the best things that came out of Kickstarter. We could test how players’ expectations were aligning with what we were actually developing. We made a lot of adjustments to the game during these periods.

GIR: Do you plan on using this approach(Kickstarter) for future projects?

Will: We would absolutely go to Kickstarter again.


GIR: Were there any aspects of the game you were forced to scale back/compromise/cut from your original vision? Do you regret having to do so?

Will: Very early in development we realized certain features promised during Kickstarter were over-scoped. For example, we quickly realized that have randomly generated levels would not be worth the effort. Being open and having good communication channels with our backers really helped us here, as they were very understanding of these changes. We have absolutely no regrets, as we were able to ship the game in the time-frame we had set on Kickstarter, a rare feat.

GIR: Is Thunder Lotus already looking forward to the next project on the horizon now that Jotun has been released? Or is a vacation in order?

Will: The team is taking some well-deserved time off right now, but we’ll be hard at work this fall working on Steam Achievements/Trading Cards/Cloud Saves, New Game+ and console ports!

GIR: When you do start your next project are you committed to producing games in a similar genre(thematically and/or mechanically)? Or do you think you'll want to explore in new directions?  

Will: Only the Norns know!

GIR: Congrats on a great launch and thank you again for your time!

Will: Thank you!

Jotun was released on September 29th.  You can get it on Steam for $14.99 USD.
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This Week in Geekdom

Holy October Batman. I suppose that means that any costuming plans for Halloween need to be kicked into high gear. Quick, on to the crafting! If all goes well, there may be a fun new tutorial that comes from this year's costume (here's a hint: somehow I'm not completely burnt out on anything wing related). 

Comics

Betty of Archie Comics fame has a real-life counterpart.

Games

Good gravy. As if Mario turning 30 this year wasn't enough to make you feel old, this past Monday the Nintendo Game Boy hit the quarter-century mark.

Speaking of Nintendo, the Wii U would like us to know that it still exists and there are at least 10 promising games that are forthcoming for the console.

We all know the kinds of angst that video games can instill in us, but is it possible for a game to teach us to manage or cope with stress? One intrepid developer believes that the answer to that question is a resounding yes.

Movies/TV

The good news: there will be entire 'lands' in Disneyland dedicated to Star Wars. The bad news: the current Star Wars themed rides and attractions will be shut down in the near future to make way for the construction.

Speaking of theme park attractions, California's Great America will be getting a Mass Effect-themed ride beginning next year.

Science/Technology

Arguably the biggest science story of the week came courtesy of NASA with this announcement that the agency was able to confirm that liquid water is currently flowing on and in the surface of Mars.

There's (liquid, briny) water in them thar hills
Are you ready for your weekly dose of incredible pictures from New Horizons? Check out these images of Pluto's moon, Charon.

In case you missed last weekend's lunar eclipse (or if you just want another glimpse), here's all the time-lapse picturesque goodness.

IBM to Moore's Law: pfft, sucks to your intrinsic limits; we can replace our silicon semiconductors with carbon nanotube transistors.

Google is upgrading its quantum computer (D-Wave). Why does that matter? This upgrade could have far-reaching implications for energy consumption and quantum computing as a field.

Crowdfundables for Your Consideration

Ever wanted to be a vengeful Earth spirit able to show that pesky upstart humanity who's boss? Spirit Island allows you and up to three friends to do just that. This cooperative area-control board game pits players (and the elemental powers that they are armed with) against invading colonists. There are twelve days remaining to get in on this beautifully executed Kickstarter.

8 Kingdoms gives you not one, not two, but four distinct card-based games. All of the games boast a lightening-fast set up time and can be modified to accommodate between two and eight players. Bonus: magical strawberries! The campaign for this mini-library will run until October 23rd.

As always, best wishes for an excellent week ahead!
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