Eyeing E.Y.E.

E.Y.E. is a dystopian cyberpunk/sci-fi/fantasy “50% FPS, 50% RPG, 100% immersion” 1)http://eye.streumon-studio.com/press/press_kit.pdf game from French bedroom developers Streum On Studios, who have, much like Natural Selection, Red Orchestra, Killing Floor and Nuclear Dawn, decided to undertake the long hard road from modification to full retail game on the Source engine.

Halt. Enter The Metastreumonic Anarchist Conspiracy Movement website.

Confused yet? I know I am. The only thing that’s absolutely clear is that E.Y.E., by all means, is a labour of love (do check out the fantastic concept art above). In the game, players become a planted spy seeking to discover a traitor in E.Y.E., a twofold group of Secreta Secretorum monks fighting against the Federation:

The story takes place in a dark future that has seen unending wars between the Federation – a several worlds union, and the Metastreumonic Force – an ancient and mysterious power.

The player embodies an infiltrated spy in E.Y.E – a group of elite monk warriors – made up of two rival factions in constant internal power struggles, themselves serving the Secreta Secretorum you work for: a multi-thousand-years-old secret organization desirous to steal power from the Federation. The organization ordered your infiltration to control and survey E.Y.E actions, as well to unmask a traitor to the cause. 2)http://eye.streumon-studio.com/index.php?page=game_details

Metastr…? Secretoru…? (Scivela…?) Though there exists a wealth of background information on the game’s website, the more I learn about the game, the more confusing it gets, as much of the material available is multifaceted and obscure.

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The Not-So Silver Lining

Lost at the Sea

Fan games based on more or less commercially viable licenses have always faced the unenviable task of navigating the stormy, abbreviated seas of C&D and DMCA all the while keeping a low enough profile to avoid the aforementioned corporate shallows, at the same time maintaining a public enough face to attract necessary fan interest.

Some projects, like Indiana Jones & The Fountain of Youth and AGDInteractive’s remakes have surprisingly managed to stay afloat; others, like the very latest target of this type of license injustice, The Silver Lining, a King’s Quest fan game, are fish food:

In 2005, Phoenix Online Studios received a Cease & Desist letter from Vivendi Universal, the owners of the King’s Quest IP, in regards to our work on The Silver Lining. We complied with the request, and over the months that followed, we were able to work out a non-commercial fan license with Vivendi that allowed us to continue our work on the game.…

Recently, however, ownership of the Sierra IP changed hands and became the property of Activision. After talks and negotiations in the last few months between ourselves and Activision, they have reached the decision that they are not interested in granting a non-commercial license to The Silver Lining, and have asked that we cease production and take down all related materials on our website. 1)http://www.tsl-game.com/

Closed Due to Tragedy

The Silver Lining was eight years in the making, and while this final blow in a long uphill battle must be a massive, massive disappointment to the members of the development team, it is also exactly that to the most dedicated fans of Roberta Williams’ classic adventure series; is it not the most interested of fans, after all, that come to develop, find out about and care for these underground fan games?

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Subversion, Procedural Cyber-Espionage From Introversion

It’s been more than three years since Introversion, indie developers behind Uplink, Defcon and Darwinia, first dropped the name of their new project, Subversion. That blog post and every subsequent entry were incredibly candid about the process of building the systems behind the game with screenshots and videos. But what kind of game it actually is was never revealed, until now. Rock, Paper, Shotgun has the scoop with news from Introversion’s launch event for Darwinia+, where Subversion was demoed for the first time.

From the very early work-in-progress demo that was shown, it appears that the game is about infiltration and sabotage. Where Uplink was a game of hacking and espionage on the intangible, ethereal level of the internet, Subversion takes place on the physical, infrastructural level, with the same kind of goals to accomplish. In the examples given the player was tasked with finding a secure server room in an office building, and had certain tools at his disposal including a stolen keycard and a wallscanner. A second run demonstrated a brute-force approach with guns and explosives 1)http://shfts.com/?p=2497. The way RPS’ Jim Rossignol puts it excites me:

On a wider, genre basis, it sits roughly in the Commandos area of careful execution of planned procedures. Or perhaps it is to Syndicate as Thief was to the shooter tradition…

The visuals of the game will no doubt use the neon-retro style that Introversion is known for. As you can see in the early development screenshots, flat-shaded and wireframe graphics portray the city blocks and interiors. It suggests an abstraction of the action, placing the player in the role of an overseer, able to witness the situation from various camera views.

As explained in the blog posts (and in the video embedded below), the art assets like the buildings and room layouts are all created procedurally – that is to say, generated by a computer algorithm as opposed to hand-crafted by a person. Changing certain values or randomising them produces completely different results, and in this way whole cities and offices can be created. Perhaps this will be done every time you play a level in Subversion, which would mean that each playthrough would have different maps to infiltrate.

Update:
Chris Delay of Introversion has updated the blog with a post about the Subversion demo, with screenshots of the build shown. Hit the jump to check them out.
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Rocketbirds: Revolution! Review

A finalist in three categories (Seumas McNally Grand Prize, Excellence in Visual Art and Excellence in Audio, with the amount of nominations shared only with Closure and Trauma) in this year’s IGF competition, Ratloop Asia’s Rocketbirds: Revolution! is looking to be the early bird that catches the worm this year.

At the end of its animated intro, “OBEY” reads imprinted in upper-case on the sides of two massive missiles standing upright, shining and erect, at once establishing a poignant scene of the promulgation of violence and power.

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VVVVVV Demo Avvvvvvailable Now

VVVVVVTerry Cavanagh, indie developer behind gems such as Judith and Don’t Look Back, has returned with a new, non-free quirky game. VVVVVV is an 8-bit-like platformer, and is hard as nails. In a nutshell, you navigate a strange spaceship to find your companions, and the only controls you have are left, right, and changing gravity. The concept is a little reminiscent of the mechanics in games like Shift and And Yet It Moves, but it’s kept extremely simple here: you’re either falling down or falling up. You have to switch between running along floors and ceilings to get across rooms. There are spiked floors and strange creatures to impede your progress – and impede they will. I wasn’t kidding about how difficult it is. As mentioned, the game is not free like Cavanagh’s previous titles, it is being sold for $15 directly from his site. That’s a hefty price for an indie game, so there’s a demo to give an idea of how it is, playable either on Kongregate or as a direct download for Windows and Mac.

The chiptune soundtrack is also available to buy, for $4 from composer Souleye’s site.

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