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Showing posts with the label independent developer

SOULVARS Review (Switch)

Deck-Building games are my bread and butter, and I love it all the more when a developer pushes to experiment with the gameplay format in new ways. The roguelike deck-builder has become the norm for adapting this style of gameplay, but games like Baten Kaitos and SteamWorld Quest have used its foundations to present more linear, story-driven role-playing experiences. While SOULVARS, the newly-released Switch title from publisher SUEISHA GAMES, might have originally been released as a mobile-only title, it is by no means a quick and dirty port, or a low-effort affair. There’s some strong tactical foundations and expansive customization to be found here, if you can hand wave some of the game’s weaker elements.

The Difference Between Retro and Classic

Video games have evolved in ways previously thought impossible since their inception, largely thanks to the rapid growth and improvement found in iterative hardware and the importance of such devices in the digital era. What was once a rudimentary open-world game like The Legend of Zelda pales in comparison with Breath of the Wild, both games offering freedom and exploration in vastly different ways. Because of the rapidly-changing standards, however, titles that were once considered the highest quality of their era are constantly challenged by newer efforts. What was once hailed as revolutionary is now considered a relic, usually only in terms of aesthetic, nothing more. So when developers claim that they are attempting to evoke a "classic" feeling, what are we to expect from their product? It isn't necessarily the same as what is "retro," which, depending one your tendencies, is anything produced within the previous fifteen to twenty years. As men...

The Curious Case of Half-Genie Hero

There have been many memorable characters spawned by the independent video game industry-avatars with delightful and strange qualities that cater to their gameplay mechanics and motifs. Hand drawn, pixel-based, and three dimensional designs that are able to express and execute on smaller concepts that a full retail game might feel bloated in attempting. As games have become bigger and better, the design sensibilities of earlier titles- focusing on finely-crafted level design and a well-established set of mechanics for a tight and comprehensive experience- has become a standard of independent development, instead. Well, successful independent development, that is. When a team might only have one opportunity to make a statement on a certain platform, they need to ensure their product is as well-executed as possible in order to do so. Fortunately for developer studio Wayforward, they entered the scene at the right point to bypass this risk. They began developing and publishing games in ...

The Economy of Space in Dandara

Dandara is not an easy game. One could attribute this to the speed of its primary attack function, labyrinthine design, limited health and energy regeneration systems, or perhaps most obviously the punishing currency mechanic, but I would argue otherwise. The most unfamiliar aspect of Dandara, and what largely sets it apart from other games, is its movement system. This aspect dictates the momentum and difficulty of almost every moment of game, and without it, Dandara would likely be a lovely conceptual experiment in Afro-Brazilian artwork and storytelling, but would fail to make an impact otherwise. The addition of this system pushes Dandara into a whole new level of interactivity, even when most of its content is deliberately and intentionally scripted. While linearity in an interconnected-world action platformer (I ain't callin' this a Metroidvania) is not usually considered much of a positive aspect, I would argue that Dandara is actually much better because of this choic...

Image and Form and Loot Cycle

Many independent developers enter the scene working on their own intellectual property, utilizing specific aesthetics, genre, or gameplay mechanic motifs and gimmicks in order to differentiate themselves from their contemporaries. Whether it's arcade action, retro difficulty and aesthetic, or something completely new and unheard of, this industry is often where you'll find the most unique, engrossing, and/or charming experiences from Western and European developers, in contrast with the wacky nature of high-profile Japanese games and over-serious, rote triple-A Western games. Yes, I know I am going to be slaughtered for that comment. A particular developer whose works have remained aesthetically consistent is Image and Form, a Swedish development studio and creator of the SteamWorld series. What is so impressive about their works is that, despite each entry in the SteamWorld series belonging to different genres, the quality of gameplay has been consistent, engaging, and most ...