2010: The Year in Review

I’ve not been as active on the Slowdown as I’ve liked lately, something I hope to rectify this year. As it happens, I was actually playing games! Which left me with less time to write about them. 2010 was a very busy gaming year for me; the sheer number of quality titles was staggering, and I’ll try and give a brief mention to some of my personal favourites.

While I did enjoy a handful of the huge AAA releases in 2010, I would have to say that I’ve gotten stuck in deep into the indie scene, playing countless magnificent small scale titles be they fleetingly minimal or elaborately ambitious. RPS brought charming indie effort Recettear: An Item Shop’s Tale to my attention, for which I’m ever so grateful. A cute little JRPG that turns the institution on its head and offers a twist on the tired formula of grinding and item management, Recettear had me spellbound for the duration of its campaign – after which there is still much more to discover. I will most definitely return to it to tackle its postgame modes. I spent a lot of time platforming too, mostly with VVVVVV and Super Meat Boy, two triumphant celebrations of the genre. Both incredibly challenging, but hopelessly addicting.

Despite being hopelessly terrible at strategy games, I continue to be fascinated by the many indie strategy offerings out there. Flotilla, from Blendo Games – the same nutters behind oddball Gravity Bone – is a quirky turn-based strategy adventure, reminiscent of previous procedural exploration series Infinite Space. I dig the flat-shaded glowing graphics, the simplicity of its mechanics and the bite-sized gameplay, all of which make for a great quick-fix. I am very much looking forward to the asynchronous turn-based Frozen Synapse, due out very soon. I fired up the beta client often the past few months, and enjoyed the Introversion-like aesthetics and intricately detailed command controls. The second Humble Indie Bundle contained a gem of a tower defense game, Revenge of the Titans, which overcame my dislike for the subgenre and wooed me with its distinct look and tight design.

Having joined the smartphone bandwagon this year, I have been trying to find good games for it, but the selection is disappointingly small save for a few fun time-wasters. Angry Birds has been quite the success story, and I can’t deny that I’ve spent many an idle moment trying to topple some towers. Game Dev Studio, the popular iPhone game about making games, finally came to Android so I was able to get a taste of its completely addictive grind.

I had a good time with all of these titles, but what blew me away in 2010 were the three games I was anticipating the most.

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Steam Treasures: Dark Void Zero

No beating about the bush: First and foremost, Other Ocean’s downloadable minigame Dark Void Zero brings your inner AVGN to the fore, the game being above all a meticulous, studious replication (compared to a revision or a reimagination) of the features that often make older games so highly resistant to enjoyment, in turn rendering the game an easy target for naggish nitpicking.

Before its release, the PC and DSiWare title created a minor stir in the games press with its cleverly orchestrated marketing campaign, one that laid out for the game lavish faux origins, as Capcom claimed the game had started off as an ’80s Mega Man clone “locked away for decades.” All this served, of course, to drum up more publicity for its mothership, the triple-A Dark Void, which unfortunately flopped creatively and commercially, perhaps undeservedly banishing Dark Void Zero to the kind of, uh, dark void of infamy that its fictional trappings prophesied for it in the first place.

Indeed, Mega Man is the most evident point of comparison together with the first Metroid, though Dark Void Zero does replace Samus’ ball form for a jetpack, and allows players to shoot into eight(!) directions. Make no mistake, though, these features do not exist simply to make your life easier. In the game, you play as Rusty, a test-pilot sent into the Void, a galactic no man’s land between Earth and the homeworld of an alien threat known as the Watchers. These beings are ominously making their way to Earth by means of a series of portals, and it’s up to the player, with the aid of the great scientist Nikola Tesla, to gain control of these portals and put an end to the menace.

Dark Void Zero goes above and beyond in staying true to its eighties influences. This is evident chiefly in two major ways, the first being its level of difficulty, which comes in beautiful blacks, reds and blues – the hues of an ass-whooping, of course. With this I refer the very deliberate slipping of the player into molten rock articulated in a highly inaccurate, block-based projectile collision detection and exacerbated by a complex two-mode jetpack. The game also extends its sadistic tendencies to text boxes (see on the right) and alerts, which cover from a quarter to an entire third of screen estate, forcing you to slowly skip through information and wait for alerts to pass – or face the potential consequences of slipping into a pool of lava hidden under the box.

As you make headway, fighting through the controls, the collision detection, the alert boxes and the overall difficulty, you’ll eventually come face to face with the very first boss. More than likely, you’ll be on your very last legs, only narrowly edging out the Watcher beast and discovering in the subsequent level that Other Ocean have blessed you with a continue! But make no mistake, this is no ordinary continue, this is your grandfather’s continue had video games existed in the roaring twenties: Instead of awarding you a full set of lives, the game is content with handing out the exact amount of lives in your possession at the time of saving. In other words, to actually benefit from the continue, which is thus more of a save feature, you need to be able to hold on to your lives – otherwise, it’s simply easier to restart and replay the entire game… the tip, the point of this highly barbaric design, of course!

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Steam Treasures: Shatter

The Great Steam Treasure Hunt, a large-scale metagaming event organized by Valve this holiday season, has had Steam users complete objectives every two days in order to win games from the Steam store catalogue. Tasks have ranged from using various community features to completing specific in-game achievements in discounted games.

That moaning sound in the background? That’s just the good ladies and gentlemen from Impulse, GamersGate and Direct2Drive sighing audibly – the Treasure Hunt has been a devilishly good move from Valve to get more players introduced to Steam’s lesser-utilized features. It has also turned out to be an excellent opportunity for highlighting many smaller titles from developers that may not always have the marketing muscle to stand out from the admittedly crowded Steam storefront. Indeed, the Hunt has been a time to shine for games such as Bob Came in Pieces, Beat Hazard, Droplitz, The UnderGarden and Chime.

Another such game is the aptly titled Shatter from New Zealander niche developer Sidhe. Originally released on the PSN, Shatter is on the surface a high-definition rendition of the Breakout genre, perhaps resembling most closely the classic Arkanoid. Shatter’s claim to the throne, then, is its frustration-free flavour; where other games of the genre may have traditionally strained players with punishing difficulty, Sidhe have altogether subverted the problem by introducing a mischievous sucking/blowing mechanism for your bat, used not only for gathering shattered energy fragments that dissipate from broken bricks, but also allowing players to gently guide their ball’s trajectory curve both left and right.

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What is Icarus?

Irrational Games New LogoThe past week has seen some irrational behaviour on a strange teaser site, whatisicarus.com. Initially there was nothing to see but a smoky background and a single grey spot, not much of a tease. But sharp visitors noticed that the white spot changed position every day, making a slow but deliberate migration around the page. It was a few days before the overall shape was discerned: a figure 8 or vertically-oriented infinity symbol, and the spots looked instead like holes cut out in the black, revealing something underneath. The site has now started to update much faster, and so with a little bit of obsessive refreshing a complete image can be recreated. What is that thing, exactly? A logo? An obscure literary reference?

Internet detectives have traced the site’s domain registry info back to Take Two games, and a rumour some months ago connected the project codename ‘Project Icarus’ to Irrational Games 1)http://defaultprime.com/2010/01/13/project-icarus-being-worked-on-by-irrational-games-wait-what/, so it wasn’t difficult to put two and two together. However the company made no acknowledgement of it until yesterday in a tweet.

Things have been building up to this for a while now. Irrational came out of hiding in the beginning of the year with a shiny new site and a focus on community and company culture. Since then they have stuck to a regular schedule of updates that includes podcasts, employee spotlights and a look into the company’s back catalogue with previously unreleased material. Earlier this month fans were invited to call in and try and guess what the new game was going to be 2)http://twitter.com/IrrationalGames/status/17896309739, and the clips were featured this week in the latest episode of the Irrational Behaviour podcast.

At long last they have addressed the pressing question of what they’ve been working on since their seminal BioShock three years ago. We thought it was an X-COM remake, but it turns out that that’s someone else’s project. Rumours point to it being a brand new IP in the form of an “ambitious” FPS 3)http://www.latimes.com/business/la-fi-ct-taketwo13-2010apr13,0,2531760.story. So what is it and when will we know? Invitations have been sent out to a press event in New York on August 11, where they will unveil a demo to journalists. The next day will bring us a CG trailer and more information in the next podcast.

It’s been a long wait for fans, but finally we’ll get a chance to see the highly anticipated mystery game; the 12th can’t come quickly enough. I want to know just what the heck Icarus is.

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Transformers: War for Cybertron Rolls Out June

It’s been a while since we last had a look at Transformers: War for Cybertron, and since then there has been some good media released that gives us a good look at the gameplay. G4TV has a developer walkthrough narrated by Matt Tieger from High Moon Studios, demonstrating the game with Optimus not-yet-Prime.

As the earlier previews suggested, the game really does take a lot from the Gears of War series, and plays like a tight third person shooter. There is more to the basic formula with the addition of abilities unique to each Transformer as well as, of course, the option to transform into a vehicle at any time. Tieger explains that the vehicle form has two modes, a hover mode in which the vehicle controls exactly like the Transformer on foot, with strafing and jumping, and a regular mode in which you can travel forward much faster to “roll out” in style.

Some more details about the multiplayer are known now too. Players will have the choice of playing as the existing Autobots and Decepticons in the myriad multiplayer modes, as well as the ability to create whole new Transformers with a character editor, based on pre-built classes each with their unique capabilities 1)http://www.gamespot.com/xbox360/action/transformerswarforcybertron/news.html?sid=6261295&mode=previews.

As I mentioned in the previous post, I don’t have extremely high expectations of the game, but I’m still looking forward to it. It seems to hit the right notes in terms of fan service and the hands-on impressions out there indicate that it will probably provide some decent value through sheer content 2)http://www.tfw2005.com/transformers-news/video-games-17/war-for-cybertron—tfw2005-visits-high-moon-studios–gameplay-impressions-169615/. The multitude of Transformers to choose from and the drop-in co-op will no doubt ensure a decent amount of replayability.

After the jump, the videos. War for Cybertron is hitting stores on June 22, 2010 for every platform imaginable 3)http://investor.activision.com/releasedetail.cfm?ReleaseID=430620.
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