wonderer125blog - Almost Done...
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Just about getting there with setting up this blog...

227 posts

Latest Posts by wonderer125blog - Page 2

1 week ago
Opened Blender (uh Oh) Bc I Wanted To Test Hand Painting A Fishy But Realised I Would Prefer To Do It

opened blender (uh oh) bc I wanted to test hand painting a fishy but realised I would prefer to do it a different way so didn't bother finishing the fins


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1 week ago

core memory 🐟 (song is animal crossing gc - igloo)


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1 week ago
Finished My Projects For This Month So I Decided To Relax And Make FEESH

finished my projects for this month so I decided to relax and make FEESH


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1 week ago
Made A Lil Beastie!!

made a lil beastie!!


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1 week ago

INTERVIEW WITH TOMM HULETT - SENIOR ASSOCIATE PRODUCER ON SILENT HILL DOWNPOUR

As part of my video on Silent Hill Downpour, Tomm kindly agreed to be interviewed! A big thank you to him for providing insight on the making of this title :)

Q1 - What led to deciding that open world aspects would be included in Downpour? Was it the trend of games at the time or was there something else that influenced this?

I had several aspects of the original SH games that I kept championing for the new ones, and one aspect was how much of SH1 was exploring the town itself. It was (relatively) huge! SH2 had a smaller more focused set of “town” areas, and then SH3 reused those. Origins brought it back to a degree but there wasn’t very much to do beyond the main quest.

Another thing I loved was how the notes in the original games would often mention characters or side stories that were not part of the main quest but definitely contributed to the atmosphere and creepiness. Lastly, as you said, open world games like GTA3 were cropping up all over. So these three factors all coalesced to become Downpour’s big explorable town filled with optional side quests that told little mini stories. But to be clear – we were not asked “can you put in something modern like Open World?” It’s more like what we wanted to accomplish with the town and sidequests made sense in an open world context, and then that created an exciting bullet point for marketing organically.

Q2 - Was there ever supposed to be a UFO ending? If yes, was there a rough outline for it?

We were not planning a specific “UFO” ending and I don’t actually recall why. We did plan for a joke ending, which turned into the happy birthday surprise. Or, it’s possible we planned for a UFO ending but someone came up with that instead and we just went with it, due to the nice escaping prison aspect of it.

I do know we wanted a wide variety of ending types, like the original games had, which is how we ended up with cool twists like the Anne/Murphy prison swap, etc.

Q3 - How did you get Korn on board for the theme?

When we got the unfortunate news we could not involve Akira Yamaoka, we knew that finding a worthy replacement for the game’s score was job # 1, and we were fortunate enough to be connected with Daniel Licht who did an amazing job matching the mood of Silent Hill with his own style.

But another big aspect of the SH music is the attract mode video, along with a rock song. Of course Yamaoka-san had always handled this as well, along with Mary Elizabeth McGlynn. Since this was kind of up in the air, our licensing department wanted to find a good licensing partner that might extend the awareness of Silent Hill beyond its core audience, but still sounded brand-appropriate.

A lot of different artists were discussed, but in the end, Korn made the most sense due to a variety of factors I can’t really get into. However one key factor was tailoring the lyrics to Silent Hill Downpour, rather than just being given an unreleased B-side as-is.

Q4 - The architecture (more so interior) style in Downpour feels very unique compared to the other SH games. Slightly gothic, almost like fancy buildings in New York - especially those apartments and office buildings! Although once I learned that the development team was based in the Czech Republic, I felt like maybe that was a big influence. What was the thought process behind going for this different style of environment?

I think a lot of this is, as you said, the Czech influence. Western Europe and North America have enough common threads I think it’s probably more similar than we realize if that is our whole sphere of reference. And obviously game players are familiar with Japan through games (Yakuza and Persona of course, among others) but Eastern Europe is far less represented. I think that Vatra “making what they know” had a positive effect on the games visuals and ambiance. It is the most unique and interesting of the Western SH games.

I think it’s generally accepted that as a whole, western gamers prefer the original SH games, made in Japan. And it turns out, there are a lot of Japanese fans who love the Western games most (going so far as to import Homecoming!), which was an interesting thing to discover. It tells me that an important part of Silent Hill’s creepiness is that sense that something is just OFF that you can’t put your finger on, and maybe it’s a result of unconscious cultural influences creeping into the design of the town itself, then being perceived through a different cultural lens.

Q5 - What were some of the most difficult parts of developing Downpour?

A minor challenge was the fact that fear is so subjective. Between two people sure, but let alone 2 teams in different cultures. So at times there was a lot of heated discussion about what the important parts of a scare or intense moment were, and what the audience would respond to.

The biggest difficulty though was external, just knowing the feelings and expectations of the fanbase at the time. The other Western Silent Hills had their fans of course, but nothing had made a huge splash like Silent Hill 2 (which itself wasn’t popular immediately but that’s a different story entirely!) We were very proud of Shattered Memories, but that was an unconventional entry and we just really wanted Downpour to be the “HD Silent Hill” that fans deserved. We all put a lot of pressure on ourselves. However even taking a quick peek at any forum there was so much cynicism it made the work challenging. And then at some point during the final year or so of development, an infamous series of videos released and sucked up a lot of air in the room as it were.

It also ended a lot of the spirited debate that Silent Hill fans enjoyed, as there were a lot of declarations of the “true” canon or “here’s what the game is REALLY about”. Those debates were always what kept the fanbase alive and vibrant, and it was rough seeing that go away. I don’t really feel like Downpour was given its fair shake in the indepth analysis department, which I was really looking forward to seeing, during development!

Q6 - What were some of the reasons behind the enemy designs of the game? Are their appearances all stemming from Murphy’s mind and experiences? Or Anne’s too? The prisoner types felt like they could be both, but the Dolls in particular made me wonder since they feel more related to her backstory!

It is kept purposefully vague. Obviously at first you’re supposed to assume this is Murphy’s Silent Hill, and the enemies need to support that. But then when you realize this is perhaps Anne’s story that Murphy is caught up in, they can’t betray that idea either. Fortunately the two characters have a lot in common. Murphy is a father willing to do anything to avenge his child. Anne is a child willing to do anything to avenge her father. Both have failed marriages because of their trauma, and so on.

Honestly this is one of the things I was hoping to see more debate about among the fanbase!

Q7 - For the Anne’s Story comics, was that originally supposed to be the basis for DLC for the game? I saw a mention of this online but wasn’t sure how true it was! Were there plans for other DLCs too?

In the very beginning, Anne and Murphy were conceived to be a 2-player experience, so each player could see situations from a different perspective, and we could play with that idea a lot. However after a very short time we realized that idea was a bit ahead of its time, and we focused on making a solid single-player horror game, but the overall story themes remained – but obviously you see less of what Anne is actually doing moment to moment.

As we were wrapping up the game for release, there were conversations about DLC and what form that might take, and Devin and I knew instantly it would be Anne’s side of the story. I wrote up a general structure of it for internal discussions. DJ Ricks had also had a more detailed story originally, so I tried to get some of those details back in as well (when this DLC fell through, I added his story in the Book of Memories DLC – if anybody still has a Vita and wants to delve into that!)

Right around the time I was leaving Konami, there were early discussions with IDW to release a companion comic to Downpour, since Tom Waltz was their SH guy (and has gone on to write their TMNT books and many other great things. Congrats Tom!) and had also written Downpour for us. I gave him a breakdown of my ideas for key moments in Anne’s story; things like Murphy and Anne operating in different chronologies (Murphy sees Anne in the clocktower otherworld BEFORE seeing Ricks, but Anne traverses that otherworld AFTERWARD), or a drowning Anne desperately reaching out for Ricks’s hand, only to find it’s a severed hand tied to his boat.

It took a few years for that deal to come together with the right artist, but thankfully it did! It’s a great companion piece to the game – there are some new details in there that weren’t in my treatment, but it was no longer my story to tell – I experienced it as a fan.

Q8 - What is something you’ve seen players rarely notice in the game which you think is a cool detail? Can be found in the world, story, gameplay or anything!

A tangible detail might be the road signs. I spent a long time figuring out where the other districts of Silent Hill would be, as well as Ashfield, and made sure they were properly charted on the large road signs. I made a map and measured distance and everything.

Story wise, I think Murphy’s role in the story is a bit misunderstood. Many players see it as a standard tale of the town punishing our protagonist but it’s a lot more nuanced than that. Anne, I feel, is being punished, because she is out for revenge right now. Murphy already got his revenge, and dealt with the consequences, and “did his time” as it were. Yes, he has to deal with the consequences of his actions – but those are consequences caused by Sewell, and they were already in motion outside of Silent Hill.

Murphy’s journey is more akin to “Born from a Wish”, or even Eileen’s role in SH4. While most of Walter’s victims did something wrong, Eileen was marked because she was kind to him. It’s basically circumstantial. The Orphanage level is meant to be something different from a standard Silent Hill construct. The town is almost rewarding Murphy for passing a test. It gives him a key that says “Freedom" and everything we weren’t being subtle. And if you watch during the boat scene, there are clear skies ahead of Murphy (and dark storm behind Anne).

And then of course the Silent Hill ambiguity – we all know the only thing on the other side of Toluca Lake is more Silent Hill, so that’s up for debate. Again I was really excited to see how the fans dissected our story and there was never a big discourse about it.

Q9 - There’s a big stretched face with a monocle at the end of the rollercoaster section in Devil’s Pit, I couldn’t wrap my head around it (ha) but who is that/what’s their backstory? I saw somewhere mention it was supposed to be a boss which appeared in a trailer (https://www.youtube.com/watch?v=ZSSoIWJPL-4) but wanted to confirm what the deal was!

Originally there was a boss encounter with JP Sater which took the form of this hideous train man creature. The goal was to have characters such as Howard and Sater, who have both accepted their places in Silent Hill, but with drastically different results.  This would be something for players to ponder and explore.

For various reasons we needed to cut this encounter, and it isn’t exactly key to the story, but we didn’t want to waste the creepy model. So we extended the mine train sequence so it could end with the reveal and taunting by Sater. I guess Murphy can be thankful that he wasn’t part of Sater’s story, so he didn’t have to overcome an enormous steamengine behemoth.

Q10 - Always love hearing about any strong memories you have working on the game, feel free to share anything that comes to mind!

Devin and I both spent a lot of time in the Czech Republic during development, both together and alone. I think a lot "clicked" for both of us early on, when Andy Pang (Producer) took us on a trip to some of the sights around Brno, which included the Punkva Caverns – the inspiration behind the Devil’s Pit.

At the bottom of the caves is a river, and your group of maybe 20 tourists board a small boat and a guide navigates you through these dimly-lit caverns. The guide was discussing that this journey changes based on rainfall, as the water level in the caves may be too high to be safe, and as he said this, we noticed the ceiling was coming AWFULLY low. Especially on the left side of the boat, where we were. In fact, we had to lean over on our neighbors to avoid it. In fact, we scraped our shoulders a bit on the rock.

Afterward we both noted that in America, they would NEVER have sailed at that water level. In fact, there would be signs and barriers preventing you from touching the rock, and the boat might even be on a track or guide of some kind, to ensure maximum safety.

We understood a lot more about Downpour’s Silent Hill after that excursion.


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1 week ago
Thinking About Grandma's Cooking Today

thinking about grandma's cooking today


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1 week ago

PIGLET'S BIG GAME - INTERVIEW WITH PASCAL CAMMISOTTO

Earlier this week I interviewed Pascal (game designer on Piglet's Big Game 2003) about the making of the title that has received a whirlwind of attention online recently. You can find more information in my video that's going up today on my channel: https://www.youtube.com/@eurothug4000/videos

How did the project come into existence?

At that time, Doki Denki studio was already working with Disney. 

We had released three PlayStation 1 games with them. Disney was working on the film Piglet's Big Movie and was looking for a studio to develop the video game alongside it. 

I don’t want to say anything inaccurate, but I believe it was, officially, our first PlayStation 2 game released on the market.

If the information I found online is correct, Piglet's Big Movie was released after Piglet's Big Game came out! Were you given any direction by Disney on what the game should be like and if it should be similar to the movie in any way? Or did you have complete freedom in designing the game (story, gameplay etc.) as you wish?

I’m not too sure anymore how everything came together, but I believe Disney didn’t give us access to the film's content. 

They were very secretive (and I think that was quite common at the time). They just wanted a ‘product’ to accompany the movie release. 

All we knew was that it revolved around Piglet. So the game’s story was developed by us (the game design team), as narrative designers didn’t exist back then. 

We had a lot of freedom, both in writing and game design, and I think that was partly thanks to Disney's producer, Risa Cohen. She really supported our decisions in the interest of quality.

What do you specifically remember working on for the game? (Certain levels, overall gameplay loop etc.?)

I remember several things: the horror gameplay, which was completely new for this target audience; the hour of real-time cinematics that I directed with the animation team; the cameras in each room that I placed as best as I could to follow the action; and finally, the overly difficult combat (which I wanted to tone down, but wasn’t allowed to. ^^). 

The atmosphere in the studio was fantastic, and I genuinely recall a sense of pride in what we were doing. 

Yes, it was a kids’ game, and yes, sometimes it was cheesy, but we still had so much fun making it, as if we were making it for ourselves. It was truly a great project.

Do you remember what the reception was to the game at the time of its release?

Yes, the game was very well received. It was considered by reviewers to be a very good children’s game. At that time, many licensed games (especially those for kids) were rushed and uninspired. 

That wasn’t our philosophy at the studio. We wanted to make a good game, even if the target audience was very young. 

I think that’s why the game surprised people with its strong approach and quality.

Have you seen some of the posts about Piglet's Big Game recently? What was your reaction to seeing them if so?

Absolutely not. I just found out, and of course, I’m thrilled that it’s being talked about again!

People online are talking about the "horror" aspects of the game, were these intentional? Was the aim to have a game that had elements of the horror genre?

When Disney spoke with the studio about this game, Marc Albinet (the head of game design, my boss) immediately wanted to make ‘a Resident Evil for kids.’ 

I believe he even went to Disney to pitch the idea, and he must have been convincing because they said yes. 

Since we didn’t have access to the movie’s script, we created a story centered around Piglet. It focused on his lack of self-confidence and the courage he would need to help his friends, who were asleep and trapped in a nightmare. 

The horror element was tied to these nightmares that the player would need to resolve.

Are there any links or anything that you'd like me to mention so people can find you online, or any projects you're working on?

You can find me on X (@KaMiZoTo), but I rarely tweet. Since my time at Doki Denki, I've gained quite a bit of experience, and now I have my own studio: 

http://drawmeapixel.com

We released in 2020 "There Is No Game: Wrong Dimension", which I recommend everyone try without watching any let’s plays to avoid spoilers! (The experience relies on surprise.)

There Is No Game: Wrong Dimension on Steam
store.steampowered.com
There is no game. So don't go messing things up by clicking everywhere. You don’t want to be kicked out of your video game world, do you? Of

We’re also working on a new secret project with the same meta spirit!

A big thank you to Pascal for taking the time to talk about the game!


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1 week ago

We've looked back on the records of 2024, so here's a sampler of games that you can play right now for the low price of free:

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

Beetle Ninja (a hero-for-hire RPG set two weeks before the end of the world, built for repeated playthroughs) / Grimm's Hollow (a spooky and sweet RPG set in the afterlife where you play as a Reaper hiding your ghost sibling)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

Remember Places? (locked inside, an AI is your only friend) / Liminal Dreams (a game about exploring bizarre world and meeting strange strangers)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

Drown the Bride (a point n' click adventure visual novel about meeting your friend's fiancee in a historically themed fantasy world) / MAMA (a visual novel where you pass out at a yuri convention you were attending with your girlfriend, and awake to find yourself in your childhood home making certain... connections about your mother's actions in the past)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

Slider (a tile-based sliding puzzle adventure to find your cat via manipulating the world around you) / The King is Watching (defend your kingdom against an army; buildings are only productive when your gaze is upon them)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

Rental (a short and spooky game about renting a cabin, reminiscent of classic survival horror games) / Illusion Carnival (a lost soul wanders a 2.5D pop-up book-like amusement park, evading the attacks of the anomalies that would love to eat them up)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

HavE (a visual novel set at a ski resort vacation goes awry in ways that may be supernatural) / Zodiac Paradigm (a murder mystery visual novel arises when twelve animals are called to be a part of the Emperor's council, yet thirteen arrive)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

Bad Manors (a point n' click visual novel on Halloween where your friend can't make it to an escape room with you, so a helpful stranger goes in his place) / Reaper's Goodbye (five patrons of a food stall tell their tales while waiting for the midnight train)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

SWOLLEN TO BURSTING UNTIL I AM DISAPPEARING ON PURPOSE (a weirdo RPG in which a flying saucer crashes into the town of "Vomit", but you have packages to deliver) / Until Biglight (technically a demo, a sample of a cancelled project of poverty, cats, mice, violence, words like "hyperreality", and planning an assassination)

We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For
We've Looked Back On The Records Of 2024, So Here's A Sampler Of Games That You Can Play Right Now For

C.H.A.I.N. / C.H.A.I.N.G.E.D. / The Madvent Calendar (Three anthologies from the Haunted PS1 community. A game of game development telephone, a branching path telling a tale of time travel and family, and a haunted advent calendar.)


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1 week ago

games i liked in 2023 (And Other)

I like games ! You know that ?! and I played a lot 2023! and I liked a lot :). They aren't in any specific order, it's just a little highlight of games that stood out to me this year. I've attempted to write a few thoughts on each so I hope take a look. I wrote playtimes for some also but that is very subjective.

-Ones that actually came out 2023-

Lunacid https://store.steampowered.com/app/1745510/Lunacid/ I think I mentioned enjoying this in 2022 but it officially released so I can say it was one of my favorite games in 2023 :3! I like to feel around this game's walls for secrets. I like the npcs that are full of hope and whimsy despite the bleakness of its world. Chill and occasionally spooky first person dungeon crawling around moody caverns and ruins varying from underground forests to vampire castles and blood lake. (Blood lake!!!! Lake of blood!!! Big creature there.) Lots of fun weapons and spells to find, I like the one that lets you turn blood into coffins.

Games I Liked In 2023 (And Other)

~20 hours

Orbo's Odyssey https://feverdreamjohnny.itch.io/orbos-odyssey If you played the massively popular demo for "Peeb Adventures" by feverdreamjohnny then you know that Johnny makes some fun and funny games and this is certainly one of them. speedy and satisfying platforming! funny dracula moments! short and sweet.

Games I Liked In 2023 (And Other)

~2 hours

A Walk in the Woods https://mooncaller.itch.io/a-walk-in-the-woods Quaint little GBStudio game :) Made by some friends of mine for a jam :) It's cute I like it. There's minigames where you catch bugs and birdwatch.

Games I Liked In 2023 (And Other)

~30 minutes long

Undertale Yellow https://gamejolt.com/games/UndertaleYellow/136925 I've only completed the pacifist run and checked out a neutral run so far. as the title somewhat implies, this is a prequel to Undertale where you play as the fallen human who had the yellow colored soul. This Undertale fangame has a lot of charm!!! A lot of battles really feel like they could have been in the original, with quite a bit of extra flair in some circumstances.

Games I Liked In 2023 (And Other)

~10 hours

vs really cool bird https://bobacupcake.itch.io/vs-really-cool-bird you know that really cool bird that rob bobacupcake made well you can fight it in undertale and it's really fun. yeah two undertale fangames. . . wat of it 


Games I Liked In 2023 (And Other)

~30 minutes

Misericorde: Volume One https://xeecee.itch.io/misericorde I wont lie the main draw for me into this was cute anime nuns I sure didn't know a whole lot else about it when I dug into it. But it's (the first part of) a VN murder mystery! And I enjoyed it a whole lot. All the characters are memorable and I really enjoy how all of them have differentiating designs. The protagonist is so failgirl. She sucks so much and I love her. I'm very intrigued by the mechanics of the game's world, it clues you in near the beginning to expect something a bit supernatural/fantastical, which gives you (and later the protagonist) a curiosity about what's real and what isn't. The music is all very impressive too, with the ost reaching past 100 tracks varying through post-rock, folk, drum & bass, and others. (Remembering when the track "Scandal" played and my friends and I took a moment to be like- okay hang on this track pwns.) Big fan of its haunting locals and how the aesthetic of the game fits them well. Also the humor is a lot of fun, and I love all the moments getting to know the different characters. Very excited to see the eventual continuation of this.

Games I Liked In 2023 (And Other)

~12 hours

Absolutely Perfect Specimen https://chambersoft.itch.io/absolutely-perfect-specimen It seems like a lot of people are craving toxic horror yuri lately. Here's a recommendation. It's a VN about the android maid "Pan" and the mad scientist girl who created her. Horrifying & gut wrenching & largely about having other people define you. The art and music is haunting & poignant and matches the ever increasing feeling of dread throughout. It's yuri with the chunks. Peak robotgirl horror for those who can stomach it.

Games I Liked In 2023 (And Other)

~90 minutes

Wordhopper https://kokoscript.itch.io/wordhopper Very quaint word search type puzzle game for ms dos! I think its style is very slick and that's pretty impressive to see. Chill game with nice vibes and eyecandy visuals. also it was so cool to have played this and then ended up seeing the dev's booth at Vintage Computer Festival Midwest. I was like omg woah I just played this.

Games I Liked In 2023 (And Other)

~bunny

Bossgame https://lilyv.itch.io/bossgame This game is yuriful as f*ck. Delightful humor and fun character dynamics! A simple-to-understand-difficult-to-master boss rush battle system that makes you satisfied to get it right, and enticing to get just a little farther if you get it wrong. There's a lot of detail and charm to this game's menus and dialogues and win screens, I remember noticing that once you beat a boss there would be some marquee text that would pass by with some prose on it. I love how it balances its silly moments with its heartfelt moments and its high octane moments. I like the character development and revelations had throughout the plot. & I like how good the protagonists are for each other :) It's very sweet. It's hype as hell. if you want some boss rush action paired well with that sweet sweet girl's love, you *will* play this game.

Games I Liked In 2023 (And Other)

~5 hours

Elly's Adventure https://bikwins.itch.io/ellys-adventure Very cute and witchy!! You are the little witch girl "Elly" on an adventure to get your toys back!! Feels like a pretty authentic gameboy type experience, it takes a lot of design cues from Kirby's adventure and the like. I am a big fan of how playful it feels.

Games I Liked In 2023 (And Other)

~1 hour

Nour https://store.steampowered.com/app/1141050/Nour_Play_with_Your_Food/ This was a treat for me, but I understand that not everybody is going to get it. It's a game where you play with food(and food accessories). And that's it. It knows what it was going for. I think a lot of people were expecting something else for some reason. It's a cute little toy game and I felt satisfied with my time with it.

Games I Liked In 2023 (And Other)

~food

Hi-Fi Rush https://store.steampowered.com/app/1817230/HiFi_RUSH/ Do I have to say this game is super fun? It's a big one everybody probably already knows it. This game's dopey humor made me laugh a lot and I'm not afraid to admit it.

Games I Liked In 2023 (And Other)

~12 hours

WHISKEY.ST2007S https://bonicle.itch.io/whiskey-st2007nes One of the last games I played in the year because it released super last minute. Does anybody else get a rush when running a shopping cart down the parking lot? This emulates that feeling. Short game where you collect whisky stones in the whisky stone dimension because you forgot to go christmas shopping until the very last minute. it rules. It's very short you can go play it right now & get a highscore.

Games I Liked In 2023 (And Other)

~5 minutes

re:curse https://devpalmer.itch.io/re-curse Discovered this one near the very end of the year also. Fun little rpg maker horror/humor game about a weird scientist lady, her butch, and an evil clown computer virus that figured out how to warp reality. I got a kick out of it. and also enjoyed digging through the game's files, which was actively encouraged by the dev, which I thought was very fun.

Games I Liked In 2023 (And Other)

~90 minutes

-Didn't technically get to until 2024 but released last year-

SWOLLEN TO BURSTING UNTIL I AM DISAPPEARING ON PURPOSE https://1207.itch.io/swollen-to-bursting-until-i-am-disappearing-on-purpose People love to dunk on a lot of indie rpgs for being "quirky Earthbound inspired and about depression" or whatever. Earthbound's great. If people can nail the kind of humor and absurdity it likes to pull off while also balancing difficult topics I think that deserves a high mark. SWOLLEN TO BURSTING was fun. Bizarre and charming places to explore & distressing secrets to find. I like how it blends meander-around-the-town gameplay with Yume Nikki sort of exploration and effects. Also I'm a big fan of the music. I like how it has the lofi sound which matches the early 3d look of the game.

Games I Liked In 2023 (And Other)

~6 hours

HalOPE https://starbage.itch.io/halope Another for the fans of sweet little rpg maker games that have a lot of heart. HalOPE is about an incomplete little angel wondering through worlds. Each has a theme, usually to do with an emotion or feeling, and they do well at evoking that feeling as well as its antithesis. a lot of the music is very homey and charming at moments and unnerving at others, sometimes lonely, all doing well in their corresponding chapters to further the feeling of its specified theme. There are so many delightful characters and designs in this & I found myself feeling really attached to their tiny little stories. The narrative at the core of it all hit me. If I may be vulnerable, I cried a whole lot at various moments in this game. It was really cathartic. I feel very excited for people to experience this game.

Games I Liked In 2023 (And Other)

~5 hours

-Favs I finally got around to that didn't come out 2023-

An Outcry https://quinnk.itch.io/an-outcry Kind of sad it took me so long to get to this one, but glad it meant I got to play the "definitive" updated version of it. Apartment wandering RPG maker horror. Bum smokes from your neighbors and use them to save the game. I wish I could unwrap a lot more of what I like about this game than I can without spoiling too much. But if I could, I'd probably go on for too long. Let me attempt to be succinct & not giving too much away. You can tell pretty early on that An Outcry is about taking action when necessary & not turning a blind eye. What it explores about player vs protagonist agency is very fascinating to me as well, and I enjoyed learning about the inspirations for why the game's narrative works the way it does. The character Anne is such a sweetie and I love her a whole lot. This game has a very tangible feeling, this apartment complex is dirty and crumby, it smells of smoke, and there's a surrounding desperation you can feel.

Games I Liked In 2023 (And Other)

~5 hours

Pigments https://punkcake.itch.io/pigments Honestly I had gotten this game in a bundle and while I was playing it I hadn't looked at the name and I just kept calling it FRUIT. On call with my friends I'd be like "hey im gonna play more FRUIT". I straight up didn't read the title screen. But it's called Pigments. You play as a fruit and you try to paint the whole floor and not get sliced by buzzsaws. Fun little arcade type game.

Games I Liked In 2023 (And Other)

~fruit

Bridge, October 3rd https://lowpolis.itch.io/bridge-october-3rd Very short vignette. I like it. It's what it says it is. I'm not going to overexplain.

Games I Liked In 2023 (And Other)

~like a minute

-Other Games I Want To Mention-

Pseudoregalia https://store.steampowered.com/app/2365810/Pseudoregalia/ I think a lot of people might have already known this one but I felt like it was a pretty fun 3d platformer. There were a few issues I had with it (boss fight at the beginning was frustrating, and I got lost a lot [but it looks like there's been a map patch by now, so, perhaps for some that is a fix]). I enjoyed it but sure felt weird that the only accessibility option was to give the protagonist pants. What kind of joke is that?

Games I Liked In 2023 (And Other)

~5 hours

Mushroom Musume https://mortallymoonstruckgames.itch.io/mushroom-musume (Disclaimer, this game is still early access, but I saw a lot of people talking about it last year. SO I will mention here?) Haven't played much of this yet, but I have enjoyed what I played so far!! As of writing I've gone through 6 playthroughs, I feel like I've hardly scratched the surface and I've been so impressed by its depth. It's very charming, you never know what sorts of fairytale shenanigans are going to happen, and it's very cool to see how your different stats will affect things. It very much plays out like a roguelike vn. Which is not the sort of thing you may expect to make much sense but it pulls this off well. Also all the mushroom girls are very cute and I love them very much. I hope the sad goopy one who had bugs in her skin rests in peace.

Games I Liked In 2023 (And Other)

~mushroom

Knuckle Sandwich https://andybrophy.itch.io/knuckle-sandwich -_- Hm. Where do I start with this one. I was pretty excited for this one since the demo and kickstarter in 2018. I felt like the demo was a hell of a hook that got me curious & horrified. As time went on, it seemed to be shaping up into something really cool. turn based combat with action commands and wario-ware-type microgames?? with a banging soundtrack?? like, count me in!! Then it released and well, the gameplay, art, music all delivered. It was very fun and engaging in those aspects. But the story
 oh it just devolves into disappointing nonsensical randomness. The whole hook at the beginning seemed to be completely thrown away for the wild goose chase plot that ensues, leaving you to wonder if it was ever going to be relevant again. It felt like it had no idea what it was trying to say or do. It disappointed me that a game that has so much good in so much else about it gets brought down so much for me by this plot.

Games I Liked In 2023 (And Other)

~12 hours

Rhythm Doctor https://store.steampowered.com/app/774181/Rhythm_Doctor/ (Putting this one in mentions because it is early access.) I really enjoyed the act 5 release. When I first saw this game, I kind of shrugged it off, thinking "that base mechanic doesn't seem like it will last". I thought it was basically just that one ghost shooting game from Rhythm Heaven which I Hate. Well let's just say I am now seeking penitence for my previous transgressions. It's really fun. There's a lot more to it that I didn't know when I first took a look. Also, consistently amazed by people's custom levels, I had no idea that its level editor allows people to do so much in it, I look at some levels and think "This editor seems as complex as an industry standard video editor". I'm looking forward to what they're planning next, very curious how they could possibly one-up the last update.

Games I Liked In 2023 (And Other)

~rhythm

El Paso Elsewhere https://strangescaffold.itch.io/el-paso-elsewhere This was really fun & funny so far but unfortunately I had been encountering an issue with a certain level where the game would crash. I reported the issue, got a response, and there has been an update since then so I think there's a possibility that it got fixed but I have not tried yet. I would like to return to this sometime but having to relearn controls midway through is always daunting to me.

Games I Liked In 2023 (And Other)

~?

-Things that looked good but didn't get around to-

Cosmic Wheel Sisterhood https://store.steampowered.com/app/1340480/The_Cosmic_Wheel_Sisterhood/ Still don't know a whole lot about this. But there are witches, and I like witches.

Casette Beasts https://store.steampowered.com/app/1321440/Cassette_Beasts/ I haven't felt thrilled about Pokémon lately. I know a lot of people seemed to really enjoy this little monster-collecting-rpg. The style is appealing to me as a die-hard gen 5 fan. I started playing it but haven't set aside the dedicated time for it yet, but I'm excited to dig in more when I do.

Little Goody Two Shoes https://store.steampowered.com/app/1812370/Little_Goody_Two_Shoes/ Started watching a friend play this, and I'm certainly curious.. Some sort of horror fairytale but also there's yuri? Yum. Enjoyed the style and animation in the nightmare segments that I saw.

Venba https://store.steampowered.com/app/1491670/Venba/ I've picked this up a while ago but still haven't gotten around to it, but I'm eager to, I've heard nothing but good things.

Goodbye Volcano High https://store.steampowered.com/app/1310330/Goodbye_Volcano_High/ I think there are gay dinosaurs in a band and it's going to be the apocalypse? I have also heard nothing but good things about this.

-Things I watched friends play-

Signalis https://store.steampowered.com/app/1262350/SIGNALIS/ This was a pretty big one. You probably already know it, right? Watched a friend play this and I missed various parts but I understood a solid bit of it. hey. robotgirls are always getting put in these fucked up situations. have you noticed this? one time i got really high and cried about it. it isn't fair

Bomb Rush Cyberfunk https://store.steampowered.com/app/1353230/Bomb_Rush_Cyberfunk/ This one was also probably big enough you don't need me to sing its praises. but it looked really neat. swag.

-Various Thoughts-

Lately I've been thinking more about design and narrative. I feel like I haven't been doing as much analysis as I should be when it comes to games. I want to dissect more what games are saying and figure out meaning. Also attempt to see how the mechanics aid in that. I feel like most of my own work is pretty abstract & random. I simply make what I like. While that's fun and all, I still want to improve in a lot of ways, especially in having more of a theme or message. Figuring out how other games accomplish this is obviously a good step toward this.

If you saw games here that interest you I highly urge you to take a look, many are pretty short, and I pretty explicitly wanted to highlight some smaller titles. If you know me you know I like to uplift small games. (Save for the occasional big game, but that's rare these days) I think it's healthy for you to play and support independently developed & published works. I don't want to ramble too much this time about why that's important, but I hope that you might have found something you may enjoy here and if not then I encourage you to find small stuff that you would like. And I would like to encourage everybody to share their findings as well! Little games need our help to be seen and talked about! They don't have the budgets the big ones do for advertising, and advertising on your own is a whole ton of work. If you like something, spread the word! I'm sure the developers would very much appreciate that.


Tags
1 week ago

INTERVIEW ON THE MAKING OF THE CANCELLED MMORPG NINELIVES

Ninelives is the most beautiful RPG that was never completed, but can still be experienced as it was left. As part of my video on the game (now up for early access on Nebula), I also interviewed Tota of SmokymonkeyS on its inspirations and development before its suspension in 2016.

What would you say are your main inspirations for the art style in Ninelives? E.g. other artists, film, games, literature, history etc.!

I was a huge fan of Adventure Gamebook when I was a kid. Well, maybe you don't know what that is. Please read the wiki if you need: https://en.wikipedia.org/wiki/Gamebook. I was reading (playing) translated oversea gamebooks well, and love the inner artwork especially what draw by monochrome. I had never seen pictures like that before, and had a strong impact on me. So, I wanted to make a gamebook by my self. When I started making my own gamebooks, I learned a lot about how games are made. That's because a gamebook is a medium in which the player can see all the source code. At first I started making gamebooks because I was attracted by the artwork, but my interest eventually shifted to making the game itself.

Related to the above, do you take a lot of inspiration from real world cultures and places? Are there any that you particularly gravitate towards?

I like the mixed culture, like Chinoiserie in France at the 17 century. Plus, since I'm Japanese and this country has always been greatly influenced by China. So I'm not limited to any one of these cultures, but trying to create as I am influenced by all of them. Sometimes people say that what I create looks Japanese, Chinese, or Asian, which is neither correct nor incorrect. I try not to be only of a certain culture when I create. That's because I want to create an imaginary world that is somewhat like reality, but slightly different.

Why did you want to make Ninelives?

Ninelives was the first game I ever thought of making, I think when I was about 17.

Do you think Ninelives being in an unfinished state provides a different atmosphere when playing the game and exploring the world?

I don't particularly think so. The atmosphere of the game is still complete. I wanted the game to be a relaxed, free-roamed adventure for players.

I wasn't certain during my research, so I wanted to confirm if Tomomi Sakuba was involved in Ninelives in any way?

Yeah, Sakuba was involved in Ninelives lots of ways. As you said, he did some of the texture pictures for flowers, plants and tree leaves. He also drawn the world map and area maps of the game like below: http://www.smokymonkeys.com/kyrill/index.asp?direct=138 He actually walked around the world by himself to make this. He was one of the most earliest game tester of the game. Oh, and I have to tell you this. He's a voice actor of male Nightbreed and Elf! In addition, his wife did some of creature voices. Her voice is also used on Triglav too!

What are your own personal thoughts on Ninelives? Is there anything you would drastically change looking back on it? Or any big changes you would want to make if you were to continue development at any point?

Ninelives was too much for me in many ways. It was a world I had been thinking about since I was young, but there were too many things to actually create to handle, and in that sense it's exactly the dream a child thinks about. We are a team of two in SmokymonkeyS, but one of us is in charge of programming and system engineering, and the game itself was created completely by myself. I had to create all the pictures, models, terrain, music, and story by myself. Now if I'm going to make something, I don't make it on such a large scale anymore.

Apart from the Switch release for Garage and occasional updates on Triglav that you mentioned before, is there anything that SmokymonkeyS are working on for the future?

Not yet so far.

I noticed your banner on the official website (http://www.smokymonkeys.com/kyrill/index.asp) has a character on a train platform, I wondered if that might be a future game?

Once it was. It was a previous project of Triglav for mobile. But it was going to be on a larger scale again, so we decided to port Triglav before that. There are no plans to make that game now. But I may make another game with that worldview and atmosphere. For example, as a mobile game.

A big thank you to Tota for taking the time to answer my questions! You can find SmokymonkeyS and their games here:

smokymonkeys.com
Ninelives - Free Online RPG
ninelives.smokymonkeys.com
          

Tags
1 week ago

INTERVIEWS WITH OLEANDER GARDEN, CRISPPYBOAT AND ADAM PYPE

For my current video on fictional dead MMO/servers in games (https://youtu.be/AXSJ27bTRzw), I interviewed some developers with experience creating such settings. Oleander Garden (Autogeny), Crisppyboat (NetEscape) and Adam Pype (No Players Online) kindly took the time to discuss the creation of their respective games, with their answers compiled here:

What gave you the inspiration to use an empty MMO setting?

Oleander Garden (Autogeny):

The post-vaporwave / hauntology / Dan Bell deadmall universe was at its apex when I started working on Autogeny in 2018; mostly I wanted to play with that sense of longing for lost futures, & put it in conversation with the ideas the Pagan games had been orbiting around (i.e. contemporary technological mythology, poetic-making, degraded game forms). The dead y2k MMO format was a fun solution that had a little tie in to everything I wanted the game to think about.

Crisppyboat (NetEscape):

The idea came to me when watching Redlyne's video series on dead mmos, and theories about cults within them. Just the atmosphere that brings with it, a seemingly derelict digital landscape, rich in history from past users, now occupied by some malevolent force (or one that’s always been around) really fascinated me! Especially with the popularity of liminal spaces, I really connected with the idea of exploring the online equivalent of that. For this game jam version it was on a fairly small scale (only about 4 areas) but we’d love to explore that idea with a more believable expansive online space, that was really the heart of the idea for me. Sitting alone at night and logging into an abandoned online game, shifting through the past memories of long forgotten players in a vast digital space. It has this sort of unnerving feeling to it, why's this still up after all this time and who knows what could still be around. 

Adam Pype (No Players Online):

I was actually doing an exchange at the time when I was making the original version of the game (from 2019) at a game design school in the netherlands. i reallyy hated this class because it was super designed focus without much practical work, and im really more of a design-by-doing person. anyways, one of the assignments was making a map for Unreal Tournament, and it was this tedious process of having to block out the level and then write endless documentation about the design process. i guess the class was super triple-A focused or something. since halloween was coming up and i was still doing game-a-month at the time, i really wanted to give a go at making something super scary. and as i was doing this assignment i really enjoyed just walking around the little map without any bots, and just taking in the vibes. i did a little extra flair to my map by adding ambient sounds to it (i have a video of that actually, here: https://www.youtube.com/watch?v=j_22Q_oNwk0) and it really did a lot for the atmosphere. then i remember that as a kid i used to play GMOD a lot with my friend, and because I was always hosting the server and our computers were very slow, it would always take like 10 minutes at least for my friend to join. adding that ambient sound really reminded me of that, because gmod maps always have this ambient sound in them that's a bit unsettling. i remember being so scared to wander around on my own because these maps were always known to have jump scares, so i would just wait at spawn for my friend. so i realised that this would make for a cool horror game. i originally planned to just port the map into unity, but then i decided against it because it wouldve been more work than it was worth. so i really quickly made a map that didnt make a lot of sense and made it somewhat symmetrical. ironically, not thinking about it too much made it so good, because the map is a bit disorienting, which is perfect for a horror game. it's a little bit funny that i found the most success by making a multiplayer map that was badly designed instead of what this class was trying to teach me. :-)

Did you initially have specific themes you wanted to explore or did the idea of having an empty mmo setting come first?

Oleander Garden (Autogeny):

Ideas came first, setting later! A month before the game came out I still wasn't 100% sure I was going to commit to that framing device actually - otherwise it would have been a straightforward haunted-EXE type of deal, like luna game (2011) or those 2010s haunted video game creepypastas. I'm glad I went with it; 'digital space you inhabited' is a much cooler ('weightier?') frame for this sort of story.

Crisppyboat (NetEscape):

I think the setting had developed first before any specific themes came to mind, but to me NetEscape in a lot of ways represents the melancholy that comes from the loss of fun, safe virtual spaces. Like many people I grew up in these spaces and to see them shuttered in favour of a handful of social media platforms really fills me with a sort of nostalgic sadness, as genuinely I felt that these spaces were really important for kids and young adults. The term "dead internet" comes up a lot nowadays and I feel in part it can be attributed to the sort of forced migration towards a handful of social media platforms devoid of the liberties and expression niche online spaces provided for people. Other than that, existentialism as a theme kind of just fell into place when attempting to craft a story for the concept.

What was it about the empty server/MMO concept that helped you explore the game's themes?

Oleander Garden (Autogeny):

I think the multiplayer and especially persistent-multiplayer character of an MMO makes that kind of game world feel a lot more like /a space/ and less like a strictly authored object; that helped make things feel 'lived in', 'decayed', 'lost', &c. in a way that really worked with the whole 'self-making out of techno-mythic-rubble' thing the game was going for.  Likewise, I suspect the 1995-2004ish era of MMO design in particular - which was much less authored, much more sandboxy, much more scattershot and weird - is (A) /especially/ good at producing that impression, and (B) developed out of a very specific mythical-ideological project which has now been abandoned: the prevailing y2k notion that one might live a 'second life' in a 'digital world', which seems almost quaint or pastoral today. I figured this would produce a certain feeling of dislocation, of 'living in the ruins'.

Crisppyboat (NetEscape):

We use the internet as an escape from reality, and now with the progression of time a lot of these places no longer exist or stand dormant. The empty mmo, to me, represents a sort of time capsule for people you’ve never met. A public space where people put so much of themselves into it, you get to learn so much just through the fragments they’ve left behind. It’s this sort of melancholy nostalgia that I hope we can really channel in the game’s full release.

Adam Pype (No Players Online):

the first version of the game had no story at all. i just did the whole setup of being alone in a multiplayer game, and then a ghost showing up and it ended with a jumpscare. i showed this off at an event on the last day of the month and was planning to publish the game the day after. people really liked the setup but they were dissapointed it just ended on a jumpscare and had no point to it. so on the walk home i thought about adding a story to it. at the time i was really kind of against (or uninterested even) in adding a narrative to my games. looking back on it it's a bit stupid, but i figured it would be a good opportunity to try out adding a story to one of my games. so that same night i quickly added in a story by having the developer join just before the end and explaining that the ghost was his dead wife and that capturing the last flag would undo all of his work. it was a bit rushed, and most of the critique i got was that it was a bit cliché. but without it the game would have been super uninteresting and nobody would have liked it as much. really goes to show that people really like a story :) lesson learned! now many years later we're doing this big version of the game because the original was such a success (mostly thanks to the ARG i think). since i'm now much more of a matured developer I wanted to really focus in on the story and work it into something that is actually interesting, has depth, cool characters, and not just a story about a dead wife stuck in a game (which is a bit of an overplayed trope maybe). but, i had to work with what I had, since it is a successor. i think the direction we're going in now is much much more interesting, making it about old tech more broadly as a vehicle for horror and also telling the story about the relationship between john and sarah, and giving sarah more agency. for the full game we are kind of purposefully doing the opposite of what the original did. by not letting john say anything until the very end, and making sarah more of the main character. in the end I think the game is also much more about grief and using the concept of a dead person stuck in a game and the obsession of the developer to revive her as a kind of allegory about creative work and obsession over your work preventing you from finishing it. this is something i personally quite strongly believe in, that it's important not to let a project take control of your life, and making it so important that it never gets done. the unfinished fps game prototype is so much about this, here is this game that had so much potential and interest, but the developers were so busy trying to make it into this impossible thing that people just lost interest and it never becomes something real or alive. the dead server is literally a testament to a dead idea, a dead person, an unfulfilled potential and a constant reminder of not being able to let go.

What is it about this setting that lends itself well to the horror genre? What kinds of things in the empty server/MMO space did you specifically think about including and/or subverting to make the experience scarier? 

Oleander Garden (Autogeny):

 Living in the shadowed ruins of a gestalt social project which has fallen away and left monoliths behind - this is the essential characteristic of the 19th century European gothic novel, and the 20th century southern gothic that followed. Maybe we could say that 'living in the ruins of an MMO' works as a sort of '21st century gothic', i.e., that the dead server spooks us for the same reason dead castles spooked Bram Stoker, and dead plantations spooked Faulkner. It's not the space, precisely: it's the social field that created that sort of space, and the way its influence still lingers. Playing too much Everquest will probably destroy your life, but there's something fantastical and romantic about early Everquest stories - people waking up at 3AM to go kill a dragon with 70-odd strangers in their shared digital space. There's nothing romantic about Meta or AI-girlfriends: only the life obliterating part survived. In the home stretch of development I tried to give Autogeny lots of little details that would scream 'early MMO' in particular. Open world dungeons with bosses to farm, impossible zone transitions: this sort of thing. I don't know if it would have worked if it felt like Final Fantasy XIV, you know? It had to be an old MMO.

Crisppyboat (NetEscape):

We tried to play with sound and limitation to generate horror. Sound played a huge role, (masterfully provided by louceph) stuff like repeating footsteps and ambient noise really added a lot to the overall experience of wandering alone. Taking inspiration from Iron lung, I really pushed for the on screen navigation system to give a bit more anxiety in the moment, having it be limited, and a bit harder to quickly turn or walk if you catch something in the corner of your eye. We sort of quickly realized that there were a lot of pitfalls in presenting the game in a totally accurate, realistic way without confusing the player, we actually had to patch in a notification sound for the file system just cause a lot of people would never bother actually checking the photos they took during the game. In the games full version we’re going to try and add stuff like working text chat/emotes, and other core staples to really give it that believable feeling, the jam version turned out nice but I’m really excited to go extra hard on hammering down what makes a game feel like a real abandoned mmo. 

Adam Pype (No Players Online):

I think old tech, limitations of old tech and just old design standards or quirks or imperfections are all things that make something feel a bit uncanny and scary. games nowadays are so juicy and smooth and responsive you are constantly at ease because you're being taken care of, there is no friction. all those small things, those small barriers make the game feel like an ominous force, or like a big heavy lid on a tomb that you have to tear off. there's something powerful with horror when you have to make a player do something tedious with the anticipation of the scare. going through that old server list menu really feels like you're undusting something. you also can't jump, you cant look very far ahead. it makes it all feel so evil... then there is also the subversion of it, adding things for authenticity that have no point. you have a gun but there is nothing to shoot, you have a player list but nobody is online, you have a match timer but the match never ends, even delivering the flags doesnt have a point because there is no game because nobody is on the other team. it makes the whole environment feel like you're not welcome, like it's just this graveyard and all you're doing is trampling the flowers. another thing is that everything in the game is "in-story". the game's story is about someone being on this mysterious computer and discovering old and scary things. it's cool because everything from pressing buttons or opening applications, none of it is OOC, it's all supposed to be the experience of discovering this thing that wasn't meant for you, this invasion of privacy and literally uncovering some old skeletons. this is kind of the core design principle for the game, if one of the games in the forum is a bit badly made that's like part of the story cause it's a hobby gamedev. everything is supposed to be authentic and part of the narrative. the full game will have no open ends, every single file and link or application has a point or some subtext.

Has there been any interesting feedback from players that made you think about the empty server/MMO setting in a new way?

Oleander Garden (Autogeny):

Yeah! It especially makes me smile when I find some cool new dead-mmo game, and it turns out the developer liked Autogeny, and figured they could do the idea better, or in a different way. I wasn't sure if the conceit was too particular, but it seems like it really resonated with people - it's like I got to contribute a little formalism to the tapestry of weirdo indie-game culture, you know?  It's cute and it's probably the main thing that keeps me feeling positive about the game. Now I get to play different games, by different people, with their own ideas about the gothic digital-plaza.

Crisppyboat (NetEscape):

Well, one thing that I sort of regret for the demo version was implementing the text chat and emotes as fun visual dressing rather then actually functional, a lot of people kept interacting with it like they’d be able to have full conversions in the game, it’s something we’d like to do for the full release but it wasn’t possible on this jam version. A lot of feedback was also related to the overall story and how it was presented. We plan on focusing way more on the actual exploration of the abandoned space, as that seems to be what people were mostly interested in (as am I haha). Of course the actual way in which the story was presented (taking photos to get files) was not realistic to a mmo at all but I think there's a lot of potential towards the connectivity between actions in the game and the desktop itself. Hypnospace comes to mind as a huge inspiration, doing something similar to that but in 3D would be great. It makes me really excited to explore mmo staples like photography, mini games and other realistic features, turning them into puzzles throughout the full game. We also found a lot of people were annoyed by the slow movement, but I felt that element would be super important for the kind of slow burn anxiety that we went for with this jam version, plus you’d move pretty slow in those old games haha.

There's a pretty big amount of interest in dead MMOs/game servers these days! What is it about them that you personally think is intriguing? Is it mainly just nostalgic elements or are there less prominent aspects that you think make them so interesting?

Oleander Garden (Autogeny):

I don't think it can just be nostalgia, in the empty sense of 'consumer fantasy'. If that was the case, you would expect consumer activity to follow a similar pattern to e.g. console game nostalgia (buying lots of knick knacks and status signifiers, attaching cultural value to a particular major corporation, &c.) Instead, we got this cool thriving scene of DIY horror, and illegal pirate revival servers! Critically, the dead mmo genre is not /just/ pro-forma nostalgic-horror (e.g. afraid of a terrible, romantic past) but also, as Mark Fisher might have said, essentially 'Hauntological' - it's oriented towards a speculative /lost future/. There's a certain longing for a separate digital world, and a new realm of human activity Online - which seemed totally possible, until the real world got digitized, and the digital world died an unceremonious death. From this the dead-mmo form can draw all the drama and emotional weight of a failed revolution, in our deeply repressed cultural milieu, where emerging revolutions fail before they get started.

Crisppyboat (NetEscape):

Honestly I think it’s just the generation that had been raised on mmos like this having grown up with nostalgia for these spaces. Online chat games have basically come and gone, contained in a specific generation of kids, and I think it’s pretty profound how impactful it still is on us. For me just the idea of an online games player legacy really fascinates me. In a way it's almost like exploring an abandoned home or school, where you get the opportunity to catch glimpses of lives and relationships etched into the environment. Like any abandoned or “liminal space” I think people find it intriguing based on the mystery of discovery, finding something clearly human made, and stopping to think how or why they did it. It's an extremely fresh and untapped market, because it is so relatively new, there’s a lot of potential. We see it a lot in internet horror, stuff that at this point has been around for decades, where we can start collectively referring to it in media.

Adam Pype (No Players Online):

everyone keeps telling me this but i haven't really looked into it! it doesnt surprise me though, i think this fear of being alone in a multiplayer game is a pretty shared experience and everyone who's had it is now old enough to make games about it. i wasn't really inspired by any game in particular, i would say the main inspiration i had was Petscop, which is also about an abandoned unfinished game that has a whole layer under it revealing some ulterior use for the game. this whole idea of a game being a facade hiding some grand conspiracy under it is soo interesting to me. it's like easter eggs or 4th wall breaking stuff, or little out of bounds areas. it makes you think about what's hidden underneath all of this stuff you were meant to see. i've always as a kid thought so much about "what if there is a whole other level behind this wall" or like these creepypastas like Ben Drowned or even the luigi stuff in Super Mario 64. the idea that this thing you know and love has something sinister and it was always there you just never noticed will always play well into people's fears.

A huge thank you to Oleander Garden, Crisppyboat and Adam Pype for taking the time to be interviewed.

Oleander Garden: https://x.com/void_hyacinth

Autogeny: https://store.steampowered.com/app/1165750/PAGAN_Autogeny/

Crisppyboat: https://x.com/CrisppyBoat

NetEscape: https://store.steampowered.com/app/3344890/NetEscape/

Adam Pype: https://x.com/adampi

No Players Online: https://store.steampowered.com/app/2701800/No_Players_Online/


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1 week ago

FYI I just came across a thread on twitter which says that an author shared on google docs an explicit story with a friend for beta reading and google removed the file due to violation of TOS (apparently it has been updated where you are not allowed to share anything with sexual content). Not sure if it’s just this instance or if it’s going to become a widespread thing but if you guys write in google docs MAKE BACK UPS!!

(Instagram link to the screenshots)

Edit: also wanted to add that it seems that Microsoft word has the same language in their TOS so onedrive is not a safe alternative!


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1 week ago

it seems like website building is about to have a boom, let me share my favorite resource of all time!!

sadgrl.online
sadgrl.online
sadgrl.online

this is a website packed to the brim with website building goodies , including a website layout maker that is the easiest and most user friendly maker i’ve encountered! perfect for creating your own neocities (it’s free!!) , the code even has helpful tips in it for those new to html/css!

i also recommend w3schools.com for quick and easy to follow chunks of html/css tutorials! gifcities is a goldmine for old neocities era gifs, and blinkies cafe is perfect for making your own blinkies!

i can’t wait to see everyone’s websites in the coming weeks and months! remember, it’s fine to take it slow and let it look silly, that’s always been the point of websites like this :]

ps check out our neocities and feel free to drop yours in the replies :]


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1 week ago

obtaining roms:

edge emulation (missing some consoles; CD-based games come in compressed formats such as CHD; very fast DL speed)

myrient (pretty much everything, no strings attached; fast DL speed)

cdromance (mostly has games for CD-based consoles; games come in uncompressed iso or bin/cue; has a lot of pre-patched rom hacks; medium-fast DL speed)

planetemu (largely in french; has a lot of obscure titles other sites lack; very fast DL speed)

alvro collection spreadsheet (pretty much everything, including many newer consoles; slightly inconvenient to navigate; download site has timer and limits to 1 download every 30 mins, can be worked around with vpn; inconsistent medium-to-very-fast DL speed)

script that lets you download from emuparadise post-shutdown (pretty much everything; inconsistent medium-to-very-fast DL speed; can occasionally be uncooperative)

ROMs Megathread/Archive (everything, really; slow DL speed; usually a last resort if you can't find something anywhere else)

i don't currently recommend Vimm's Lair due to very slow speeds, download limits, and offering nothing that isn't on other sites (unless you need prepatched xiso format Xbox roms)

console-focused sites:

HShop (all 3DS. very complete, easy to navigate. has qr codes for direct download from 3ds; yes, the qr codes are safe; fast dl speed)

MarioCube (focused on GameCube/Wii and has everything you'll ever need for those platforms; requires joining a google group for standard roms but it takes like 2 clicks; very fast dl speed)

NoPayStation (practically every PS3/PSP/Vita game and update, downloaded directly from sony's servers; fast dl speed)

sites offering switch and other modern games get shut down very frequently so i won't be linking them in order to keep this post from getting outdated, but you can find them if you snoop around reddit (the switchpirates sub in particular) a little

romsets:

Cylum's Romsets (my personal favorite - not fully complete sets but heavily curated, so no going through a million revisions of the same game)

for 1fichier directories, you can use a tool like 1fichier-dl to download in bulk. i'd recommend doing this on the alvro collections if you want more complete sets.

softmodding and loading roms on some popular consoles:

Switch

Wii

3DS, Vita, Wii U

PS2

PSP

recommended emulators and emulation guides:

Emulation General Wiki

netplay:

wanna play with your friends online?

fightcade covers nes, genesis, pc engine, dreamcast, and snes along with a variety of arcade boards from capcom, snk, sega, and konami. playstation is incoming. all platforms on it have rollback netcode.

mednafen covers psx, saturn, pc engine cd and sega cd, and i find its snes performance better personally. delay-based netcode with server structure. here's a pre-packed version with a gui included and here's a netplay guide i largely wrote myself.

other than that, dolphin is naturally used for gamecube/wii, and project64 with the AQZ netplay plugin is used for N64.

games are great. go play some games.

[edited 3/25/23]


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1 week ago

Want to learn something new in 2022??

Absolute beginner adult ballet series (fabulous beginning teacher)

40 piano lessons for beginners (some of the best explanations for piano I’ve ever seen)

Excellent basic crochet video series

Basic knitting (probably the best how to knit video out there)

Pre-Free Figure Skate Levels A-D guides and practice activities (each video builds up with exercises to the actual moves!)

How to draw character faces video (very funny, surprisingly instructive?)

Another drawing character faces video

Literally my favorite art pose hack

Tutorial of how to make a whole ass Stardew Valley esque farming game in Gamemaker Studios 2??

Introduction to flying small aircrafts

French/Dutch/Fishtail braiding

Playing the guitar for beginners (well paced and excellent instructor)

Playing the violin for beginners (really good practical tips mixed in)

Color theory in digital art (not of the children’s hospital variety)

Retake classes you hated but now there’s zero stakes:

Calculus 1 (full semester class)

Learn basic statistics (free textbook)

Introduction to college physics (free textbook)

Introduction to accounting (free textbook)

Learn a language:

Ancient Greek

Latin

Spanish

German

Japanese (grammar guide) (for dummies)

French

Russian (pretty good cyrillic guide!)


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1 week ago

I made a game called SuperQuest!

It's a comedy-focused turn based RPG that you can buy now on steam.

https://store.steampowered.com/app/3488200/Su


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1 week ago

Nightmare Kart is a "legally distinct" Bloodborne inspired kart racing game with 21 racers, 13 karts, 15 tracks, boss battles and a full narrative-driven single-player campaign!

Read More & Play The Full Game, Free (Windows)


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1 week ago

MINDWAVE is a narrative-driven WarioWare inspired game where you play microgames inside your opponent's heads!

Read More & Play The Kickstarter Demo, Free (Steam)

Gameplay Video:


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1 week ago

i cannot keep quiet about this anymore.

if you're in the US or Canada and interested in learning a language using a free app please get a library card and download MANGO. it's very good and extremely free with a library card (there are many public libraries and universities using the service, so make an account and use the search feature here to find out if there's one near you).

mango currently has 72 available languages and dialects (that's right! different courses for french or canadian french! spanish or latam spanish!). it's set up basically like an audiobook with text. the idea is that the narrator explains the words while you read, and you repeat after them or say the translation out loud when prompted. there's a daily review where you go through flashcards. you can also use the flashcards at your leisure and create your own. at the end of each chapter there's a listening comprehension quiz and a reading comprehension quiz. i cannot emphasize how effective this all is. and it's free with a card.

if you're not in the US or Canada and/or looking for something more like duolingo (don't use duolingo btw tldr they fired translators and replaced them with "ai"), then try BUSUU! it only has 14 languages atm but the lessons are really descriptive and effective. it also has a feature where you can correct other people's open-ended speaking/typing exercises. you set your fluent languages, and exercises by people learning those languages will appear in your feed for you to correct. you can even add others as friends! and, much like duolingo, it has a streak and leaderboard system for you to strive for, minus the guilt-tripping owl.

busuu is free (you watch ads to unlock lessons and they're all skippable after like five seconds), although it also has paid premium/plus versions (i don't use the paid version—the language courses are available for free, and the ad system is Really unobtrusive).

so that's my wisdom for the day. mango and busuu. please check them out :)


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1 week ago

a few great films that are free on the internet archive

in decent quality too!

here is the archive collection of these films so you can favorite on there/save if desired.

links below

black girl (1966) dir. ousmane sembene

the battle of algiers (1966) dir. gillo pontecorvo

paris, texas (1984) dir. wim wenders

desert hearts (1985) dir. donna deitch

harold and maude (1973) dir. hal ashby

los olvidados (1952) dir. luis bunuel

walkabout (1971) dir. nicolas roag

rope (1948) dir alfred hitchcock

freaks (1932) dir. tod browning

frankenstein (1931) dir. james whale

sunset boulevard (1950) dir billy wilder

fantastic planet (1973) dir. rené laloux

jeanne dielman (1975) dir. chantal akerman

the color of pomegranates (1969) dir. sergei parajanov

all about eve (1950) dir. joseph l. mankiewicz

gilda (1946) dir. charles vidor

the night of the hunter (1950) dir. charles laughton

the invisible man (1931) dir. james whale

COLLECTION of georges méliÚs shorts

rebecca (1940) dir. alfred hitchcock

brief encounter (1946) dir. david lean

to be or not to be (1942) dir. ernst lubitsch

a place in the sun (1951) dir george stevens

eyes without a face (1960) dir. georges franju

double indeminity (1944) dir. billy wilder

wild strawberries (1957) dir. ingmar bergman

shame (1968) dir. ingmar bergman

through a glass darkly (1961) dir. ingmar bergman

persona (1961) dir. ingmar bergman

winter light (1963) dir. ingmar bergman

the ascent (1977) dir. larisa shepitko

the devil, probably (1977) dir. robert bresson

cleo from 5 to 7 (1962) dir. agnes varda

alien (1979) dir. ridley scott + its sequels

after hours (1985) dir. martin scorsese

halloween (1978) dir. john carpenter

the watermelon woman (1996) dir. cheryl dune

EDIT: part two here + the letterboxd list

edit: part three here


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1 week ago
Monster Princesses: Leviathan Princess
Horror Flora
So I learned one thing about myself this year: I really like making soft sculptures of monster women wearing poofy dresses. This is a proble

Leviathan Princess is made! I'd post the photos here, but tumblr has decided that soft sculptures of fully clothed dolls were sent by Asmodeus the demon prince of lust to tempt men to sin with their lewd lack of genitals and nipples, so I'm going to have to host these on my personal website instead. I know that means most of you won't look at it, but oh well, fuck me I guess!

It doesn't matter, I had a lot of fun making this and no puritanical algorithm or lack of audience interest is going to stop me.


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1 week ago
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.
A Piece About Survivors Guilt.

A piece about survivors guilt.

This comic isn't perfect. I started it back in October 2023, and every time I picked up my pen, I wept.

I bring this to you today, on 9/11, in hopes that you reflect on this day a little differently than how most Americans would. Let it move you to continue to boycott, protest and challenge your family, friends and colleagues. You have a bigger impact than you would believe.

Thank you for reading this with an open heart.

From the river to the sea...

I'd like to bring to attention the fact that the figures depicted above are a gross undercount of the actual number of deaths. I scoured the internet high and low to source my findings and not a single one could break down the devastation that befell an individual ethnicity. Instead, they lumped a bunch of ethnicities together, provided a general timeline, and called it a day, reinforcing the sheer scale of dehumanization propagated in the west. The only consistency between all the articles I looked up was the 4.5 to 4.7 million figure I've included above, and even then, they were all published by western media news outlets... the very same that have been so unreliable and complicit in the genocide of Palestinians today. So I have to take everything they say with a grain of salt.

We are not just numbers.

All of us have ambitions and desires and lives worth living.

With that said, this is your friendly reminder to:

Donate an e-sim

Donate to PCRF to provide Palestinian children aid

Donate to Pious Projects to provide woman with feminine hygiene kits

Donate to CareForGaza to provide food to displaced families in Gaza either through their Gofundme or their paypal

Donate to any of the vetted gofundme campaigns on GazaFunds to help Palestinians trying to flee Gaza.

And if you or someone you know sees or experiences a hate crime and can afford it, SUE. This is a more effective use of your money than most realise. The reason zionists act with impunity is because of the normalization of white supremacy and oppression of ethnic minorities. Challenging that in any capacity tells them that there are consequences to their actions and makes them think twice before engaging in hate crimes and helps raise all of us up against the systems currently in place that let them get away with it.

If you can't donate or spend any money, you can:

Do your daily clicks.

Boycott targeted companies on the BDS list (if you're like me and you don't want a single dollar to go towards anything supporting Israel right now, you can use Bdnaash to double check what products are okay to buy, but the BDS list is sufficient as it is a strategic attack and proven very effective thus far)

Flood your representatives emails and voicemails with how you won't be voting for them unless their politics align with an immediate ceasefire in Gaza.

Attend a protest, be LOUD.

Challenge your circle of friends, family and colleagues with conversations about Palestine. (THIS IS THE MOST UNDERRATED AND MOST EFFECTIVE THING YOU CAN DO)

and if you're really up to, be disruptive in any capacity that you can think of towards major corporations benefiting from this onslaught. (i.e. halting military manufacturers from production + shipments, sticking boycott stickers on products at your market etc)

And finally, if your country wasn't mentioned in the above excerpt, it was no deliberate omission on my part and I encourage you to come forward and tell your story about the suffering of your people so that this may be a learning opportunity for everyone.

You are seen.

You are not alone.

Thank you again if you've read this far.

From the river to the sea...


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1 week ago
Commission

commission

Commission

alternate palette


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1 week ago
Some Little Kris Drawings I'm Not Sure I Like But Whatevaa I'm Not A Perfectionist Shrug I'm Figuring

some little kris drawings I'm not sure I like but whatevaa I'm not a perfectionist shrug I'm figuring out how I wanna draw them bc I never ever do lawl

10 days until deltarune hoooou brother


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