Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts
Thursday, 26 December 2013
The Dark Mod: PC Gamer's Mod of the year. Stealth action at its finest, and it's FREE.
The Dark Mod
Of course it's the Mod of the year. TDM is an exceptional example of creative minds coming together to create a cohesive, immersive stealth action experience in a brilliantly-realised dark-ages-fantasy world. Superb. Highly recommended.
Note: Doom 3 is no longer required. As of TDM v2.0, it is a completely independent game that doesn't need anything else to play, just download and install.
Labels:
action,
dark mod,
indie,
indie game,
looking glass studios,
mod,
stealth,
the dark mod,
thief
Thursday, 28 February 2013
Teleglitch: A masterful immersive action experience
I've recently had the pleasure of discovering a fantastic indie game entitled Teleglitch. So addicted have I become to it, that I have been playing it non-stop and contributing to the Teleglitch Wiki. Here is the introductory text I wrote, it provides a description of the gameplay without spoiling much. I recommend playing this game, it is the best recent immersive gaming experience I have had the delight of encountering, and it isn't even a first-person game:
Teleglitch employs a number of gameplay elements to create an immersive "action horror" experience.
As a military scientist on a backwater, uninhabitable planet, you find yourself trapped in a research station where things have gone horribly wrong. Get to the teleporters on each of the 10 levels, and you will escape. This is the simple premise of the game, but the gameplay itself is certainly not trivial.
The core of the game can be described as a "twin-stick shooter". Using WSAD (or similar) keys moves your character, while the mouse aims them. Left click either uses an item, or swipes with a knife. Don't resort to this if you can help it. Right click brings up an "aim line", which extends depending upon how far the mouse cursor is from your character. With a weapon equipped, left-clicking while also holding right-click will shoot. Some weapons auto-fire, others shoot once per click.
There is a basic but effective inventory system, listed down the left-hand side of the display. The player can use the mouse wheel to select items. Q drops them, holding E allows them to be re-arranged. White items are weapons, red are explosives, blue are healing items, yellow are special items, and green are parts for crafting.
Yes, Teleglitch also has crafting and it, too, is basic, but tremendously effective. Pressing C brings up a list of craftable items, based upon what is in your inventory. Again, using the mouse wheel allows one to select the item required, and left-clicking crafts it. If there is no space in your inventory, you will drop the item.
Levels are made up of interconnecting rooms, and these are randomly placed based on various "parts" each level has. They can be in various orders, but you will always start and finish in teleporter rooms. You can blockade doors with furniture nearby, by simply pushing it. There are secret rooms which must be shot open to gain access.
There are various audio cues that can help the player discern what they may be about to face, and where enemies may be. Teleglitch employs locational audio with some effective audio design. The result is an immersive experience, despite the pixelated visual style.
As you progress through the game, some of the secrets of Militech and their research are revealed, and you will face larger and more dangerous enemies. In classic Doom fashion, you will find that almost every weapon will be useful in different situations. You only have so many inventory slots, but you will want to keep a variety of weapons handy for different enemies. Some may be slow but take many shots, others will be fast and in larger numbers attemting to swarm you, often you will meet many different enemies at once. Combine this with the thick atmosphere of dread, the highly rewarding exploration (storage boxes with medical items become rare treasures), the visceral combat and the distinct feeling of place, and Teleglitch ultimately becomes a unique experience that you will find difficult to put down, or forget once you are finished.
The developers are - as of this writing - putting the finishing touches to the Mac port, and are then looking to add more levels and content. Be sure to consult www.teleglitch.com for more details.
Labels:
action,
horror,
immersive sim,
indie,
indie game,
shooter,
teleglitch
Wednesday, 13 July 2011
Are the 80s back? Well for gaming they might be.
I'm old enough to remember baggies the first time. 'Avin it. Largin' it, even! Of course back in the late 80s/early 90s, when acid was popular (I mean the music, of course), rave became massive (say it loud!) and many gamers were to be found browsing through the racks of my local newsagent, to find that treasure trove much loved by gamers of the time: computer cassettes. Orange for Amstrad CPC, yellow for Spectrum? I forget which for Commodore 64... but yes, going entirely on some tiny screenshots and provocative (or not) hand-drawn cover art, finding a diamond in the rough happened all too rarely. These were all independently-created games, published by "real publishers" but the people involved could usually be counted on your hands.
After the rise of the PC in the 90s, Amigas and all the 8-bit machines fell into sharp decline. More and larger software teams were putting out games, and big boxes were in (and so was the hand-drawn art, thankfully). This era has a lot of collectables, and sadly to this day I cannot count System Shock in my collection, so collectable it is.
With the advent of the Playstation 2, and the turn of the century, gaming became big business. Small development teams were a rarity, and it was becoming increasingly more common to find AAA games being produced for PS2 or PC by teams comprising hundreds of people. The notion of "indie" gaming was a flicker in Jonathan Blow's eye. It would have seemed likely that the XBOX 360 era, with its stupendously high production values, would be the final nail in the coffin for "indie" or "independent" video and computer game production. Well, thankfully, it wasn't.
All of the three current major consoles have their "online" stores, and - particularly the XBOX Live Arcade - feature many independently-created games, including the mighty time-trickery of Braid. There are others that prompted this movement beforehand, but I mention Jonathan Blow and his game Braid, for a reason: Many will, and do cite it, as probably the most important independently developed game that was released commercially in recent gaming history.
And not even for the rather cool and quirky time-shifting gameplay. No, that wasn't important. What mattered was the notion that, again, an "indie" game could have commercial potential, and could even be distributed and sold on a major game console.
The short of it is, the last few years have seen an explosion in independent game design again. And not only for online game console stores, but for the more recent - and possibly even "bigger" - iTunes / iOS app store. There are now many and regular releases on mobile platforms such as iOS and Android, let alone PC, of independently-developed games. Often by small teams, or even just one or two people. Heck, the last game I purchased was Deadly Dungeons - a first-person action RPG for Android phones and tablets - and it was developed รงalmost entirely by one person.
It is a good time to be a game developer.
More discussion and news on independent games can be found at IndieGames.com and TIGSource.
(As for my current progress, I am steadily learning the process of creating colour maps, normal maps, specular maps and alpha maps. Vital stuff, and I'm most of the way there already.)
After the rise of the PC in the 90s, Amigas and all the 8-bit machines fell into sharp decline. More and larger software teams were putting out games, and big boxes were in (and so was the hand-drawn art, thankfully). This era has a lot of collectables, and sadly to this day I cannot count System Shock in my collection, so collectable it is.
With the advent of the Playstation 2, and the turn of the century, gaming became big business. Small development teams were a rarity, and it was becoming increasingly more common to find AAA games being produced for PS2 or PC by teams comprising hundreds of people. The notion of "indie" gaming was a flicker in Jonathan Blow's eye. It would have seemed likely that the XBOX 360 era, with its stupendously high production values, would be the final nail in the coffin for "indie" or "independent" video and computer game production. Well, thankfully, it wasn't.
All of the three current major consoles have their "online" stores, and - particularly the XBOX Live Arcade - feature many independently-created games, including the mighty time-trickery of Braid. There are others that prompted this movement beforehand, but I mention Jonathan Blow and his game Braid, for a reason: Many will, and do cite it, as probably the most important independently developed game that was released commercially in recent gaming history.
And not even for the rather cool and quirky time-shifting gameplay. No, that wasn't important. What mattered was the notion that, again, an "indie" game could have commercial potential, and could even be distributed and sold on a major game console.
The short of it is, the last few years have seen an explosion in independent game design again. And not only for online game console stores, but for the more recent - and possibly even "bigger" - iTunes / iOS app store. There are now many and regular releases on mobile platforms such as iOS and Android, let alone PC, of independently-developed games. Often by small teams, or even just one or two people. Heck, the last game I purchased was Deadly Dungeons - a first-person action RPG for Android phones and tablets - and it was developed รงalmost entirely by one person.
It is a good time to be a game developer.
More discussion and news on independent games can be found at IndieGames.com and TIGSource.
(As for my current progress, I am steadily learning the process of creating colour maps, normal maps, specular maps and alpha maps. Vital stuff, and I'm most of the way there already.)
Labels:
braid,
game development,
games,
gaming,
independent,
indie,
jonathan blow
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