Sunday, September 22, 2013

And the loser is...

Now that the Playstation 4 and Xbox One are on their way, everyone is wondering who won or lost the previous console war.


If we don't include the Wii which sold over 100 Million units, Xbox 360 has sold about 78 Million units and the PS3 has sold about 80 Million more or less.

Before we go to war here let me offer a suggestion, I think the Wii won this generation and the Wii U lost.

Now someone may be asking "How can the Wii U lose the last generation?" You see the Wii U does not act like a next-generation console. It works like a current gen console.

If anything, the Wii U is a step back. It can't play non-gaming discs like CDs or DVDs, there isn't any group chat right now, the graphics are at current generation standards, and the controller only lasts about 4 hours.

Since its launch, the Wii U has struggled to sell 4 Million units. This will of course change over time once more games are released but right now its in last place.



Overall, the Wii U is a current-gen console, not a next-gen. For the first time in gaming history we have a simultaneous winner and loser: Nintendo.

Saturday, September 21, 2013

Neverending Nightmares

My new article is on badhaven.com. http://www.badhaven.com/games/does-neverending-nightmares-replicate-the-gaming-equivalent-of-mental-illness-creator-matt-gilgenbach-talks/
You can see my version here on my blog.



A report by John Jackson

“Who’s to say that dreams and nightmares aren’t as real as the here and now?”

- John Lennon

Matt Gilgenbach’s work is the stuff of nightmares, HIS nightmares. Matt battles with Obsessive Compulsive Disorder (OCD) and depression constantly. His mind conjures images of self-infliction and bodily harm due to his condition. Thankfully, Matt is able to diminish his affliction through therapy and the use of medicine.

Matt’s doesn’t let his condition to affect his love of games. Last year, Matt broke into the indie game market with his work on Retro/Grade.


Retro/Grade is a unique shooter/rhythm game with the tagline “Undestroy the Universe.” Players were tasked with piloting a ship as it travels backwards in time to undo the damage done by “un-firing” your attacks and dodging enemies. Retro/Grade was praised by numerous critics despite low sales for its unique gameplay, music, and colorful art style.


Undiscouraged, Matt created Infinititap Games and started working on a new game based on his experiences with OCD. The game, titled “Neverending Nightmares,” tells the story of Adam as he explores a mansion filled with ghouls and monsters.
screenshot_03.png


Players will immediately notice a similarity to Amnesia: The Dark Decent. What sets Nightmares apart from many horror titles is how it distances itself from traditional horror game traditions such as weapons and puzzles. Infinititaps instead chose to focus on immersing the players in the game through the art style, soundtrack and survival gameplay. Players will have to flee from enemies if they want to survive the mansion and will need to find hiding places to avoid contact.

Neverending Nightmares is set to deliver a unique experience in the survival horror genre.
I was able to contact Matt and ask him some questions regarding his new game
Q: Who is the main character?
A: Matt: His name is Adam, but we haven’t revealed anything else about him.
Why is he in a mansion filled with grotesque creatures and creepy dead girls?
The game begins with Adam waking up from a nightmare, and soon he realizes that he is in yet another nightmare. He continues to have false awakenings into different nightmares until the ending reveals what aspects of the nightmare are “real” and what are manifestations of his psychological state.
What does your game focus on? Puzzles? Action? Survival?
Exploration.
What kind of gameplay can we expect? Is this an action horror game like Resident Evil?
No, it’s more along the lines of Amnesia where you have to avoid confrontation.
Does your game allow players to interact with objects in the environment and background?
Yes. Objects that appear in color are things the player can interact with. We chose this in order to prevent having to add UI elements for button prompts, which can break immersion.
What are the main themes behind the game? (I noticed that you have a shot of someone writing "God, why have you forsaken me?") Is your game biblical themed?
screenshot_04.png


The game is inspired by my experience suffering from obsessive-compulsive disorder and depression, and I am trying to recreate those feelings in the nightmares of Adam. That particular bible quote seemed quite powerful at expressing complete and utter emotional desolation, which reflects how depression can feel like.
Is this more of a psychological game where the events and monsters reflect the character's psychological issues?
Yes, since the game takes place in nightmares, everything can be symbols for explaining more about the character’s psychological state.
What is with the vivid images of pulling out arteries and breaking off bones? Is that a puzzle?
Those are intrusive thoughts that I’ve struggled with because of my obsessive-compulsive disorder. One of the most difficult things I’ve struggled with is intrusive thoughts of violent self-harm. Because of mental illness, my mind constantly invents new and terrible ways of self-injury in order to torment me. I am trying to recreate those thoughts in the game because they are truly horrifying.
Are there any games, books or movies that influenced this game? (For example: games like Resident Evil, authors like Stephen King, movies like Halloween)
 


The Silent Hill series as well as Amnesia are the games that had the most influence on Neverending Nightmares. I’ve also been heavily influenced by the movie “The Shining”, which is the perfect horror film.

 What kind of game style influenced your game? (Like Resident Evil's survivor gameplay or Amnesia's hide and escape gameplay)

Amnesia’s hide and escape gameplay was a big influence. We love the feeling of vulnerability you get when you are unable to engage the enemies.

Do you often play games? If so, what kind of games do you play?

I do play games, but not as often as I would like. I’ve been playing a lot of horror games lately to get more ideas of what works and what doesn’t. I also especially enjoy playing co-op games with my wife, and we’ve been playing Rayman Legends.

What kind of games did you grow up with? What games influenced you the most and why?

I mostly gamed on Nintendo and Super Nintendo. The Mario games were the biggest influence just because they had these big and amazing worlds. I sometimes go back and play the original Mario games, and I am still quite impressed with what they accomplished given the limitations of the hardware. 

How did you get into game design? College? Club? Friends?

I’m not really sure. I started learning to program at 9 because I wanted to make games. I haven’t stopped making them since!
 
What do you like to work on in games?

I like to do it all except art because I’m really bad at that.  

Is there any kind of art style that influences you? If so why?  

 

The art style that influences me the most depends on the game. We were really inspired by Edward Gorey for Neverending Nightmares. His work is remarkable because it is like a twisted children’s storybook. We think that is a great fit for what we are trying to do. 

What makes your game unique in the gaming world, besides the neat art style?

We are creating something that tries to capture the experience of battling with mental illness, which I think is something really unique to do with a game.

What changed as you were working on this game? Did you already know you were going to have a character named Adam in a mansion? If not then how did this game start out?

Pretty much everything has been in flux. I started with an idea of bringing some elements of my nightmares and my mental illness to life, and the current characters and locations evolved out of that.

Your game seems to be set around the 1800-1900s. How did you come up with the setting in your game? Why this time period and why a mansion?

The setting is something that evolved to serve the game design needs. The time period was basically chosen so we could have candles instead of electric lights. With candles, you have to worry about whether the light will go out, which has an inherent tension that is really appealing for horror.

A mansion seems creepy – there are a lot of corners to explore and places for monsters to hide. Fatal Frame and Resident Evil both took place in mansions and it worked really well.

You said that your character's name was Adam. Adam can mean "to be red." Is this why you named him Adam because of the red blood that stands out in the black and white?
 
screenshot_05.png

No. I chose the name Adam because of Adam and Eve. He is supposed to be an everyman – a blank slate. Because you are only learning about the character through his nightmares, I wanted to choose something that didn’t imply a particular personality. I was tempted to name him John, but that is too overused. I thought Adam was similar in effect.

In one scene you have a woman chasing Adam through a hallway. Is Adam going to be chased or is this a more of a hiding game?

The game will mostly be about hiding, but I’m sure there will be some chases.

In another scene you have a hanged woman opening up her eyes. Are there cutscenes in this game or are these more interactive moments?

There will be cutscenes, but we intend to keep them brief. Games are at their best when they are interactive.

screenshot_02.png

You said that you were basing this game on your own experiences with OCD. Are you using your game to help you cope with your condition? Or could this game help people understand people with your condition?

My goal is to create something that will help people understand what others suffering from mental illness experience. I have found working on this game to be quite therapeutic, which was unexpected because I was worried development would dredge up unpleasant memories.

How long have you had OCD?  Were you diagnosed young or at an older age?

I suspect I’ve suffered from it in one form or another for my entire life, but I didn’t seek treatment for mental illness until I was 19. 

How do you treat your condition?

I’ve been in therapy for 12 years now, so I’ve learned a lot of different techniques as well as tried a variety of medicines. Right now, I’m only taking medicine for insomnia, and I’ve gotten my OCD mostly under control with cognitive behavioral therapy.

When making this game did you always want to base it on your experiences with OCD?

When trying to decide on a game idea to follow Retro/Grade, I thought about what game I most want to make and what I would be best at making. Both questions led me to the answer of creating a game based on my very difficult battle with mental illness.

What made you decide to take your experiences with OCD and make it into a game?

I’ve always struggled to communicate what my experience with OCD is like. Creating a game seemed like the perfect way to give others that experience.

Do you have an idea of what you want to do next after you finish this game?

I’d like to continue to work on horror games that draw on my own personal experience. I feel that because of because of my struggles, I have an interesting voice in the horror game genre.

What do you think is the biggest draw in your game?

I think the biggest draw is the amazing atmosphere we’ve been able to create with the unique art style, our lighting system, and the amazing audio.

Neverending Nightmares is currently in its fundraising stage at Kickstarter.com. You can find more info about the game at Infinititap Games’ Facebook page or at their website.



Trailer

You can go to Kickstarter.com to help make this game a reality.

Sunday, September 8, 2013

Riddick-ulous

Riddick-ulous: 7 Reasons why Riddick is Awesome.

 

Let's face it, Riddick is one of the greatest badass antiheros of all time. But what makes him so great? Is it his indomitable will? His wrath-of-God-like voice? Or his instincts as a predator?

Since the third Riddick movie has just come out, we thought it would be fun to list the top 7 reasons why Riddick is so awesome.


1. Survival Instincts.



Riddick has been abandoned on lone planets, imprisoned in the worst prisons, and left for dead innumerous times. Yet, the Furyan keeps coming back for more. If anything, he comes back stronger. This is a man who cannot be killed. Bounty hunters, soldiers, even wild beasts don't stand a chance against him.

2. Adaptability.


















When Riddick goes somewhere, he doesn't just survive, he thrives. Give him a wasteland, and he'll conquer it. Put him in a cage with a beast, he'll tame it. Whether he's in the slums of Butcher Bay or facing down the full Necromonger army, Riddick will destroy what gets in his way, and rule over what is left.

3. Eye Shine.
 


How could we not include Riddick's trademark look? Riddick's ability to see in the dark is one of his best features. Anyone who looks into his eyes knows they're looking into the eyes of a predator.

4. Man of few words.



Riddick rarely speaks, letting his actions speak for him. But when he does talk, you better listen. It could mean the difference between life an death. Riddick always has a witty comeback or a bit of philosophy for you in any circumstance.


5. Predatory instincts.


Riddick is, at his core, a predator. Preferring to slaughter enemies one by one and drag them into the darkness rather than go in guns blazing. Riddick doesn't need a gun. Give him an ulak, a shiv, or even a hair pin and watch the body count grow substantially. Riddick isn't a warrior, he's a predator in the dark. Add his ability to see in the dark and he's the perfect killer.

6. His Indomitable will.



Being a Furyon, Riddick has trouble playing nice with others. He is the only man whose bounty is more dead than alive. With complete disregard for all laws and norms, Riddick is a man who fears no one and refuses to bow to anyone.


7. Feral man.

 

Riddick doesn't belong in normal society. His antisocial tendencies practically make him a feral human. He belongs in the wild where he lives on the edge of life an death. While we would prefer the comforts of society, he lives for the extreme wilderness to sharpen his instincts.

Sunday, September 1, 2013

The World's End Movie Review


The World's End Review



My first exposure to the comedic duo of Simon Pegg and Nick Frost came around 2008 during a boring Autumn evening. Me, my sister, and my dad were looking for something to watch on the DVR and stumbled upon an action film titled "Hot Fuzz." I had heard of the movie before but never had the opportunity to see it in theatres. We decided to give the movie a chance, after all, if worst came to worst we would only lose a few hours and five dollars.

I still remember that night on the couch with my family. Hot Fuzz was a fantastic action/comedy film that blew my mind. The movie was a superb combination of both ridiculous and serious content mixed in with dry humor, unnecessary gore and slap stick comedy.

 

I quickly snatched Shaun of the Dead off the library's shelves. At the time the Dawn of the Dead reboot had been released and I suspected that Shawn might be another rip off. The movie is a hilarious parody of not only Romero's work but was a semi-realistic portrayal of what goes through people's heads when a tragedy strikes. Who can forget watching Pegg and Frost go through their records to find ones they'd be willing to toss at the zombies? After watching two great movies, I became a fan of the Pegg and Frost's work.



Now that I was caught up with their previous work, I patiently waited for another movie to appear. In 2007, I watched Run, Fatboy, Run. It was a great film but I missed Nick Frost. Five move years passed and the comedic duo that had made me laugh so hard seemed to have disappeared. Pegg went on to star on the Star Trek movies and the Mission Impossible films while Frost was featured in Attack the Block and Snow White and the Huntsman.

In 2011, I found the two in an unexpected movie. Pegg and Frost were reunited as officers Thompson and Thompson in The Adventures of Tintin. The movie certainly wasn't one of their comedy films, but it was a treat just to see them together again. Could this reuniting possibly mean that another movie was on the horizon? I could only hope.

 

Finally, early in 2013, I saw a preview for a movie called The World's End. The third movie in what some call the "Three Flavors Cornetto trilogy" had finally arrived.

I recently got to see the movie this week. While the movie is in the same vein as the previous movies it lacks some of the humor I have come to expect from the comedic duo from across the pond.

The films starts out with Gary King (Simon Pegg) recounting the greatest day of his life to an AA group. Twenty years earlier, King and four of his best friends attempted the Golden Mile, a trip all twelve pubs in their hometown of Newton Haven. On a sudden whim, King gathers his old friends and tries to pull off the Golden Mile one last time. King is joined by Peter Page (Eddie Marsan), Oliver "O-man" (named for the birthmark on his head in the shape of a six) Chamberlain (Martin Freeman), Steven Prince (Paddy Considine) and Andy Knighly (Nick Frost).



Gary has remained the same egotistical drunk idiot that he was twenty years ago while the others have grown up. After discovering that the town has been taken over by robots, the five friends decide to continue their plan to visit every bar in order to avoid detection and escape their hometown.

World's End is filled with the same witty dialogue that you'd expect from the previous films. Jokes go from clever hi-brow puns to gutter lines in six seconds flat. Add a little slap stick in there and you've got another great Pegg/Frost movie. There is definitely great humor here even if the movie takes a while to get started. I had fun watching several middle-aged men attempt to relive their rambunctious teen years.

One of the main problems I had with the movie is that Simon Pegg and Nick Frost have switched comedic roles. Pegg plays the idiot while Frost dons the role of the strait man. The role change threw the whole movie off balance for me. You rarely see Frost crack a joke throughout the movie but instead he rebuffs Pegg's many cracks and one-liners. As for Pegg, he doesn't come off as loveable goofball but instead is portrayed as a manipulative man-child. If they were going to switch roles, they should've at least kept the same humor.


Another issue I had was with the many characters in the film. All the different side stories and backgrounds takes away from what is funny: the banter between Pegg and Frost. The other actors do a fine job on their own, but the film suffers from the lack of focus on the escapades of the duo.



The final problem comes from the whole theme of the movie. It focuses on the awkwardness of reliving one's youth rather than the out-of-place jokes I've come to expect from these films. And what is with those robots that go down so easily? They take a few hits and their done. It makes the action look lazy.



Despite all this, The World's End is a fine film, just not as good as the previous entries. I enjoyed the mixture of dry humor with pointless violence and ridiculous conversations. If the world should end with robots, you can catch me at the local pub.

Final Verdict: 7.9/10