Tunic is the Alpha Zelda Experience

PREPARE TO GET LOST, IN MORE WAYS THAN ONE

Tunic is one of those games that I feel is not going to be talked about enough given its quality and unique selling points. On the surface, it looks like yet another isometric action-adventure game, of course in the same style as Zelda. But digging deeper, we have a game that tries to break years of gamer behavior with its most powerful mechanic simply being its manual.

A Confused Fox

Our story finds a fox waking up on the shore of a mysterious land. Unarmed and with enemies around, it’s up to you to explore and figure out what is happening here. I love the aesthetics and art style of Tunic, and the game has some amazing establishing shots and backgrounds.

As per other action-adventure games, progress is about finding McGuffins that are the key to quests and new items that will allow you to either access more of the world or uncover things in areas you’ve already visited. Some people have compared this to Dark Souls in terms of combat, mainly by the fact that you have to manage stamina when swinging, blocking, or dodging.

Where Tunic goes with all this is what’s going to either keep you playing or cause you to quit in frustration.

A Mystery Manual

We’ve all grown accustomed to not reading manuals and developers not making them to begin with in the last decade. In Tunic, the manual is your tutorial, secret guide, and your progression. Throughout the world of Tunic, you will find pages of the manual that reveal everything from maps, to where you need to go, to even mechanics that you wouldn’t know otherwise.

Here’s the kicker, most of the text in the manual is written in the game’s runic language. To learn more about the world, your objectives, or even what things do, you’re going to have to figure out things from the pictures or attempt to translate the language yourself. The manual from a design standpoint is well done and reminds me heavily of the monster manual/spell book that came with Ni No Kuni (and why I got the special edition of that game).

the manual in of itself deserves praise for being its own game within the game

I joked about this onstream, but Tunic is really the Zachtronics’ version of a Zelda game — it is complex, has lots of elements under the surface, and you must read the manual to make any sense out of things. The game features multiple secrets, different endings, a wealth of content for players who want to dig into it. The developers have taken a big gamble on the use of the manual, and I’m not sure if it pays off as well it should.

Collaborative Solo Affair

Tunic reminds me of the game Abyss Odyssey whose main marketing point was that the game was supposed to be played with the community to make progress. However, banking your mechanics on the size of your community, especially for a singleplayer-focused game, is a tall order. I can tell you right away that there is no way I’m going to be translating the game’s language on my own anytime soon.

If you’re trying to play this game blind without help, I cannot imagine you’re going to figure out everything on your own. Someone on my stream commented that one of the clues in the manual is literally a “Lost” reference, that as someone who never watched the show, completely went over my head.

The question remains: Is Tunic perfectly playable without needing the community or outside help? And I feel that the answer is no. I can imagine a lot of people getting frustrated and confused due to the lack of in-game direction and end up quitting before they dive into the manual itself. I also think it would have been better to integrate the manual into the game experience more, such as being able to write notes on it or being able to have it on screen as a map or reference. It is possible with brute force and just trying everything to make some headway in the game, but that may not be everyone’s cup of tea. And I can safely say that brute force will not work if you’re trying to go for the game’s true ending.

The beauty and nightmare of the game is that literally everything that you’ll need to play Tunic is in the manual, but you’re the one who has to make sense out of it all.

Getting Lost

The more I played Tunic the more the esoteric nature of the game began to annoy me. After playing this and Elden Ring, Elden Ring is like a children’s show in terms of understanding it. The problem that Tunic has is that it presents another world, another set of rules, and another language, without really giving the player the barest understanding of it at all. The game wants you to rely on action-adventure conventions and logic until it doesn’t; that the rules of the world are like X until they’re not.

trying to find everything in the game on your own is going to be a huge task

Looking up some of the many solutions to the advanced puzzles, and I can honestly say that I would never be able to figure them out without a spoiler guide.

Instead of feeling that the game was being clever, it just felt confusing for the sake of it. This is the kind of game for someone who grew up playing adventure games in the 90s or loves the deep dives into the ARGs of a Daniel Mullins game. Tunic commits the puzzle design sin of requiring way too much outside knowledge to solve its puzzles, or even know what a puzzle in the game is.

The camera can also cause problems with many things purposely hidden behind walls or at angles that you can’t see. During one fight, the camera kept spinning while locked on to the boss to the point that it started to make me dizzy. Boss fights became more frustrating as the game went on due to the camera issues and how fast they could move compared to my character.

Ultimately, I respect Tunic for what it does, and there is a lot of passion put into it. However, enjoying this game requires you to be both an action game fan, and a puzzle expert, and I think the game leans too far in some respect to the latter while still requiring a lot of the former. I would suggest if you are interested in playing Tunic for the puzzle-solving to turn on the assist modes to make that easier.

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Lemmings on the Apple II

Via 8bitnews.io, Vince Weaver has created a 10-level proof-of-concept of a port of Lemmings to the Apple II family of microcomputers. This would have blown a lot of minds back in 80s elementary school!

The framerate is pretty low, which isn’t uncommon for 8-bit ports of Lemmings, compare it to the Commodore 64 version. Most versions of Lemmings use some kind of hi-res mode on the hardware, and behind the scenes create levels out of large blocks of premade graphics like in a paint program.

Apple II LemmingsProject page

Link Roundup, 4/19/2022

Sega looks to revive Crazy Taxi and Jet Set Radio properties

On using a serial port SD card reader on a Sega Dreamcast

How a Sonic fanfic writer ended up leading Sonic Frontiers

A roguelite that looks like an 80s Saturday Morning cartoon

Game Boy, Game Boy Color and Game Boy Advance games could be coming to Switch Online

Old Super Mario Bros. anime restored in hi-def quality and available to stream or download

The anime appears to have the “sucked into gameworld” premise used in Captain N: The Game Master and Bug tte Honey
Cameo by special guest star Gamera!

Game posts from 10 years of waxy.org

Via cortex over on Metafilter, venerable blog waxy.org celebrated its 20th anniversary, and its maintainer Andy Baio marked the occasion with a collection of favorite posts from the past ten years. A few of these were game related:

Playfic (2012 post) is both an online Inform 7 compiler and runner, and a place to store the games you create with it. Inform 7 is a language for interactive fiction that compiles down to the old Infocom Z-machine. Inform 7 source code reads like written English, and is pretty awesome, although my own experiments with it demonstrate easily that, while it looks like you’re just writing text, its syntax is actually pretty exacting. Still, with a good reference in hand like the Recipe Book, you can make some pretty great things with it.

72 Hours of GamerGate (2014 post) dredges up a lot of painful memories of one of the worst moments for gaming culture. (So far?) It weaponized meme and chan culture and, in hindsight, it can be seen as a trial run for Trump’s internet-based presidential campaign, and we all know how that turned out. Andy Baio did some mathematical analysis of many of the accounts that were spreading #GamerGate and #NotYourShield hashtags and noticed that many of them were recently created.

Playing With My Son (2014 post) talked about Andy’s experiences introducing his then four-year-old son Eliot to video games, in chronological order according to the games’ release dates, starting with a Pac-Man Plug-n-Play TV unit and moving forward by generations until eventually, at the age of 8, he became possibly the youngest player ever to complete Hell in Spelunky. After that, he asked his father if he could get Nuclear Throne. That kid’s gonna go far.

Never Trust A Corporation (2015 post) remembers a time when Google seemed like it might redeem the idea of the Silicon Valley tech corporation. I still remember that ancient age, as it seems few now do. Google’s early strengths were not just the quality of its search results, but that it didn’t compromise them for money; nearly every other major search engine of the game, forgotten names Lycos, Excite, Infoseek, and AltaVista, accepted money from people to rank their sites higher in the results. There was even a thread of thought at the time that this improved results, because it showed sites cared about their content.

It was a Google night-and-day different from the company, now “Alphabet,” of today, that seems to care little for their original mission of organizing and presenting the world’s information. In contrast, there’s the Internet Archive, a non-profit that is now the standard-bearer of the Old Web, but also hosts thousands of old movies, videos, books, and even software titles, and usable in-browser through a special version of the emulator MESS. I worry frequently that something my some day happen to the Internet Archive, the world changes rapidly, and cyberspace, as we should all know by now, is ephemeral. Use it while it lasts, folks.

You Think You Know Me (2017 post) is a “conversational card game” invented by Andy’s wife Ami, which they took from idea to production and a Kickstarter in five months.

And then there’s Unraveling the Mystery of Visit Eroda (2019 post), investigating an ARG involving an ad campaign for an island that doesn’t exist, ultimate to promote Harry Styles album Adore You.

And Skittish (2021 post) is a game-like virtual event space for conferences, invented during the dark times of the pandemic.

Twitch: Josh Ge streams 7DRL projects

(Game pictured: Orcish Fury)

Cogmind creator Josh Ge is streaming, in batches, projects from this year’s 7DRL challenge over on Twitch! It’ll probably take him some number of days to do it. Hours vary, so check in throughout the day to catch him!

7DRL is a yearly gamejam where participants try to complete construction of a roguelike game within a week. Every year a number of unique and ingenuous games come out of it, some of them later getting built into full releases. Josh’s stream is a good place to find interesting projects to play and watch.

The Weekly Indie Game Showcase

The indie showcase videos highlight the many developer-submitted games and demos I play on my youtube channel. If you would like to submit a game for a future piece, please get in touch.

  • 0:00 Tenderfoot Tactics
  • 2:21 Volta-X
  • 5:05 Power of Ten
  • 7:21 Train your Minibot
  • 8:57 Roundguard
  • 10:29 Scampr