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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References   [ + ]

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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Versioning Guybrush Threepwood

LucasArts have been curiously posting old concept art revisions on a Facebook page dedicated to the forthcoming Monkey Island 2: Special Edition. Four scrapped versions of your favourite leading man, Guybrush Threepwood, have appeared so far:

My question is, which of these discarded Guybrushes would have been your favourite?

For a completely different type of comparison, you can check out our earlier post that juxtaposes old and new cover artwork from the game.

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Bulletspeak

Together with EA and Epic Games, the Polish Painkiller developers People Can Fly are certainly doing their darndest to specifically target us connoisseurs with their latest Unreal Engine 3 game, Bulletstorm.

How, exactly, you may ask? Glancing over older press releases (frantic, adrenaline fueled, immersive) for Painkiller, the lingo has been amped up several notches: Symphony, carnage, blockbuster, unadulterated, entertainment, arsenal, outrageously, unprecedented, frantic, yell-inducing, inciting, mayhem, insane, execute, exaggerated, excited, onslaught, cutting-edge. 1)http://news.ea.com/portal/site/ea/?ndmViewId=news_view&newsId=20100412006088&newsLang=en

(Only missing the good ol’ slobberknocker and barnburner, in other words.)

Good thing, then, that the just-released debut trailer below should back up some of that smack, too:

Below, a list of excerpts and examples of the aforementioned jargon in action:

  1. The developers are slated to deliver a “Blood Symphony of Gunplay and Carnage” packed with “blockbuster moments” 2)http://news.ea.com/portal/site/ea/?ndmViewId=news_view&newsId=20100412006088&newsLang=en
  2. The developers “believe” in “making killing ridiculous enemies as awesome as possible” 3)http://gameinformer.com/b/features/archive/2010/04/16/before-bulletstorm-there-was-painkiller.aspx
  3. Inspired by pulp and Heavy Metal, the company is collaborating with comic book author Rick Remender, “best known for his original pulp sci-fi series Fear Agent and his work on Dead Space” 4)http://gameinformer.com/games/bulletstorm/b/xbox360/archive/2010/04/19/inside-bulletstorm-writer-rick-remender-s-head.aspx
  4. The game places specific emphasis on the methodology of the kill: “special kills that reward players with increased upgrade points” 5)http://gameinformer.com/b/features/archive/2010/04/26/killing-with-style-an-illustration-of-bulletstorm-s-skillshots.aspx
  5. The team “dubs the close combat in Bulletstorm ‘creative mayhem'” 6)Gameinformer May 2010, p48
  6. The company has also done away with the cover systems of today: “Bulletstorm … has no cover mechanism, and we’re turbo sliding 20 or so metres further than science’s popular ‘momentum’ would realistically take us.” 7)http://www.computerandvideogames.com/article.php?id=245721

While Wolfire & co. have been shoving it to the mainstream in a slightly different manner, People Can Fly seem to be aiming to counter the current established shooter paradigm in ways that are reminiscent of the Death of Glam Metal!

The question remains, then – which side of the fence is glam metal on, exactly, and what about the Death of Grunge? According to Joystiq, EA have slated Bulletstorm for Q1 2011.

P.S.
Ulysses?

The question remains, then – which side of the fence is glam metal on, exactly? And what about the Death of Grunge?

References   [ + ]

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First Details of XCOM Land

The shroud has been lifted from 2K Marin’s new first-person shooter, the re-imagined XCOM. Several magazines hitting the shelves this month contain the first details and screenshots. PC Gamer’s article briefly surfaced online courtesy of Games Radar, but has mysteriously disappeared since. The damage has been done, though, the details are out.

You play as FBI agent William Carter, tasked with combating an invasion of alien forces on idyllic 1950’s America. The tranquil and perfect suburbia setting is only a cardboard-thin façade that is set to be torn apart in the brutal destruction to come.

It’s a world where people feel comfortable and everything is optimistic, they feel that there is a great future ahead.
– Jonathan Pelling

The screenshots are raw and unpolished, and the game is obviously still early in development. But already the distinctive style of the era is starting to come together in the art direction.

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Counter-Strike: Source Beta

Valve’s Quintin Doroquez has just released the following crucial information to all those clamouring for the forthcoming revised version of Counter-Strike:

Phase 1 of the Counter-Strike: Source beta has opened at cyber cafes that subscribe to the Valve Cyber Café Program. A full listing of those venues can be found here: http://www.steampowered.com/?area=cafe_directory
Later this month, the beta will be extended to owners of Counter-Strike: Condition Zero and ATI\Half-Life 2 video card bundle owners. 1)http://store.steampowered.com/news/42/

Wait, wai-… wait a minute! Nearly got sucked into a bloody time warp there – that particular press bit’s actually way back from 2004. Believe it or not, after so many years of failed updates and broken netcode, Valve have honestly, really, truly scraped together a new batch of features to the game in conjunction with Hidden Path Studios. Broadly, here’s what the “limited beta” image above is about:

  • 144 achievements added
  • New lifetime player stats and summary screens
  • New match player stats and summary screens
  • New end of round display with MVP and interesting fact about a player
  • Updated scoreboard with new icons, visual style, MVP stars, and avatar pictures
  • New cinematic death camera
  • New domination and revenge system
  • Added avatar icons to voice chat, scoreboard, and end of round display
  • Incorporated many source engine updates

Before these changes are rolled over to the general population, you can sign up for the beta here. Steam is coughing and sputtering as is common with all major releases, so you might have to wait for your turn a bit.

Update: Whoops, the limited beta filled up already. That was quick.

References   [ + ]

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