MAGS April: Part II

This is part II of our coverage of the April MAGS competition hosted at the Adventure Game Studio forums. Voting continues until the 17th of May, so you still have some time to check out the entries. The previous part of the article discussed the first four entries to the competition (AGS Footballer Tech Demo, Alphabeta, Dead Hand and Dead Pixels), and the third portion, on Hard Space, Snakes of Avalon and Space Pool Alpha, will be released shortly afterwards, so stay tuned! Today’s part, then, is dedicated to just one game:

Eternally Us

One bad hand and it’s all over. -Fiona

Broken rules aside 1)http://www.bigbluecup.com/yabb/index.php?topic=40476.msg534474#msg534474, context is everything with Ben “Ben304” Chandler and Steven “Calin Leafshade” Poulton’s entry to the compo, Eternally Us. Context-free, the game is, like Steve Ince (So Blonde) calls it, a “beautiful” 2)http://twitter.com/Steve_Ince/status/13309496796 adventure. For a MAGS entry, then, the game is not only breathtakingly complete but also a fulfilling gaming experience.

The game is also yet another extension to Chandler’s formidable repertoire – a constant stream of short, self-contained adventures – that broadly discusses the same primary motifs, vehicles and themes, in many ways tying his output down into a more coherent whole. Conversely, Poulton is best-known for his well-esteemed (though also controversial) The McCarthy Chronicles.

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MAGS April: Part I

While there are quite a few steadily recurring, deadline–based game creation compos currently in existence, like Ludum Dare, Java4K and PyWeek, one of the longest-running 1)cf. Ludum Dare November 2002, Java4K 2002 and PyWeek August 2005 – the IGF doesn’t quite count. Other examples are more than welcome! monthly competitions still ongoing is in fact the low-key Monthly Adventure Game Studio contest, or “MAGS” for short. Chris Jones’ engine has spawned a close-knit community that constantly produces periodic communal activities like the adventure series “Reality on the Norm” and a yearly award ceremony.

But why feature MAGS on this particular website, exactly? While we have obviously discussed a plethora of adventures both free and commercial before, doesn’t this begin to dig too deep into hobbyism?

First, whilst the basic idea of the compo may be deviously simple, it comes packaged with a twist every month: Each subsequent contest, as it stands, follows the creative guidelines defined by the previous winner! Such a constantly changing, personalized rule set makes for distinct competitions that always exhibit a different cross-section of genre, style and gameplay. Indeed, many participants seek to broaden their horizons also by battling the perceived limitations and constraints of the adventure-making engine itself.

April’s rule set was defined by Dualnames, who settled on the “One Room One Month” (OROM) format:

I know it may sound silly. But keep it simple, keep it plain. We’ve seen best of AGS games in the OROWs, and I’ve always wondered, if you had to have one room, what could you make more in a month. Keep it two people team MAX! Calin and Ben304 aren’t allowed to team up!

Second, for the very first time in five years, the compo saw no entries at all in March; in fact, this was the first-ever MAGS to not have an entry ever since the activity officially got its start in the June of 2001. 2)http://www.bigbluecup.com/yabb/index.php?topic=40254.msg534461#msg534461 April – the month that I have chosen to dissect here – was luckily vastly more successful, and as such raised my interest in addition to its prolific participants. What better moment to discuss the competition than to find it revitalized!

Third, the MAGS website places great emphasis on all voters playing through each and every entry before casting their vote. Therefore, after the jump, I have alphabetically taken a look at all of April’s titles, even if the inherent clashes of style, scope, direction and quality do complicate this task considerably.

Fourth, if Destructoid can report on Ludum Dare (which Nabeel has done on this website in the past), then we can definitely talk about MAGS. Off we go with part one – parts two and three of the article will be posted on the website over the following days.

Each segment has a hyperlink to a download for the entry in question; the general voting page for all entries can be found here. Voting continues until the 17th of May, so you still have some time to familiarize yourself with the entries.

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1. cf. Ludum Dare November 2002, Java4K 2002 and PyWeek August 2005 – the IGF doesn’t quite count. Other examples are more than welcome!
2. http://www.bigbluecup.com/yabb/index.php?topic=40254.msg534461#msg534461

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Flight of the Humblebee

You already know the deal. The sale is coming to its end and you now have exactly one day left to purchase (…more copies of…) the “Humble Indie Bundle”:

Somehow missed the bundle altogether?

Notably, for the duration of the campaign, Frictional Games are also offering the remaining two Penumbra games, Black Plague and Requiem, at a 75% discount. Furthermore, you can also preorder their forthcoming project, Amnesia: The Dark Descent, at 50% off (a great idea – the team will produce additional content if 2000 preorders are made before the 31st; the meter currently sits at an even 1900):

While you’re at it – and even if you’re not buying the bundle – please also remember to subscribe to Wolfire and Frictional Games’ development blogs; they contain what can only be described as a cornucopia of information, both intriguing and useful, for indie game fans and developers alike.

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Limbus

Note: This is Day 5 of “The Whispered World Week” at The Slowdown, and wraps up our coverage on the game and its creator for the time being. Big thanks for reading, and let us know what you thought in the comments section!

The Whispered World is finally out today in most of Europe. North American fans will have to wait a little longer still, as Viva Media pushes the game out the door next Monday. We hope this week’s coverage of the game has been informative and that you will all be able to enjoy the game to its fullest when you finally get your hands on it today, on Monday, or later down the road.

As we wrap up with our coverage on the game here at The Slowdown for the time being, I thought it would be pertinent to leave you all with a thought for tomorrow. Below, a piece of concept art for Marco Hüllen’s next personal hobby adventure project, Limbus:

In the promotional image above, the snake-wrapped figure on the right instantaneously recalls the influence of variations of the Hellenistic monumental sculpture, “Laocoön and His Sons.” While Marco confirmed this, he remains tight-lipped on its role and symbolism in the game’s context.

“Limbus,” then, refers to boundaries, borders and edges – all present in the image above, whether in the steepness of the cliff, the bridge, or the sea below. Additionally, since the third statue lies wounded in the back of the foreground, and each these characters are clearly in various types of torment, this all points our attention towards the Roman Catholic concept of the Limbo, which also ties in with the Roman-style architecture of the image.

Above, a series of character sketches from the game (including Aurora and Nicodemus, two of the three lead characters, and Nox). A translation of Hüllen’s official storyline for the game is as follows:

Limbus is set in a fictional future in which the world has been in chaos for many years, as people have suddenly begun to remember their past lives. As people are no longer afraid of death, they go about living their lives light-heartedly. Crimes are abound, wars raging and nothing can prevent the madness of mankind.

But then the Triplets are born. They alone can not remember their past lives, and their task will be to end the madness of the world.

The player assumes the role of the triplets Aurora, Nicodemus and Orlando, who must return to the villa of their childhood, to uncover the mystery of their lives and the entire mankind. The three are pursued by a secret sect, who eventually will have something to do with their secret.

During the story the three will have to visit crazy places like the city of the children and the city of the elderly, and meet many crazy characters, like the child Linus, who has opened a museum of his past lives, as well as creatures such as Nox, who lives in their villa.

In our interview, as inspiration for this forthcoming project, Hüllen cites Jean-Pierre Jeunet’s Amelie and the music of Yann Tiersen. At the moment,while the author admits to currently working on a demo, he is not yet very far in development, and as such not actively looking for publishers yet.

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Next for Nexuiz

When it comes to deathmatch-oriented open source FPS games based on the multitudinous engine offspring of Quake (1-2-III), a plethora of choice exists: Warsow, Alien Arena, World of Padman and Trepidation to name but a few. Out of these, the highly-enhanced, DarkPlaces–based Nexuiz has always been a favourite of mine.

This particular open source, GPL-licensed shooter was first released in 2005 and has since seen a vast amount of updates and improvements, including the addition of particle effects, bump mapping, modern shaders and a smoother netcode. The game also comes bundled with NetRadiant, the team’s own fork of GtkRadiant 1.5. Overall, Nexuiz has been downloaded by more than “4 million unique users”.

Now, here’s the news: Alientrap Entertainment have allowed another company, IllFonic, to adapt and revise the game for launching as a downloadable FPS, on the consoles:

IllFonic announced today its plans to launch the futuristic arena first-person shooter Nexuiz across downloadable console platforms in 2010. … IllFonic’s remake of Nexuiz for console gamers features a new Victorian influenced art style that is simultaneously futuristic and sophisticated.

IllFonic have also negotiated a license with LordHavoc, the developer of the DarkPlaces engine. According to IllFonic’s Kedhrin Gonzalez, shared PC/console multiplayer is not in the cards, nor are mouse or keyboard support 1)http://alientrap.org/forum/viewtopic.php?p=76039&f=7#p76039. Alientrap Entertainment’s Lee Vermeulen also clarifies that

…the PC and Console version will be completely separate entities. Development of the cross platform Nexuiz will continue to be open. No new content of Illfonic’s art will be GPL or added to Alientrap’s development of Nexuiz, although the project will benefit from advances in the engine’s technology. 2)http://www.alientrap.org/nexuiz/

It certainly is a most titillating idea to think that a Quake 1 -based derivative should see a release on the very latest generation of video gaming consoles; the fourteen long years that have gone past since the original 1996 launch of Quake certainly speak for its age-defying durability, even if DarkPlaces is a rather massive overhaul of the original codebase.

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