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”
The Legend of Zelda: Breath of the Wild is a gigantic game, and where content proliferates, so too do bugs. Many of these bugs are highly entertaining (my favorite is the bullet time bounce), but there are some that are just head-scratching, leaving one to wonder why does this happen? That the occur pulls back the curtain on the many technically complex things a big game like BotW does behind the scenes to realize its world, for, every step of a process that a system must go through is one more opportunity for something to go wrong.
Youtuber Jasper has made a 35 minute video about why, if Link stands in a specific spot in BotW, inside the broken corner of a stone wall, the cel shading usually applied to his model goes away, and he appears with normal light shading. In the way of Youtubers, the explanation is contained within a 35-minute discursive video that goes into the history of game lighting, why some older 3D games have graphics that have aged well while others don’t, the basics of cel shading, and still other topics. Here is that video, embedded:
The whole video is pretty interesting, and if you have the time and interest you should watch the whole thing. However, in the event that this is all tl;dw, allow me to summarize.
Because Breath of the Wild is both a huge game and has a dynamic world, baking lighting in into textures would consume way too much storage and memory, so lighting has to be done dynamically.
As an optimization measure, the more complex steps of cel shading are deferred to later in each frame’s rendering. The main rendering is done, then the cel shading is applied afterward, when the visibility of the area has been determined, so this effort-expensive process is only done for visible pixels.
One of the deferred steps of rendering marks which of nine different kinds of material will be applied to each pixel. Terrain in BotW is not cel shaded, while characters link Link are, so they have different types of material that determine whether that shading is applied to them.
In the location where Link’s cel shading disappears, there is a decal applied to the crumbling bridge that erroneously extends over the corner, and overwrites Link’s character material type with the terrain material, causing the cel shading not to be applied to him.
It doesn’t feel like that long ago that Dwarf Fortress tales were the toast of the internet. They made the viral rounds in a way few things had before, or since for that matter, partly because of the downfall of community sites, especially Something Awful, that had gathered them together. That energy seems to largely gone into social media, and we’re all poorer for it.
But there are people who are still doing Dwarf Fortress stories, and that game is still as wonderfully deep and weird as it has ever been. Youtuber Mort Strudel does video playthroughs, and while he doesn’t release them quickly or often, he is consistent, and his work is interesting.
In particular I’d like to point out the saga of Chantedfins, over three-and-a-half hours of dwarven weirdness in nine videos.
If you’d like to jump to specific chapters, here’s direct links to all nine, with general descriptions of what each contains:
Part 1 (30m), founding, undead siege Part 2 (31m), underground caverns, necromancy Part 3 (32m), undead werellama Part 4 (31m), tantrum, forgotten beasts Part 5 (31m), the Observatory Part 6 (15m), the Cursed Year Part 7 (16m), forays against the goblins Part 8 (14m), the mayor’s backstory Part 9 (14m), the new age
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”
It’s time to talk about my favorite games that made me ponder while I was pointing (and clicking).
Honorable Mention Sucker For Love
I’m pretty sure everyone forgot that this game even came out this year. What started as a project for a Dread X Collection, transformed into its own visual/novel meets adventure game. The premise alone is enough to turn heads — as you try to romance three very eligible women who just so happen to be elder gods who can tear apart the fabric of reality.
This is a game that fully commits to its premise, and while it’s not the hardest game in the genre, the complete package stands out as one of the most strangely charming games I’ve played. I don’t know if we’ll get a sequel to it, but it’s an overall great title.
#3 Lucy Dreaming
Lucy Dreaming harkens back to the golden age of Lucasarts-styled adventure games, with its own verb list and wacky logic. Combining the waking and dream world sections did lead to some interesting puzzles. While it can be on the harder side due to its structure and logic, it is definitely a must-play for any fan of old-school adventure games.
#2: The Excavation of Hob’s Barrow
Adventure games oftentimes either land on the side of challenging puzzles or focus more on the story and mood. With the Excavation of Hob’s Barrow, we have one that does both — a gothic horror point and click adventure with some very striking cutscenes. The game, at times, feels like an episode to one of the many anthology horror shows in the past, as the player explores a mysterious village, has creepy visions and dreams, all leading up to the surprising ending. The puzzle difficulty stays on the easier side until the very end, with the final chapter being the most puzzle-filled out of anything else.
I really like the charm and the story of this one, with the world feeling both familiar and alien at the same time. If you slept on this one, and in the mood for a mysterious adventure, then don’t miss this game.
#1: Brok the Investigator
Brok the Investigator manages to combine beat-em-up gameplay with point and click adventuring and puzzle solving to deliver one of the most original takes on the adventure genre. You are free to approach your problems by using your brain or your fists, with the story and ending changing based on your process.
The story itself is also very well done, and despite featuring a goofy talking alligator, there is a lot of heart to this game. Brok is trying to do right by his adoptive son, earn a living, and the push and pull between doing the right thing, and to keep going is an interesting one. This is one of those games I know a lot of people slept on, but this one gets my recommendation as a game worth playing.
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”
Castlevania is an old and much-examined game, but its world records have been moving again lately, due to the use of a very interesting glitch that takes advantage of the way it updates its screen in the invisible area outside the display’s area. The above video demonstrates this to remove a lengthy walking section from the fifth “block” of the game, and explains how it was done too. What follows is a text re-explanation of some of it.
Most NES games don’t update the display all at once, but take advantage of the fact that the system has a whole screen’s worth of area outside of the visible region to draw tiles into before they become visible. The NES doesn’t allow direct writing to PPU memory, so there’s only a small window of time in each frame in which screen tiles can be changed anyway.
Castlevania uses a system where, on specific frames, a block is drawn on the side of the screen the player is moving towards, in sequence, starting from the top and moving down on successive frames. It does this seven times, and repeatedly, for each column of tiles the player is moving towards.
However, it doesn’t reset the vertical column progress if the player changes direction! If the player instead moves backwards a small amount at a specific place, it’ll update the column on the other side of the screen instead, leaving the old data in the column the player had been moving towards.
Since multiple redundant passes are made, the player has to do this two or three times as they progress. It’s exacting, but if done correctly, they can cause arbitrary blocks of tiles to be left on-screen from whatever had been in video memory before.
When the player’s character climbs stairs, the game watches for ground tiles as a signal to exit climbing mode and resume walking. If there is no ground there, because it was never drawn there because of this glitch, then the character will continue climbing, up through the air, even through screen transitions, even through floors, until they reach the next bit of ground they can stand on.
Back in 2010, over on Metafilter, three posts on The Legend of Zelda went up on the same day, on the day after Christmas, December 26th. Since then, I’ve tried to commemorate the event by making a post there about The Legend of Zelda each year. I typically tag these posts with “zeldaday,” to make them easier to find.
Since we have Set Side B now, I figured I’d crosspost the main content of this year’s Zelda Day post here as well. Here it is!
GameSpot has a long series of interesting discoveries of The Legend of Zelda: Breath of the Wild:
And now, a new series has started on the Wind Waker, with one video so far and 12 facts. Here is a playlist with all of them. All together, I count that’s 841 facts of Zelda esoterica to watch. I figure that’ll keep you going until Zelda Day 2023!
The Sega Saturn was one of the first consoles to feature a built-in real-time clock. Most systems now have one, so I’m kind of surprised that very few games make use of it. Animal Crossing does, sure, and some Pokemon titles have time-of-day features (which they had to include their own clocks in the cartridge hardware to support), but few other games bother reading the date.
One prominent example of a game that did was the Christmas demo version of Nights Into Dreams. Ordinarily just a single-level of the full game, the disk had a number of special modes that would crop up at different times. December was one of them, which triggered Christmas Nights mode, with special cutscenes and graphics. But it also had special events for playing during November or January (“Winter Nights”), New Year’s Day, and April Fools’ Day. Especially notable was an unlockable mode that allowed playing as Sonic the Hedgehog, in what is his first true 3D outing!
This video shows off all of Christmas Nights Into Dreams’ special modes, and you don’t have to fiddle with your computer’s clock to see them!
It’s the holidays and we’re trying to make low effort posts for now, so let’s just watch a playthrough of the first Christmas Lemmings disk, released in 1991.
Psygnosis released several of these as free pass-around demos. This one is of the MS-DOS version, and is only about 19 minutes in total. Enjoy the festive yuletide peril!
It’s Sunday again! This time we have for you a seven-year-old fan-made pixel art version of the Simpsons opening. It’s gotten 27 million views since it was uploaded, but some of you must have missed it, right?
It’s loaded with jokes and in-jokes, and is so pitch-perfect that it got used on an actual episode of The Simpsons! It really needs to be paused frequently to catch every reference.
We’ve been recapping some of the talks of Roguelike Celebration 2022 for a couple of months now, and it’s probably about time to let it rest until next year. Still, there is one more talk I’d like to draw attention to, on procedural music generation.
The other talks presented this year use music generated by this system for bumper and intermission ambiance. It really became the distinctive sound for this year’s conference.
You remember Mortal Kombat from the 90s, right? The dark grim grimdarkness, the gore, the Congress-dismaying Fatality moves. Maybe you’re too young for that, but I’m sure you had to have absorbed it from (airy gesture) the culture. Midway may be long gone but they’re still making Mortal Kombat games, after all.
A lesser known aspect to the series is, starting with MK2, in addition to the gory over-the-top Fatality moves, they included alternate forms of them. There were Animality (where the character turns into an animal), Babality (where the opponent is turned into an infant) and, most entertainingly, Friendship moves, where the victorious character does something endearingly silly for the player’s amusement.
Because Friendship moves are humorous and whimsical, many thought they didn’t fit in with all the, you know, grimness of the Mortal Kombat series. But the Friendship moves are back in Mortal Kombat 11’s “Aftermath” expansion! deathmule posted a compilation video of all of them, and every one of them is terrific. See for yourself!