A short devlog from RujiK the Comatose about a monster breeding sim they’ve been working on. Dismayed as a kid by the fact that breeding in video games tends to be done according to tables rather than truly from combining the attributes of the parents, they set out to create a procedural version that matched what they expected when they were young. The results seem to be satisfactorily freaky, although, possibly to the dismay of some, we get no renditions of monster mating.
A quick digression. They’re basically redoing what was done in Spore some 14 years ago now. Why is this interesting, while Spore is old hat? My guess it’s that the tech is being put in service of a Pokemon-like game instead of Will Wright’s extremely generic simulationist gameplay.
Games from the classic (Space Invaders onwards) and later eras of arcade machines tend to be preserved fairly well, or at least have MAME watching their backs, but there was a whole era of arcades before that time, that pose special challenges for preservation. Atari/Kee’s early release The Quiz Game Show, for instance, their first game using a processor, read questions off of special data tapes that may not even exist nowadays. Many games from that era had no processor, and were constructed out of discrete logic components.
When I wrote part one of We Love Atari Games, I was surprised by how many games from this era are so little known now. Atari’s Football, for example, sold extremely well, even keeping up with Space Invaders for a little while (until Super Bowl season that year ended), but I barely even heard of it before I started working on the book.
These games are important to preserve too, but the difficulty in emulating them, their great rarity, and the inescapable arrows of time and entropy present huge challenges. Please listen to the podcast for more information, from people who know much more about them than me.
With all the indie games I play these days, I tend to have to double up with my showcase videos I edit this week. This means more indie games for you to check out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
In addition to the ZX Spectrum, Nintendo mascot Mario, née Jumpman, also turns 40 this year.
I’ve actually seen people claim that Mario is the perfect mascot, like he were destined towards super-stardom. He was nothing of the sort! Only a vaguely ethnic stereotype at first, although purposely a bit ugly in his original incarnation, he’s a working-class kind of guy. It seems prescient now, but it was the 80s at the time of his creation. Who picks a carpenter (his original occupation) to be their hero? Shigeru Miyamoto does. That’s really the secret of Mario’s success: he was created by one of the most successful game designers of all time, as part of his first project.
The New Yorker, which, it’s a fact, publishes humor other than cartoons, has a pretty funny bit of short fiction in tribute to Nintendo’s plumber and his advancing age by Simon Rich, even if it posits a version of Mario who’s a bit seemy, and worries that he’s-a gonna be cancelled. But it ends on a happy note, with Mario finally getting that back surgery he’s been needing for so long. Wait, what? Also he gets scammed by Wario.
The New Yorker is one of those publications that throws up a paywall at times, probably related to how many articles you’ve seen this month, so be warned.
And I know what you’re-a thinking: “How does Super Mario go broke? You collected entire rooms of coins! What happened?” And the answer is-a simple: I trusted a close personal friend to manage-a my money. And I can’t say too much about what happened, because the lawsuit is-a ongoing, but essentially, all those years I thought that I was riding Yoshi, it was the other way around.
It’s time for another indie game showcase, highlighting the many dev submitted games and demos I play . If you would like to submit a game for a future piece please reach out.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
“Master Blaster,” if that is their name, at Sora News 24, on Sega trying to bring eSports into Japanese high schools with a Puyo Puyo Boot Camp. “Listen up maggots, you’re going to spend the next hour setting up combos and fighting Draco Centauros until you get it right and I don’t want no backtalk or I’ll bust you down to facing Nohoho again!”
Luke Plunkett of Kotaku: Super Mario movie delayed, Miyamoto promises it’ll be worth the wait. Aww, it’s just like that apocryphal quote often attributed to him. This reporter is overjoyed, the last one ended on that cliffhanger, Daisy was back from Dinohattan and needed Mario and Luigi’s help again, no doubt because of some scheme hatched by Koopa. I wonder how they’ll manage to bring Dennis Hopper back from the dead to reprise his role?
It’s hard to believe that the original The Stanley Parable, one of the weirdest games in memory, is nine years old. It’s just gotten an expanded version with even more disturbingly hilarious narrative metatextuality. Or, if you wish, hilariously disturbing metatextuality narrative. Metatextually narrative disturbing hilarity?
Now there’s an Ultra Deluxe version, which is described as a “re-imagining.” It’s a third-off on Steam for the moment, putting its price close to that of the original, which is still listed on Steam, waiting to trick people into buying it who don’t know there’s an expanded version on the same store. This version also has ports to Switch, the two most recent PlayStations, and the current/past three Xboxes. I’d hate to be in charge of that build chain.
So once again prepare to pilot Stanley through an FPS without any combat or weapons, experiencing* a story, and a narrator, who reacts to your actions in entertaining ways. The original game had so many riffs on its subject that it might be worth picking up the new version just to see what further milk they can extract from its thematic teat.
(* “And the prize for the Most Generic Verb goes to….”)
It’s almost a tradition by this point, to take some preexisting game and give it the roguelike treatment. We’ve seen MetroidRL, CastlevaniaRL, MegamanRL, ZeldaRL and others. Those in this list were all made by Slashie, a prolific developer in this sphere.
Well, his most recent experiment in this mode is SpelunkyRL, taking concepts that Spelunkly itself borrowed from roguelikes and borrowing them right back. What the game gains is a strong emphasis on situations and using what’s at hand. You only have five health points, and they don’t heal naturally. Most enemies move only every other turn, but if you attack them they get a counter-attack. You have a gun with six bullets that does high damage, but it’s a good idea to save your shots for when they might be needed.
You can pick up pots, corpses and even stunned enemies, which don’t go into your inventory, but remain in hand and can be thrown at attackers. Instead of food, there’s a “DooM” counter to keep you moving. There are also altars for sacrificing enemies to Kali, which work in a NetHack/ADOM kind of style. And there’s even some atmospheric music and sound effects so you don’t have to smack bats and snakes in silence.
It is an interesting thing to play around with, and on subsequent games you can start with alternate character classes Rogue (extra health and bow) or Tourist (bad at fighting but has a camera and 2000-gold line of credit). It will be a reasonably entertaining use of your time, I’d say.
To give to some incentive to click through, some of the projects linked are:
A Spectrum emulator written in Rust, and another one in JavaScript
A port of Spectrum game The Great Escape to C and current platforms
Tools for working with archives of Spectrum cassette tape images, including to convert one to mp3 to facilitate transferring to a tape for play on a physical ZX Spectrum
A Visual Studio Code extension for working with Z80 code
And small program to convert image files to the peculiar limitations of the Spectrum’s graphics hardware, to give your portraits some of that loading screen flair.
That last one I tested out a bit, here’s some results. I discovered it’s best if you resize the images to around the Speccy’s 256×192 resolution before processing.
Shadow Warrior has come a long way since its original release in the 90’s, and then a reboot in the 2010’s. Violent, over-the-top, and crude, are some of the words you could describe the series. When studio Flying Wild Hog took over development, we saw games that attempted to mirror the FPS at the time. Shadow Warrior 2 felt like an extension of the looter shooter aspect of Borderlands and for me was an underrated hit. Now with Shadow Warrior 3 we have a great, albeit not that memorable third game in the trilogy.
Wang Chung
Our story finds the infamous loudmouth Lo Wang depressed after freeing a dragon at the end of the second game that has led to the apocalypse. Without any other option, he must team up with his nemesis Zilla to make one last play at saving the earth, and making as many references, “wang” jokes, and cursing as possible.
Right off the bat, there is good and bad news about Shadow Warrior 3. With this iteration, the developers clearly have been playing Doom Eternal and studied the idea of “push forward” combat. Wang is as agile as ever with the ability to dash, wall-run, and double jump around arenas. There is only one ammo type and whatever gun you are currently holding will get pickups. Shooting enemies will make them drop health, using your katana to kill them will make them drop ammo. You can also use your chi blast to send enemies into obstacles.
The idea of turning combat encounters into playgrounds of death has been made fully realized in Shadow Warrior 3. There are always explosive barrels ready to be shot at to cause area damage. Many areas feature environmental hazards like buzzsaws that can be turned on to deliver quick kills to even the strongest of enemies.
Like Doom, you can perform glory kills on enemies to instantly kill them, but there are two differences. Your ability to finish off enemies must be charged up by collecting orbs off other enemies, and there are three tiers of charge that correspond to the different enemy types. When you finish off a larger enemy, you get the same cutscene each time and get a limited-time exclusive weapon that you can use to turn the tide of combat. The gunplay in Shadow Warrior 3 is on point, with every weapon sounding meaty, delivering all manner of death, and can be upgraded using upgrade orbs found or unlocked by completing challenges.
This all sounds great and would put Shadow Warrior 3 on equal footing with some of the better FPS released in the last few years, however, there are a few things missing that could be a dealbreaker.
Sliced Away Systems
One of the major aspects that made Shadow Warrior 2 so different was the integration of looter-shooter aspects from games like Borderlands, and it turned the game into an almost FPS Action RPG. I found it compelling, not without some missteps in terms of itemization, but something I wanted to see the developers iterate on. Unfortunately, all those systems have been removed from Shadow Warrior 3 and the game feels more in line with the first game.
Gone are the variety of weapons, larger and more open areas, multiple upgrade routes, and quests. Instead, you’re going to get a linear 5–8-hour long game. Don’t get me wrong, the gunplay here is fantastic with a lot of entertaining arenas, but it comes at the removal of so many systems. If you didn’t like Shadow Warrior 2 for being filled with too many elements, then you’re going to enjoy this one.
One thing that is clearly different is the writing and may leave old and new fans a bit polarized.
#writing
One of the common criticisms of Shadow Warrior as a brand has been its depiction of Asian stereotypes and the low-brow humor, with of course the main character being named “Lo Wang.” For the third game, the developers are trying to square that circle by trying to keep the humor and remove the stereotypes. To wit, they have replaced the voice actor of the previous games with Mike Moh and the writing has been cleaned up of some of the lower hanging jokes from previous games.
Mike does a good job, but the updated writing I feel fails him. Instead of finding new jokes, the game really leans into toilet humor and dated references a lot more than I remember from Shadow Warrior 2. The quips Lo makes during combat get recycled fast. The game does have its heartwarming moments, but if you are offended/annoyed by toilet humor, you’re not going to like this game. Part of the problem is that there are fewer characters for Lo to interact with this time around, so the idea of having a “Dante-like” protagonist is lost when most of Lo’s conversations are with himself.
Shadow Dancing
Shadow Warrior 3 is an FPS that works with great gunplay, but I feel that this is a game that doesn’t do enough to stand out from the crowd and may be largely forgotten by the end of the year. You’re not going to be playing this one for a sprawling multi-hour epic, but a bite-sized thrill ride of guns, gore, profanity, and slashing. While not as ambitious as 2, Shadow Warrior 3 is a great weekend game for those looking to get their Doom Eternal fix with a more vocal hero.
This was played with a press key provided by the developer.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
U Can Beat Video Games (their YouTube channel) has only been around for a bit over a year, but they’ve already covered a lot of challenging games. It serves as a complete video playthrough, often revealing all the game’s secrets, and has remarkably restrained and helpful audio commentary by YouTube standards.
UCBVG videos cover the entire game, and can be long. The most recent, the covering A Link to the Past with a second part, is nearly two hours but it uses YouTube’s timeline annotations to mark any potential trouble spots you may have. Even if you’ve mastered the games he covers, I find it relaxing to watch anyway to refresh my memory on these decades-old amusements.