Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Tuesday, January 28, 2014

Opinion: The Top 15 Indie Games of 2013

The scene has been building steam for a number of years now, but in 2013 the age of the independent developer truly arrived. Everywhere you turned, the indies were there. Hell, one need only look at the tussle between Sony and Microsoft – each professing their love for indies above and beyond the other – to see how important independent developers are in the modern gaming landscape.

And the best part is – they’re delivering. There were so many great indie games released this year I spent at least as much time playing them as I did games released through the traditional model. And I barely scratched the surface.

The list that follows, then, is very much a personal one. These are the indie titles I most enjoyed this year, but there are plenty of contenders I’m yet to play. Even so, I think this list is a good reflection of the breadth of experiences delivered by indie developers in 2013, and hopefully it will point you in the direction of a couple you haven’t checked out yet.

Developer: Klei Entertainment | Platform: PC | IGN Review

2013 wasn’t just the year of the indie; it was also the year of the roguelike. Don’t Starve grabbed my attention thanks to its unique hand-drawn visual aesthetic and open-ended gameplay. Essentially a wilderness survival game, you explore the world, gathering up resources that can be used for crafting, while trying to avoid starving, freezing, going insane and being killed by the many monsters roaming the land. The day/night cycle played a big role in the game’s rhythm, and while death meant starting all over again, each playthrough taught valuable lessons. Don’t Starve is coming to PS4 in 2014.

Don't starve... and do set fire to everything. Don't starve... and do set fire to everything.

Developer: Twisted Tree | Platforms: PC, PS Vita, PS3 | IGN Review

Proteus lasts all of half an hour, but you’ve probably never played anything quite like it. Even the word “played” is probably overstating things. Proteus is an experiment with video game form – players are given no direction, simply finding themselves on a charmingly pixelated island, and left to their own devices. You should discover how things unfold for yourself.

Developer: Jigxor | Platform: PC

An ode to table top gaming, Dungeon Dashers (which is currently available via Steam Early Access - the final release will be in early 2014) is a combat-focused dungeon crawler with puzzle elements. Whether played solo or with friends, players control four characters, each with unique abilities that factor into both combat and puzzle solving. The Knight, for instance, can dash through rocks blocking the way ahead, whereas the Rogue can blink across gaps. The combat itself is turn-based, but Dungeon Dashers more than lives up to its name – encounters are fast-paced and really good fun. Great sense of humour too.

Developer: Carlsen Games | Platforms: Mac, PC | IGN Review

140 is only short, but it’s a masterful demonstration of how to fuse music and platforming, with the score evolving in step with the level design. Much like Sound Shapes before it, musical elements are represented on-screen – a block path may materialise to a synth line, for instance, and timing movements to the music is the only way to progress. The platforming challenge itself is rock solid and the music superb. Oh, and the bosses at the end of each level turn the gameplay on its head in some cool ways too.

Developer: QCF Design | Platforms: Mac, PC

Desktop Dungeons is one of the most tightly designed roguelikes of the year. Each dungeon is essentially a puzzle to overcome. Viewed from top down, players uncover enemies, secrets and power-ups one tile at a time. Fighting is a simple affair – physical attacks and spells, and the key is systematically defeating enemies of a similar level in order to level up and take on higher level opponents. The cleverest part of the design is the way Desktop Dungeons forces the player to think about every step. Exploring uncharted parts of the map restores health and mana, so you should take as few extraneous steps as possible unless you need to be healed. Defeating the final boss is all about getting to the right level with as big a stockpile of health and mana potions as possible. Each class puts its own spin on the gameplay, too. Fighters, for instance, have enemies of the same level or lower marked on the map, which enables you to move more tactically about the dungeon. Brilliant.

Developer: Alan Hazelden & Harry Lee | Platforms: Linux, Mac, PC

Sokobond is one of the most elegant puzzle games I’ve played in years. Each puzzle tasks the player with creating a molecular compound by assembling the atoms on screen in the correct way. Each atom can make a certain number of bonds, so the challenge is partly geared around filling the valencies of each atom, but more about doing so in limited space. As more levels are unlocked new mechanics are introduced, such as the ability to split bonds or rotate pairs. Okay, so this is sounding really dry, but if you like puzzle games take my word for it - this is a game worth playing.

Developer: Alexander Bruce | Platform: PC | IGN Review

A first person puzzle game with an appealingly minimalist presentation, Antichamber plays with expectations and perception, and eschews many of the more traditional video game frameworks. And that’s all you really need to know. Want an experience that will surprise you? Check it out.

Developer: The Fullbright Company | Platforms: Linux, Mac, PC | IGN Review

Gone Home is one of 2013’s indie darlings and rightly so. Its central story is moving, relatable and wonderfully realised, allowing players to really feel as though they’re inhabiting the shoes of the main protagonist, who returns from a trip overseas to the new family home, only to find no one there. The mystery (mysteries, actually) is unravelled through notes, diary entries and other devices, and exploring the house is hugely engrossing. If you’re after a good story, Gone Home is a must-play.

Saturday, January 4, 2014

Opinion: The Top 15 Indie Games of 2013

The scene has been building steam for a number of years now, but in 2013 the age of the independent developer truly arrived. Everywhere you turned, the indies were there. Hell, one need only look at the tussle between Sony and Microsoft – each professing their love for indies above and beyond the other – to see how important independent developers are in the modern gaming landscape.

And the best part is – they’re delivering. There were so many great indie games released this year I spent at least as much time playing them as I did games released through the traditional model. And I barely scratched the surface.

The list that follows, then, is very much a personal one. These are the indie titles I most enjoyed this year, but there are plenty of contenders I’m yet to play. Even so, I think this list is a good reflection of the breadth of experiences delivered by indie developers in 2013, and hopefully it will point you in the direction of a couple you haven’t checked out yet.

Developer: Klei Entertainment | Platform: PC | IGN Review

2013 wasn’t just the year of the indie; it was also the year of the roguelike. Don’t Starve grabbed my attention thanks to its unique hand-drawn visual aesthetic and open-ended gameplay. Essentially a wilderness survival game, you explore the world, gathering up resources that can be used for crafting, while trying to avoid starving, freezing, going insane and being killed by the many monsters roaming the land. The day/night cycle played a big role in the game’s rhythm, and while death meant starting all over again, each playthrough taught valuable lessons. Don’t Starve is coming to PS4 in 2014.

Don't starve... and do set fire to everything. Don't starve... and do set fire to everything.

Developer: Twisted Tree | Platforms: PC, PS Vita, PS3 | IGN Review

Proteus lasts all of half an hour, but you’ve probably never played anything quite like it. Even the word “played” is probably overstating things. Proteus is an experiment with video game form – players are given no direction, simply finding themselves on a charmingly pixelated island, and left to their own devices. You should discover how things unfold for yourself.

Developer: Jigxor | Platform: PC

An ode to table top gaming, Dungeon Dashers (which is currently available via Steam Early Access - the final release will be in early 2014) is a combat-focused dungeon crawler with puzzle elements. Whether played solo or with friends, players control four characters, each with unique abilities that factor into both combat and puzzle solving. The Knight, for instance, can dash through rocks blocking the way ahead, whereas the Rogue can blink across gaps. The combat itself is turn-based, but Dungeon Dashers more than lives up to its name – encounters are fast-paced and really good fun. Great sense of humour too.

Developer: Carlsen Games | Platforms: Mac, PC | IGN Review

140 is only short, but it’s a masterful demonstration of how to fuse music and platforming, with the score evolving in step with the level design. Much like Sound Shapes before it, musical elements are represented on-screen – a block path may materialise to a synth line, for instance, and timing movements to the music is the only way to progress. The platforming challenge itself is rock solid and the music superb. Oh, and the bosses at the end of each level turn the gameplay on its head in some cool ways too.

Developer: QCF Design | Platforms: Mac, PC

Desktop Dungeons is one of the most tightly designed roguelikes of the year. Each dungeon is essentially a puzzle to overcome. Viewed from top down, players uncover enemies, secrets and power-ups one tile at a time. Fighting is a simple affair – physical attacks and spells, and the key is systematically defeating enemies of a similar level in order to level up and take on higher level opponents. The cleverest part of the design is the way Desktop Dungeons forces the player to think about every step. Exploring uncharted parts of the map restores health and mana, so you should take as few extraneous steps as possible unless you need to be healed. Defeating the final boss is all about getting to the right level with as big a stockpile of health and mana potions as possible. Each class puts its own spin on the gameplay, too. Fighters, for instance, have enemies of the same level or lower marked on the map, which enables you to move more tactically about the dungeon. Brilliant.

Developer: Alan Hazelden & Harry Lee | Platforms: Linux, Mac, PC

Sokobond is one of the most elegant puzzle games I’ve played in years. Each puzzle tasks the player with creating a molecular compound by assembling the atoms on screen in the correct way. Each atom can make a certain number of bonds, so the challenge is partly geared around filling the valencies of each atom, but more about doing so in limited space. As more levels are unlocked new mechanics are introduced, such as the ability to split bonds or rotate pairs. Okay, so this is sounding really dry, but if you like puzzle games take my word for it - this is a game worth playing.

Developer: Alexander Bruce | Platform: PC | IGN Review

A first person puzzle game with an appealingly minimalist presentation, Antichamber plays with expectations and perception, and eschews many of the more traditional video game frameworks. And that’s all you really need to know. Want an experience that will surprise you? Check it out.

Developer: The Fullbright Company | Platforms: Linux, Mac, PC | IGN Review

Gone Home is one of 2013’s indie darlings and rightly so. Its central story is moving, relatable and wonderfully realised, allowing players to really feel as though they’re inhabiting the shoes of the main protagonist, who returns from a trip overseas to the new family home, only to find no one there. The mystery (mysteries, actually) is unravelled through notes, diary entries and other devices, and exploring the house is hugely engrossing. If you’re after a good story, Gone Home is a must-play.

Tuesday, April 30, 2013

Zynga Reports Fewer Players of Its Online Games and Shares Drop

Shares fell 10 percent to $2.99 in extended trading.

The San Francisco-based publisher behind games like "FarmVille" and "Words With Friends" said its number of monthly players continued its decline to 253 million, the lowest figure since the number peaked at 331 million at the end of the third quarter of 2012.

On an adjusted basis, Zynga reported earnings of 1 cent per share, beating analyst expectations of a loss of 4 cents per share. But the company also projected that its second-quarter loss would be between 3 to 5 cents per share, exceeding the 1 cent per share loss analysts had expected.

"The second quarter guidance is light," said Sterne Agee analyst Arvind Bhatia. "We continue to think that any hope for real growth for this nebulous company really depends on what it can do in real-money gaming."

Zynga has struggled to keep users, who once flocked to its games on Facebook Inc's website. In recent months, Zynga and Facebook have revised their business partnership, as Zynga has sought to establish itself as a more independent gaming network at the risk of receiving less visitor traffic from Facebook.

Zynga has promised investors that it could tap into a potentially lucrative new revenue stream by launching real-money casino games around the world.

The company reported revenues of $263.6 million, down 18 percent from the year-ago quarter but above Wall Street's depressed expectations as the online game maker wrung more sales than expected out of its shrinking user base.

Zynga's quarterly bookings of $229.8 million also topped estimates but represented a 30 percent decline from a year ago.

(Reporting By Gerry Shih; Editing by Leslie Adler and David Gregorio)

Monday, April 29, 2013

Zynga Reports Fewer Players of Its Online Games and Shares Drop

Shares fell 10 percent to $2.99 in extended trading.

The San Francisco-based publisher behind games like "FarmVille" and "Words With Friends" said its number of monthly players continued its decline to 253 million, the lowest figure since the number peaked at 331 million at the end of the third quarter of 2012.

On an adjusted basis, Zynga reported earnings of 1 cent per share, beating analyst expectations of a loss of 4 cents per share. But the company also projected that its second-quarter loss would be between 3 to 5 cents per share, exceeding the 1 cent per share loss analysts had expected.

"The second quarter guidance is light," said Sterne Agee analyst Arvind Bhatia. "We continue to think that any hope for real growth for this nebulous company really depends on what it can do in real-money gaming."

Zynga has struggled to keep users, who once flocked to its games on Facebook Inc's website. In recent months, Zynga and Facebook have revised their business partnership, as Zynga has sought to establish itself as a more independent gaming network at the risk of receiving less visitor traffic from Facebook.

Zynga has promised investors that it could tap into a potentially lucrative new revenue stream by launching real-money casino games around the world.

The company reported revenues of $263.6 million, down 18 percent from the year-ago quarter but above Wall Street's depressed expectations as the online game maker wrung more sales than expected out of its shrinking user base.

Zynga's quarterly bookings of $229.8 million also topped estimates but represented a 30 percent decline from a year ago.

(Reporting By Gerry Shih; Editing by Leslie Adler and David Gregorio)