The Blackwell Convergence Review

Dear readers, though this article focuses primarily on the 3rd instalment to Wadjet Eye Games’ “Blackwell” series, The Blackwell Convergence, we are subsequently also to publish a second, combined number on the 1st and 2nd episode. Please bear with me as we progress, in reverse order, to achieve some degree of relevancy.

Both parts will also touch upon topics beyond the make-up of a “review”; whether we should chalk them up to “analysis” or “discussion” remains open for interpretation. Should you agree or disagree, let us know what you think in the comment section! Finally, if you are yet to familiarize yourself with this ongoing series of adventures, I do hope you should come back to check out part 1/2. The easiest way to find out when is to either subscribe to our Twitter (http://www.twitter.com/slowdownvg) or to our RSS feed (http://www.slowdownvg.com/feed/)!

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Yahtzee Game Special Editions Now Free

Ben “Yahtzee” Croshaw, of Chzo Mythos fame (although admittedly now far better known for his ramblicious Zero Punctuation series that Nabeel somehow never fails to tweet for you guys), has decided to release, for free, each and every special donation version of his games. Quoth Yahtzee, “I have simply attained so much money from donations that I no longer have any earthly wants.”

The entire Chzo Mythos is thus available: 5 Days, 7 Days, the parser-based Trilby’s Notes and 6 Days, in this order; also free for the taking is the special edition of the nihilistic, Flashback-influenced platformer 1213 (the game that laid the groundwork for the addictive Art of Theft). All of the aforementioned games are highly recommended and I would advise everyone to take a look at these pre-fame Yahtzee gems. If you never did play these well-esteemed AGS games before, the definitive versions are now out there for the taking!

Personally, as fun as Zero Punctuation is, I’d still take the games over Zero Punc any day if it came down to deciding between the two: Let us plebeians do the talking and the real designers do the walking, eh? In the same post, Croshaw also briefly mentions that he’s working “…on a couple of ideas [for new games]. It’s just that all of my free time is gradually melting away. They’re interesting ideas, though.”

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An Iterative Approach to AGS

Ben304 (author of Annie Android and Shifter’s Box) is currently doing something on his blog that warrants a mention, even if I’m not yet quite sure as to what is going on. This may turn out to be the very point of this exercise: Alienation, uncertainty, disconnection… on the outset, though, it seems as though he’s developing an adventure game thru iteration.

So far, Ben’s released six versions of the “game”, each of which have come with a new background screen to play. From the third Interactive on, you can choose which scene to play; in many ways, his approach comes close to the episodic model, but releasing the game iterated like this, erasing the previous version as he goes, does make the overall procedure a lot more eerie than it normally would. The game’s unorthodox hues and uniform palette do further contribute to this feeling, as do the barren, mountainous locations.

The game seems to be about a person trying to uncover deeper meaning – a raison d’être – in the form of “the essence” or “the source”. At the beginning of the first Interactive, the main character comes close to this source, close enough to begin a quest, a hunt for the truth.

There are temporal layers and distortions in the storyline, and while Ben304 does promise more storytelling and gameplay in subsequent versions, another tangible aspect of the project is the exhibition of meaningful feedback and responses from events and actions: There is a definite emphasis on positioning, movement and object states, as there is no inventory or control switches, just one-button point and click.

All things said, what I especially enjoy about the project is its lack of continuity: The scenes are both self-contained and related in narrative and geography, but what is normally sandwiched in-between screens seems non-existent. Interesting concept, check it out!

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Downfall Review

Before reading our review of Downfall below, you could also view an alternate take on the game in the form of our interview with the game’s developer Remigiusz Michalski. The interview contains intriguing side-to-side comparisons of Michalski’s work-in-progress sketches turning into the full-fledged game.

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The Davises are on a holiday road trip from London, but find themselves in pouring rain and lost in a tiny rural village in Devon, South West England. Suddenly Ivy’s not feeling well, and as the couple stops for a much-needed breather, Joe Davis decides to seek for medical help and a place to stay overnight at a nearby hotel. With the couple’s relationship already under some considerable strain, the hotel seems to exude unexpected hostility, and the foreboding little town seems blanketed in dirty secrets.

Joe suddenly finds himself falling, all too conveniently, into the role of the problem-solver.

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Downfall Interview with Remigiusz Michalski

We recently talked to the very accessible Remigiusz Michalski about some of the more burning questions relating to his horror adventure game, Downfall. In our interview, we touch on his feelings about being an indie developer – including how Steam had shockingly outright rejected the game as unfit for their audience – and how the game’s style and structure really came about. Michalski also clarifies how the game relates to the adventure game genre all the while gently jabbing poor Guybrush.

The interview additionally contains never before seen side-to-side comparisons of development sketches and exclusive versions of backgrounds – including unfinished art that never made it to the game – to allow readers more insight into Michalski’s development cycle.

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Here at the Slowdown, we also noticed how some players have been on the fence with the amount of gore in the game, so we wanted Remy to clarify the true nature of the horror present in Downfall. In turn, we also learned how some of the game and its locations are really reality-based.

Finally, we intend to publish our complementary review of the game, with more in-game screenshots to go, in a matter of a few days; If you’re interested in the game, the easiest way to read the forthcoming review is to subscribe to us on Twitter or to our RSS feed. Downfall is currently available on Direct2Drive, and our thank you goes to Mr. Michalski for taking the time to answer our questions.

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