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Immersing deeply in gameplay through sound

From time to time, I like to replay games so I can have new points of view and (re) discover aspects and elements of game design, gameplay, narrative or creative process. Last weekend, checking my Apple Cloud to verify some old downloads, I found this very unique game: Dark Echo.



Created by RAC7 Studio the game offers an experience to “explore a mysterious world through sound”. And “sound” is the core and keyword of this game. Using only a black interface with minimal white sound waves ricocheting around the scenario, the player is invited to explore a kind of a dungeon filled with monsters. Check the gameplay:



It operates by touching the screen to walk and generate the sound waves. The important detail is the fact that the sounds of your steps will attract terrible “monsters” (again, you will only hear the creatures’ grunts) and sometimes you need to run into the darkness. Anxiety is an important game design component in this example. The whole game is based in it, and all fear/horror/terror reactions derive from it.

Sound is strategically built in this case, the perfect blend between the minimal interface and the sounding experience. This is a great example of how we can construct a game using few elements to create big impact.

#GoGamers

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Broken Sword: The Smoking Mirror - Remastered (PC)

Broken Sword The Smoking Mirror Remastered logo
Developer:Revolution|Release Date:1997|Systems:Win, OS X, iOS, Android

Looking back over the games I've played for my site over the last seven years, I've noticed a pattern forming: I've played a horror game for Halloween on every odd-numbered year, while even-numbered years have gotten games like Snake's Revenge and Saints Row IV at the end of October instead. Seems to me that I've got a bit of a tradition forming here... but I despise pointless traditions, so this year on Super Adventures I'm breaking the pattern by playing Broken Sword: The Smoking Mirror - Remastered! I don't think I'll be seeing any ghosts or zombies in this one.

I'm torn here, because I really want to call it Broken Sword II, but there's clearly no 'II' in that logo up there. There was in the original game's logo, but they've taken it away for the Remastered version, because I guess knowing what order things go in only confuses modern audiences. Personally, I'm more confused by the subtitle. Is it referring to a mirror that's recently been used as a murder weapon? A mirror people that go out to when they fancy a quick smoke?

Wait, I forgot to mention that I'm playing the game on Halloween because it was released on October 31st, 1997, the same day as Curse of Monkey Island and the Blade Runner adventure game, so all three are twenty years old today! Well okay, technically this is only seven years old because I'm playing the Remastered version on Steam. I would've played my original CD version but I've lost it. I’ve checked shelves, I've checked boxes, I’ve checked other boxes buried underneath boxes, and it seems like the bloody game’s just vanished.

Funny thing is, when I bought the game the discs were already damaged and some of the video files wouldn’t copy when I installed it. Fortunately, when ScummVM came out there was a compatibility problem with the video codec so Revolution put revised cutscene files up for free and I could finally play this game I'd owned for years! I actually still have that install on my hard drive ready to go, but I lost half the files in a hard drive failure and now ScummVM won’t even recognise it.

It’s like fate doesn’t want me to play this game, and it doesn't care how much physical storage media it has to break to keep me from it.

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What isn’t an advergame

We have already discussed the idea of advergames here at GAMING CONCEPTZ (you can check it here and here). On the other hand, it is also important to contextualize what cannot be considered an advergame.

We’ve already explained that an advergame is an advertising piece of campaign that : requires planning and an interface that puts together a brand/product/service and the gameplay

In this context, an advergame is not a ready-made game that one can simply insert a logo or a company’s feature. In the following hypothetical example below, we see the interface of the classic Pac-Man game with elements from McDonald's brand. To insert these elements on the gaming interface does not make this game an advergame; there is no strategic view or branding planning, we only notice elements scattered in a videogame screen.



According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words “advertising” and “game” – could be described as a marketing strategy that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games – much more complex than to only insert a logo in a classic gaming interface.



Reference:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

#GoGamers

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Dragon Ball AF BUDOKAI












Dragon Ball AF
is Fighting Video Game this game main character is Son Goku. Dragonball
AF is supposedly a new Dragonball series being developed in Japan.
However, FUNimation wants fans to know from the official source that
Dragonball GT is the last series and neither AF nor V exist. As far as
we know, and Toei has confirmed this matter, there are no future plans
for any
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Driver III Video Game




Driver III Video Game







Driv3r, more commonly known as Driver 3 (marketed as DRIV3R), is the third installment in the Driver series and was developed by Reflections Interactive and published by Atari.

Driv3r brings back features from Driver 2
and adds the ability to ride motorcycles and boats, use weapons, swim,
climb ladders, and enter certain
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Assassin's Creed 1 Free Download
























Assassin’s Creed 1 is
an action adventure video game in which the player primarily assumes
the role of Altaïr as experienced by Desmond Miles. The primary goal of
the game is to carry out a series of assassinations ordered by Al
Mualim, the leader of the Assassins. To achieve this goal, the player must travel from the Brotherhood’s
headquarters in Masyaf, across the
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Zool 2 (Amiga)

Developer:The Warp Factory|Release Date:1994 (A500 1993)|Systems:Amiga, DOS, CD32, Jaguar

Today Super Adventures has been struck by extreme serendipity. I've been playing Amiga games this month to celebrate the Amiga 500's 30th anniversary, but today is also the Amiga 1200's 25th anniversary! Also, and I didn't even realise this until someone else pointed it out to me the other day, this is my 1200th post on the site.

Seems like this is the perfect time for me to go back and replay one of the very first A1200 games I ever owned: Zool 2: AGA Version. I found it packed inside the same box as the machine itself, as it was one of the three games included in the 'Computer Combat' bundle. Shame I couldn't find the bloody code wheel that came with it ever again, after I took it out and left it somewhere. I had to play Brian the Lion instead, which kind of took some of the shine off my brand new computer.

Well that, and the fact that the A1200 turned out to only be a slight upgrade from the A500, with games that were typically the same except with obnoxious backgrounds added. It wasn't exactly the leap from NES to SNES. But I'm writing this to celebrate my beloved computer, the first I ever owned, not point out its numerous flaws, so I should get to pointing out Zool 2's flaws already.

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Sensible Soccer (Amiga)

Sensible Soccer title screen
Developer:Sensible Software|Release Date:1992|Systems:Amiga, Atari ST, DOS

Hey I've got a terrible idea, how about I play Sensible Soccer?

I haven't written about a sports game on Super Adventures for about five years now because I realised early on that they weren't working out for all kinds of reasons. These reasons include: I'm terrible at them, I usually don't know the rules, they don't give me much to write about, I often end up with a lot of empty green screenshots with tiny people standing around, and I hate them.

But I'm making a special exception for Sensible Soccer, on account of it being perhaps the most beloved Amiga game ever. It seems to have a spot reserved in every top 100 list right up near the top (unless they've chosen its sequel Sensible World of Soccer instead). Plus the spiritual successor, Sociable Soccer, is coming out soon, so it seemed like a good time for it.

Okay, I'll try to get this over with quickly, with as little whining as possible. I'll show a few screenshots of bland looking menus, a few of me losing a match, then we can both get on with our day.

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Blood, sweat, and pixels: the triumphant, turbulent stories behind how video games are made

In this moment I'm reading the excellent book "Blood, sweat, and pixels: the triumphant, turbulent stories behind how video games are made". True stories about how the work in the gaming industry could be full of anxiety and despair.

Jason Schreier (the author) interviewed more than 100 professionals from this field and the result is a book with many different views about the creative process behind a game, the difficulties, the mistakes and victories.

Schreier (2017) in the introduction of the book discusses about why is so hard to make games. The author points out that: 1) games are interactive; 2) technology is constantly changing; 3) the tools are always different; 4) scheduling is impossible; 5) it's impossible to know how "fun" a game will be until you've played it. From this point to the end, in each chapter, one game is used as an example to explain the how this area (as the title of the book says) is full of "blood, sweat, and pixels".



Excellent reading.

Click here to buy.



Reference:

SCHREIER, Jason. Blood, sweat, and pixels: the triumphant, turbulent stories behind how video games are made. New York: Harper, 2017.

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Bob's Bad Day (Amiga)

Bob's Bad Day title screen
Developer:The Dome|Release Date:1993|Systems:Amiga

Super Adventures Amiga Game Month continues with Bob's Bad Day! For some reason, this is the first game that jumped into my head after playing Bill's Tomato Game, funny that.

I have to level with you folks, this is not going to be a pixel art showcase and there won't be much going on in it for me to talk about. I'm pretty much only playing it as an excuse to show off the intro... though now that I think about it, the intro won't even work without the voices. Damn.

The important thing is that I'll be done with playing the game quickly and I'll not have much to write about afterwards, so I'll be able to move on to the next Amiga game and get that published before I run out of October. Theoretically.

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Bill's Tomato Game (Amiga)

BIll's Tomato Game title screen
Developer:Bill|Release Date:1992|Systems:Amiga, Atari ST

It's the 30th anniversary of the Commodore Amiga 500 home computer! I mean not today specifically, it seems like it hit the Netherlands in April 1987 and the rest of Europe shortly after. But it was released in the US at some point during October, and that's all the excuse I need to make this month on Super Adventures all about AMIGA GAMES!

For the next few weeks it's all Amiga titles, nothing else. Wall to wall Amiga. Though don't worry if you're not keen on that idea; at the rate I've been writing about games lately you're likely to only see two at best.

I started by checking top 100 lists to put together a set of classic titles that really define what the system is, the most Amigary of Amiga games... but then I realised that they'd have me playing things like Sensible Soccer. So I scrapped that plan and decided to play a few of the games that have stuck in my head for whatever reason. Like Bill's Tomato Game for instance! It's a game about tomatoes made by a guy called Bill Pullan. Though it definitely isn't named after him, at least according to the manual, which I definitely didn't check just now out of curiosity.

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Secret of Mana (SNES)

Secret of Mana europe pal title screen snes
Developer:Square|Release Date:1994 (1993 JP/NA)|Systems:SNES

This month on Super Adventures, I'm finally getting around to the legendary Secret of Mana!

I'm running a few weeks late here so I'll get my internet-sourced trivia introduction text out of the way quickly so I can get to the game.

• That 'Nasir' you see on the title screen is Nasir Gebelli, the programmer of Final Fantasy I, II and III.
• Trying to figure out the game's exact relation to Final Fantasy IV and Chrono Trigger could drive you nuts.
• It started out as a project codenamed "Maru Island" before becoming a Seiken Densetsu sequel.
• It was planned for the SNES CD addon, but was drastically revised and cut down for a cartridge release.
• Many of the unused ideas from the CD version ended up in Chrono Trigger.
• The dialogue was cut back even further for the English translation due to space limitations.
• It's getting a 3D remake next year!
• It's one of the games on the Super NES Classic!
• I've never played it.
• Well actually I have, but it wasn't for long and I don't think I liked it much.
• All I remember is walking down a river and maybe visiting a town before getting bored.

Also, it's one of the most popular and critically acclaimed SNES games, so I'm going to have to try not to hate on it too much.

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About gaming narrative

The gaming field is a plural space for different genders, styles and types of products. Nowadays, we have a multifaceted environment where indie games coexist with AAA productions; one place in which hardcore gamers are experiencing extremely challenging games in consoles and, at the same time, casual games in their smartphones. We are facing an ecosystem where games could be played anytime, anywhere.

In this sense, there are abstract games that are completely based in mechanics, with no storytelling background, and games fully developed in complex narratives. In the very beginning of gaming industry, we didn’t have much to tell in the limited interfaces. Pong, as example, is about bouncing a square ball using a vertical rectangle. On the other hand, Donkey Kong, for Atari console, has an interesting narrative layer where the hero must save the lady from the giant gorilla on the top of the building. Many years in advance, we can find some publishers like TellTale or Quantic Dream that created games fully based on narrative components like Walking Dead, Heavy Rain, Beyond: Two Souls and many others.



As we’ve discussed previously, it is a market full of opportunities for many types of ludic products. However, in this post I want to focus my attention in some interesting narrative features and how they are important in a gaming project.

First of all, it is essential to point out that the player “is at once the subject and the object of the play” (EHRMANN, 1968, p.56). We must always keep that in mind in any kind of gaming project. The game is an inanimate thing: codes, pieces, cardboards, miniatures etc., but the experience with the game is full of life. This experience is what we need to focus in: how we will deliver a good experience to the player.

A good narrative is one possible way to deliver a meaningful experience to the player. Following some ideas from Dansky (2007, p.5), it is possible to say that

“On the most basic level, narrative strings together the events of the game, providing a framework and what can alternately be called a justification, a reason, or an excuse for the gameplay encounters. At its best, narrative pulls the player forward through the experience, creating the desire to achieve the hero’s goals and, more importantly, see what happens next. At its worst, narrative merely sets up the situation and turns the players loose to do as they see fit. It achieves these goals through three important techniques: immersion, reward and identification”.

This author (DANSKY, 2007, p.5-6) also explains that there are three fundamental pillars that we need to think about gaming narrative:

1) Immersion: in a simple way, it refers to the state of mind where a person is completely absorbed in what they are doing (we’ve already discussed this feature using the idea of FLOW in this post); immersion refers to the moment in which we are so involved with the game that time passes different and we can’t notice the world outside the experience. We are talking about games, but a good book/movie/conversation could have the same effect. Consuming many references is the secret to create a good narrative.

2) Reward: Dansky (2007, p.6) says that narrative can also be a reward to the player and “the narrative events can be revealed gradually, delivered as rewards for achieving in-game goals”. As an example, in Hellblade: Senua's Sacrifice great part of the game’s rewards come from narrative pieces that tells us the background of the main character and some tales/legends from the Nordic culture.



3) Identification: something that, in the gaming context, provides justification for the actions during the experience. In Papers Please, for example, you assume the role of an immigration police officer from a dystopian nation and your job is to stamp entry visas. You must take some moral decisions based on the characters’ backgrounds and part of the meaning of this experience comes from the identification feature of the game.



Narrative in games is a great subject to discuss in future posts. Soon, I’ll bring a wide discussion about it.

#GoGamers


References:

DANSKY, Richard. Introduction to game narrative. BATEMAN, Chris (editor). Game Writing: narrative skills for videogames. Boston: Thomson, 2007.

EHRMANN, Jacques. Homo Ludens Revisited. Yale French Studies, No 41. Game, Play, Literature (1968). pp. 31-57.

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Six years of GAMING CONCEPTZ!

Six years of gaming content in 286 posts.

Thanks to the followers.

Long live to GAME ANALYTICZ!



Check the first post by clicking here.

#GoGamers

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Fallout 4 (PC)

Fallout 4 title screen logo
Developer:Bethesda|Release Date:2015|Systems:Win, PS4, Xbox One

This week month on Super Adventures I'm spoiling the first couple of hours of Fallout 4!

You might be wondering why I'm writing about a complicated modern RPG again when I should know better by now. There's already a hundred reviews, streams and YouTube videos out there about it, so it seems a bit redundant. I have a good reason though: I already played all the others (aside from Fallout Shelter and Brotherhood of Steel) and it seemed wrong to leave it out.

Plus it means I get to mention the drama going on in late 2013 when there were competing teaser sites like thesurvivor2299.com and thepropheteer.com all appearing to be revealing the game's existence, and people were trying to figure out which of them was legit and which were fake (they were all fake).

Thankfully the game actually was being developed in secret, because that's typically what you do when your last game was a huge hit (unless you're Valve). Though it seems weird to me that after all this time this was only Bethesda's second attempt at a Fallout RPG. Obsidian were the ones that made Fallout: New Vegas and I'm curious to see if Bethesda decided to take anything from it. Or take anything away from their last game.

I'll be playing it without any mods, by the way, because I'm not really keen on tweaking my game. I feel like opening the box like that lets some of the magic escape (plus I'd be too tempted to give myself an infinite ammo rocket launcher and fly around on a fire-breathing unicorn or something). Also this means I get to ignore the Creation Club entirely and all of the bullshit that goes along with that!

(Click the screenshots if you want to make them very slightly bigger.)

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Roger Caillois and one possible view about the complexity of games and play forms

In his iconic book from 1958 “Man, Play and Games” (“Les jeux et les homes” as the original title, in French), the sociologist Roger Caillois discusses how a gaming culture can be an essential element of social changing.

In the first chapter of the book, Caillois presents one interesting view about possibilities of play forms and how they can combine among them. In a very synthetic way, the author says that there are four play forms:

1) Agon: play activities that depend on physical abilities like soccer, basketball, chess (mind effort), boxing etc.

2) Alea: ludic situations that depend of pure chance, like lottery, casino roulette and dice-rolling games based only on luck.

3) Mimicry: role-playing games and theatrical activity (make-believe game).

4) Ilinx: Activities where there is risk of life and vertigo. Tightrope, bungee jump and other extreme sports are some examples.

Trying to summarize these ideas, I created the following image:



It’s important to highlight that these categories can combine themselves in other situations. One “Dungeons & Dragons” RPG session, for instance, can combine elements of mimicry (in the role play) and alea (in dice-rolling situations). Poker can combine alea factors (the way the cards will appear in the table) with agon (the strategy and mental effort to create strategy).

This post is only a synthesis of an important idea from Caillois. I strongly suggest the full reading of “Man, Play and Games”. It’s a fantastic way to dwell deeply about games, game design and ludic elements in the contemporary scenario.

#GoGamers



Reference:

CAILLOIS, Roger. Man, Play and Games. USA: Illinois University, 2001.
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Teaser trailer: MIND ALONE

In a partnership with SIOUX Studios from São Paulo I'll launch my new mobile game soon (end of October probably)! MIND ALONE is a text-based ludic interface. It is an experimental puzzle game that uses different functions from smartphones to create an immersive suspense/terror narrative. It is a “scape the room” game, but the room is your own mind. Each memory is a puzzle. The aim is to solve the puzzles, recover your memory, reach the surface and wake up from this mysterious nightmare.

Check the teaser trailer:



Wait for news here!

#GoGamers
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Vixen (Amiga)

Vixen Amiga title screen
Developer:Intelligent Design|Release Date:1988|Systems:C64, ZX Spectrum, Amstrad CPC, Atari ST, Amiga, DOS

This week on Super Adventures I'm writing about another obscure Amiga platformer. And I'm going to keep on doing it until you're all suitably grateful for the modern games we have now.

This one's called Vixen, unless you're in Germany, then it's known as She-Fox instead. According to Wikipedia, the reason for the change is that in German "vixen" is pronounced like wichsen, an obscene word meaning "to jerk off", and judging by the title screen I guess was a little too on the nose for them. Surely there's an actual German word for 'female fox' they could've used though?

Some people took issue with the game's cover as well due to the fact it has dancer and tabloid 'Page 3' model Corinne Russell wearing a skimpy leopard-skin bikini on it. The publisher apparently had to reissue the game with 'a less provocative cover'. Then Your Sinclair magazine went and put her on its cover and they got complaints as well. I'd show you a picture of it, but it's the same image as the title screen, except without the flesh-coloured hair and painted on clothes.

This was all happening in 1988 by the way, so the game's from the NES/Master System era, which I haven't visited in ages. It never came out for the consoles though, only home computers, and I'll be mostly playing the Amiga port. Not because I'm nostalgic for it exactly, but it is the version I remember playing as a kid... briefly.

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Ganpuru: Gunman's Proof (SNES)

Ganpuru Gunman's Proof title screen logo
Developer:Lenar|Release Date:1997|Systems:SNES

This week on Super Adventures I'm playing a game definitely absolutely did not ever get ported to the Commodore Amiga, for a change. In fact this one wasn't even released in English, though it did eventually get a fan translation.

I like fan translations, I think they're a fantastic idea and that everyone who's put their time and effort into making games accessible to more people for absolute zero financial reward is awesome. But I don't play fan translations on my site (it's one of the rules written in the box on the right), so I'm going to be struggling through the original Japanese version of the game for an hour or two. Well, unless it's got a lot of dialogue in it, then I'll be struggling a lot longer than that.

The katakana in the title says Ganpuru, so some people call it Gunple and others say it's probably a compound word formed from 'gunman' and 'proof' (like how Pokémon comes from the words 'pocket' and 'monsters'). Man, if the very first word in the game's giving me this much trouble then that's not a good sign. Google Translate tells me that my two choices beneath it are “From the beginning” and “From the rest”, so at least I don't have an options screen to interpret.

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One game design exercise to rethink the past while looking at the present

This semester, I’d like to propose my students one interesting exercise from the book “The ultimate guide to video game writing and design”. Though I’ve made some modifications, the main idea is to recreate a modern game in an old fashioned way.

Some steps are necessary for this mission:

1) Choose one game from the last generation of consoles (Playstation 4, Xbox One and Nintendo Switch) and mobile devices (Android and iOS). The more complex, the better.
2) Try to imagine and recreate the game for the Atari platform (keep the essence of the narrative and few elements from the mechanics).
3) Using samples and print screens from Atari’s games, build a few simple interfaces for the game. This will be a big challenge. In some way, the interface must resemble some core visual elements.
4) Create a prototype for the cartridge cover.

Below, is one example that I created for this post using the game THE LAST OF US.


I tried to maintain the shooting mechanics with stealth. Characters must use the stairs simultaneously to reach the other side of the screen. In a minimalist way, I tried to keep the essence of the "clickers" enemies. Interface is very simple with stamina and ammunition.


The new game's cover is an homage to a very similar story - the movie LOGAN.

To the check the main idea from THE LAST OF US, watch the trailer below:



Many people are creating modern-retro-art for Atari games, you can check out some interesting examples in this link.

#GoGamers



Reference:

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to video game writing and design. New York: Skip Press, 2007

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