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Issue 53 £6 | wfmag.cc pla
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I
n The Salmon of Doubt, Douglas Adams Super Mario Bros. I gawped at the astonishing technical
outlined rules describing people’s reactions prowess of Turrican II, casually throwing screen-sized
to technology. You’ve probably read them. In enemies about on an ageing 8-bit Commodore 64.
short, he suggested what’s in the world when I was exhilarated by the sheer speed of Sonic.
you arrive is normal, and what’s invented when Then some idiot ruined everything, because platform
you’re relatively young is new and exciting. However, CRAIG games had to be in 3D. Suddenly, I had to grapple
whatever rocks up when you’re past it is against the GRANNELL with depth and cameras. Everything felt woolly, like
natural order of things. That last one is how I felt about Craig Grannell has directing a jelly. Nothing clicked, whether I was playing
3D platform games. been writing about a bear, a bandicoot, a newly 3D speeding hedgehog,
I know: old man yells at cloud. I’m aware this tech and games for or a moustachioed man somehow still claiming he’s
more years than he
response was down to technology moving on without cares to remember. a plumber. (There has got to be some dodgy tax stuff
me, decades ago; but there was a tangible feeling He shares his time going on with that.)
during the mid-1990s that every game suddenly between black Having happily regressed into ‘old man’ mode, I was
had to be in 3D, by law. It was like everyone’s design rectangles, too many delighted when 2D platform games made a triumphant
games of Polytopia,
brains stopped working. Gone was any debate return on handhelds. All was right with the world again!
and rediscovering
regarding the suitability of presentation formats. The one-button classics But today, 3D platformers – having been out of vogue
notion of whether a game would be better in 3D was to play with the for a while – are on the rise, making a comeback of
superfluous. Gamers were hungry for 3D, we were youngling. Tweet their own. Yet having thought about this for a while,
told – and they had snazzy new hardware to prove it. him: @CraigGrannell that doesn’t fill me with horror this time around.
Therefore, all games would now be in 3D! The end. Why? Largely because there’s a feeling in gaming
This felt prescriptive and wrong, eroding what today that everything is now acceptable. Any shift
I loved about the genre. Much of the appeal of towards 3D is not being demanded in response
platform games was down to their clockwork nature to technical evolution, and is instead driven by a
– an emphasis on placement, precision, and timing. combination of nostalgia and suitability regarding the
#53
Perhaps too much emphasis at times, as evidenced games in question. Design brains aren’t turned off this
by my younger self’s screams of anguish when Monty time, and people will carry on creating 2D platformers
Mole yet again abruptly exploded across the screen for old farts like me as well. Joy!
after lightly brushing a patrolling foe. Or that deep We’re in a place where the best of this generation’s
resignation on realising Miner Willy would never get 3D and 2D platform games can happily coexist – and
a good night’s sleep. But there was a feeling of total folks like me can stop worrying that industry overlords
control – and that these titles felt right in having a will decree all future iterations of Manic Miner must only
healthy disinterest in the third dimension. be in 3D. Still, it could have all been worse: a maniac
As gaming hardware and creator capabilities recently made a Sonic POV gameplay video on Twitter
evolved, games in this space became increasingly (wfmag.cc/sonic-pov) and it’s genuinely terrifying.
expansive and clever. Jet Set Willy and Impossible At least 1990s platform gaming only went 3D rather
Mission gave way to the masterpiece in design that was than full POV.
wfmag.cc \ 03
Contents
Contents
6
Attract mode Interface
14 14. Sable
Shedworks talk about their open-
36. 3D platformers
A whistle-stop tour of the genre’s
world game’s final stretch rise, fall, and welcome return
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Contents
WELCOME
As I write this, a copy of Super
Mario 64 has sold for more than
$1.5 million. Yes, a game that’s
about as rare as a Ford Fiesta
just went under the hammer
for roughly the sum of money
it’d take to build a new ward at
your local hospital. I bring this
up because a fair chunk of this
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BO R N T O
RA I SE
HE L L
Fabraz and Playtonic’s Gavin Price
tell us how Demon Turf is bringing back
the 3D platformer in fiery style
W
hen a bunch of former plucky young demon named Beebz, whose
Rare devs vouch for an mission in life is to seize the Demon King’s
upcoming 3D platformer, throne, you’re armed with an impressive
it’s worth taking notice. And array of moves to help you on your quest.
that’s essentially what’s Super-jumps, flutter-spins, and charge-
happened with Demon Turf, the upcoming punches can all be used to traverse chasms
game from the creators of 2017 indie hit, and batter enemies into submission, and
Slime-san; it’s being championed by none if the going gets a little too tough, you can
other than Playtonic, the studio behind 3D pay a gang of demonic revolutionaries
platformer throwback Yooka-Laylee and to complete a level on your behalf. It’s all
founded by former Rare developers who part of a game designed to honour those
once worked on such pivotal titles as Banjo- 3D platformers of the past – not least
Kazooie and Donkey Kong Country. Nintendo’s breathtakingly polished output –
It’s not hard to see why Playtonic while also taking the genre somewhere new
Friends – the studio’s new publishing arm and more accessible.
– warmed to developer Fabraz’s work-in- With all this in mind, we caught up with
progress, either. Its use of 2D sprites in Fabraz founder and game designer Fabian
3D environments give it a fresh look, while Rastorfer, plus Playtonic co-founder and
the traditional 3D action – solve puzzles, all-round design legend Gavin Price to talk
collect items, fight boss battles – is married about the making of Demon Turf , and the
to some fun, original ideas. Cast as a keys to crafting a classic 3D platformer.
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look at some Demon the day Playtonic first got in touch. “But
Turf character art. kickstarted the whole thing of RPG-ifying
I was immediately enamoured by the
almost every genre.
idea because, obviously, a good chunk
I think 3D platformers, too, are saying, of the team are giants when it comes
was when she goes to take a selfie. That’s ‘Let’s look at other genres and see what to 2D and 3D platformers. For example,
gonna be so nice, taking your character can make us unique’. I’m friends with a Jens [Restemeier], who’s helping us with
around and taking selfies. She has so much bunch of other indie devs – we have a little the PlayStation ports, worked on the
character, and because she’s a sprite, she Discord server where we talk. And what’s Donkey Kong Game Boy ports, which I
can do so much. so awesome is that I can list five or six played as a kid. I was thinking, this is
Around that time, we were asking, what games that look amazing – they’re all 3D surreal that somehow little Fabian on
his Game Boy was playing a game that
do we want to do as a company? How do platformers, but all entirely different. I think
he loved and now he’s working with
we want to grow? We were really falling in that’s why the genre’s becoming popular
that person on the port of his game.
with the idea of becoming a publisher and again, because it has the potential to be
It’s just a crazy loop of fate. I grew up
meeting other developers, which is a great awesome – it’s just really difficult to pull off. with all of it: Banjo-Kazooie was always
part of the job. So we played a build of Of all the genres I’ve worked on so far, at the top of my Nintendo 64 lists, and
Demon Turf and it was ready to ship, pretty 3D platformers are the hardest thing that there’s no doubt that all of those games
much. We thought, ‘Do you even need a I’ve had to work with. What I find fascinating had an impact, not only on Demon Turf
publisher?’ We were asking them, ‘What can about them is that moving is an act of specifically, but just my game design
we do for you that makes sense?’ expression for the player, so you have sensibilities and even my interest in
From a gameplay perspective, Playtonic to create something that’s approachable becoming a game developer.”
offered nothing – nothing – and got a free and easy to learn, that flows, but also has
game to play in return! What we do have depth so people can start exploring and
though, is experience in porting. Unity do wild skill combinations. I don’t think
projects can be quite taxing in terms of there are many genres that do that, where
console ports, so we’ve been able to help do expression comes through in the act of just
some tidying up. We’ve just come in at the simple movement.
end and helped with the kinds of tasks that
no team loves doing. We don’t go creating Can we talk a bit about the game’s story?
our own IPs and think, ‘I can’t wait to start It seems to me that these quirky, outsider
porting this.’ It’s not really high up there. protagonists are a hallmark of your studio.
FR: As Gavin says, it’s not fun to port and
optimise, but you want to get it right. With
our team size, the help was vital, because
at this point, it’s ludicrous. We’re in between
generations, so we’ve ended up with seven
platforms to port to. It’s just, like, ‘What?’
GP: And there’s physical releases as well.
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to complete levels on your behalf in break from the action to
exchange for cold, hard cash; if you’re personality. We looked at what people indulge in a photo opportunity.
finding boss battles tough, the same enjoyed about Slime-san, and it was the
rabble will support you on the sidelines, character and also the world. We’re not
throwing trash at your opponent. “I hate necessarily grand storytellers – we’re not makes, saying, ‘But look, it’s really easy. Look,
nothing more than a player enjoying your going to be telling the next The Last of Us they’re doing it time after time. Come on, you
game and then not finishing it because
epic, but we are capable of creating a world lazy devs!’ [Laughs]
they can’t,” Rastorfer says. “I think that’s
the player wants to get lost in because of its Fabian spotted something we also saw
a failure as a developer, because it’s
just not fair – if you’re enjoying it, you
humour, its charm, its quirkiness. in Super Mario Odyssey. If you look at all the
should be able to complete it. So we One thing about Slime-san that was major routes through the game, and break
very seriously thought about all these popular was the hub town – it had a lot them down, they’re very well-hidden Super
potential solutions.” of goofball characters in there. And so we Mario 3D World challenges. Super Mario 3D
extended that with Demon Turf, with a hub World is fantastic at creating these A-to-B
town that’s even bigger and that has even linear courses which test players’ platforming
more goofy stuff to explore and find. And skills. So, when you look at [Odyssey], they
let’s also inject more of a narrative without kind of disguise these courses in a complete,
it being overbearing. Beebz has a bit of an 360-degree roaming world space, which is
attitude; she has a protective shell. But at brilliant. And the world is really there as a
her core she’s a soft, friendly person who’s playground for your moveset, and it’s very
really looking for recognition. metrically driven. We had one of our lead
designers look into Super Mario World, at
Is there a key to really good 3D platformer how metrically driven they all are – they’re so
level design? precise, even down to the textures applied
GP: I’m gonna agree with Fabian in terms to the buildings and paths, floors… You can
of it being the most difficult genre to make see… ‘Wow, even the textures are really easy
a game in. You have all the problems, and to read’. You don’t spot this stuff as you’re
then everyone points at everything Nintendo playing, but you can see that there’s one unit
in the texture of a wall, so that when you
stand next to it, you can see that the wall is
four units high.
You’re getting this information all the
time as a player, not realising you’re taking
it all in. It’s unbelievable. I think, in a 3D
world, people are looking for that blend of
something legible: they can see where they
should be going and where they shouldn’t
bother trying to go.
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instead. But we don’t want that to happen we then put them in our ‘nice to have’ pile,
with thin objects, so if there’s a telephone which then usually ends up becoming free
pole, the camera will bump against it and updates or DLC. So most of Slime-san’s DLCs
then go back into its original position. This were made up from these ideas we had
creates a jarring effect, so what you do during main development.
is build a system that either detects the
width, or have a tagging system that tells Were there ideas that you hadn’t initially
the camera, ‘ignore that pole’. So then the planned for that made it into Demon Turf?
camera will be behind the pole, but you’ve FR: Yeah. We expanded the boss fights a lot.
got a new problem: your character might be They’re really intricate fights with dynamic
obscured by the object, so then you have to music. One of the main things in the boss
build a system of figuring out how to show fights that I like is that, a lot of times in video
The game’s 3D, which means characters need
a character obscured by an object. So you games when you beat a boss, you unlock a to be considered from every angle.
create a silhouette that shows through it. new ability, right? In our case, you get that
And that’s how it goes. You solve one ability when you start the boss fight and then
year. We want to help other people achieve
more by working with us than otherwise they
“Everyone points at Nintendo, could. We’re trying to be the publisher that
saying, ‘Look, it’s really easy’” we dreamt of coming across ourselves with
regards to our terms, how we can help, how
flexible we are. And in the background we’ve
problem, it introduces a couple of new ones, the fight is centred around it. You’re learning still got 90% of the company working on the
and you have to solve those until you get how to use this new thing during the boss games we’ve got in development.
to a point where you don’t think about the fight, master it, and then move on with it.
camera too much anymore. Bosses have been expanded to a much So finally, how much have you got left to
larger importance than we’d initially planned. do on the game?
Is overscoping a danger? Getting carried FR: Basically, the game’s done. It’s content
away trying to fit in too many ideas? Playtonic Friends is a new publishing arm complete. We’re now in the trenches
FR: The Fabraz philosophy is that we for the business. Is it just going to keep finishing all of the porting for consoles. And
overscope a little bit, which sounds like an growing, this side of Playtonic? we’ll then have to go through QA and all of
oxymoron, but that’s essentially what we go GP: Not really. We haven’t entered into this that. In terms of future content, we have
for. If an idea comes up that wasn’t part of to become a huge publisher. We’re still a such an insanely cool list of ideas, and we’ll
the initial plan, but everybody in the team developer that can help people publish basically pick the size of those ideas based
just absolutely adores it, then we consider rather than a publisher which can help on how well the game does, really. We
it. How much more time will it add? How people develop. And we’re not looking to do have a couple of ideas that are so hugely
many more issues will it produce? And then huge numbers of titles year in, year out. If scoped that we’ll need to hear enough of an
we sometimes add them, but other times, anything, we might go for fewer games per enthusiastic roar to make that happen!
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I
t’s influenced by Looking Glass Studios’ more DNA in Gloomwood than just Thief. It has a
Info
GENRE
First-person sneaker classic tale of Victorian-ish, sort-of good deal of traditional survival horror elements
FORMAT steampunk-ish first-person sneaking like Resident Evil and Silent Hill. It has elements of
PC and stabbing, there’s no doubt, but other immersive sims like Arx Fatalis. We didn’t
DEVELOPER Gloomwood can’t just be defined by want to ‘make Thief again’ because that game
Dillon Rogers, the Thief that came before it. In part, because already exists. We wanted to make something
David Szymanski
just a few years ago, Thief received its third that feels like your first time playing a game like
PUBLISHER
sequel, so it’s not like this is a long-dead series Thief, but unfolds as its own unique experience.”
New Blood
Interactive brought back by committed fans. Instead, Co-developer (and DUSK creator) David
Gloomwood is its own thing: an FPS mixed with Szymanski concurs: “Forget an elevator pitch,
SOCIAL
@NewBlood immersive stealth, survival horror elements, and we condensed Gloomwood’s pitch down to ‘Thief
a brooding, claustrophobic atmosphere that with guns’. Three words and someone already
serves to make the Victorian-ish setting feel just has an idea what to expect, and whether or
I t’s great to see New Blood as foreboding as you’d hope. not they’re interested in it. On the other hand,
engaging with retro-style “As a marketing tool, comparing Gloomwood ‘Thief with guns’ is hardly a complete summation
FPSes that aren’t just
about pace and gunplay to its inspirations like Thief is an excellent way of what Gloomwood is.” An attaché case-
– patience and forethought
can be fun too!
to grab attention,” says Dillon Rogers, lead style inventory comes from Resident Evil 4, an
developer on the game. “However, there’s a lot introductory level influenced by Call of Cthulhu:
Dark Corners of the Earth, the manner in which
players check their ammo riffing on similar
systems in Condemned: Criminal Origins – and
that’s just nods and references to other games.
“There are plenty of things in Gloomwood that
are just… Gloomwood,” Szymanski continues.
“They aren’t taken from anything else, they aren’t
trying to reach the standards set by anything
else, they’re just our own ideas. So if someone
were to come into the game and be like, ‘I expect
this to be exactly like Thief down to the last
detail’, they’re going to be disappointed.”
On playing the early demo of Gloomwood
that’s been available a few months now, it’s
12 / wfmag.cc
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Early Access
wonkier, this might look like
Worcester on a cold winter’s
evening.
clear most people playing the game won’t be streets, ready to swarm and blast you with their
disappointed, regardless of what they expect. shotguns should you stray into their line of
This is a retro-styled title showing hints of tight sight without a plan to escape or dispatch them
design, engaging mechanics of sneaking and – they would certainly still carry a slight air of
shooting, and that aforementioned atmosphere. dread regardless of how levels were designed,
How it holds up through extended play is, of but the more cultivated approach makes their
course, the real test, but the early impressions positioning – their threat – all the more effective.
are decidedly positive. This, in part, comes “Maybe you could argue that a systemic
from the game’s time in development and its game could benefit from having an algorithm
redesigns along the way – Rogers explains the randomise the way elements interact,” says
idea came about while he was in college, but the Szymanski. “There are certainly titles that run
original plan for a procedurally generated world with this idea – Noita, Spelunky, City of Brass – but
was binned and the immersive sim approach that’s not really the experience we’re going for
emerged from his with Gloomwood. The
dissatisfaction with the “The player learns how point is to immerse you BAKE OFF
original design. in the world and the
That shift from
the city is laid out and journey you’re on, and
Development is never plain
sailing, and it can get harder
procedural general to how best to traverse it” for the emergent systems when you’re taking requests
handcrafted levels is an to aid in that, not to just and listening to feedback.
“Gloomwood uses baked
important one. “As I developed the more core give you a lot of emergent systems for their own
lighting to give it that late
survival horror/immersive sim elements of the sake. That’s not really something that would 1990s look and feel that
game,” Rogers says, “I came to an understanding benefit from procedural generation.” games like Quake and Thief
that level design is one of the most important Plus, he adds, it’s actually probably less had,” Rogers explains. “After
parts of both those genres. It dictates how work to make levels by hand than it is to code the demo, one of the most
frequent requests we got
players explore the world and how they choose a procedural generation algorithm that could
was to allow lights to be
which routes to take, encounters to approach, make “natural, interesting, varied levels with breakable. However, because
and resources to take. It also gives the world its good flow and an interesting journey”. our engine expects developers
own feeling of permanence – the player learns There’s a lot of work going into Gloomwood – to use dynamic lighting for…
well, dynamic lights, we hit a
over time how the city is laid out and how best it’s the sort of project driven by a clear passion,
huge snag when we tried to
to traverse its alleyways and buildings. It was and with New Blood backing it (and Szymanski implement baked maps that
definitely the right way to go with this game.” helping out), the signs and portents are can dynamically change. We
Sticking with procedural generation would definitely pointing in the right direction. Early had to implement a rather
have robbed Gloomwood of much of its control Access looks like it will happen later in 2021, so hacky system to bake the
maps – to allow them to be
over the player’s encounters and interactions there’s still a fair bit of time to polish everything
swappable at runtime – that is
with the entities within the city. The robed, off here – and, honestly, it’s going to be a still clunky and prone to errors.
traffic-light-eyed sentries wandering the cobbled difficult wait. It’s been a big headache.”
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T
he last time we covered Sable on a quest to find five lost masks, you’re free
Info
GENRE
Adventure was two years ago – then midway to roam the landscape as you see fit. You can
FORMAT through its development, it was hurtle along sand-dunes on your hoverbike,
PC / Mac / XBO / already looking truly special even climb cliffs in search of abandoned buildings
XB S/X / PS4
back then. So special that, when filled with secrets, or chat to the world’s masked
DEVELOPER
it was shown off at E3 in 2018, interest in the inhabitants, who’ll provide quests and hints as to
Shedworks
game exploded, and Sable rapidly became one where to go next.
PUBLISHER
of the most anticipated indie games on the Sable recalls the design of such video game
Raw Fury
horizon. It’s not hard to see why: set on a desert staples as Ico, Shadow of the Colossus, and
RELEASE
23 September 2021 planet that may or may not be Earth, Sable is an Breath of the Wild, but its sci-fi world reaches
open-world adventure about exploration and further afield – the depiction of a ruined
discovery: cast in the role of a young woman world where remnants of a previous society’s
tech is treated with almost holy relevance
recalls Walter M. Miller Jr.’s novel, A Canticle
For Leibowitz. And isn’t the intrepid heroine
roaming post-apocalyptic vistas akin to the one
in master animator Hayao Miyazaki’s manga
and animated feature, Nausicaä of the Valley of
the Wind? Yes, agrees Sable’s creative director
Gregorios Kythreotis, who reaches up to grab a
book of Nausicaä artwork from a shelf. “I picked
this up from the Studio Ghibli Museum in
Japan,” he tells us, referring to the Tokyo-based
attraction dedicated to the work of Miyazaki
and his collaborators. “At the beginning, before
we kicked off with Sable in 2017, I went to the
museum. I was going through some personal
stuff at the time – a few of my family members
had just died – and I think, going there,
experiencing that, and then coming back to start
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since it was unveiled in 2018,
and so have Shedworks. For
one thing, they’ve now
moved from a garden shed to
a proper office space.
work on this project, something about it was
always going to just stick with me and always be One of Sable’s simplest
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GREAT
EXPECTATIONS
When Sable was greeted
with a wave of enthusiasm
in 2018, the media interest
must have been exciting
for Shedworks – but did
it also bring an element
of pressure of meeting
the public’s expectations?
“Definitely,” Kythreotis says.
“We’ve been really wary of
over-promising, so everything
we’ve shown publicly has because we didn’t want to animate faces, so
tended to be at least a year we said, ‘How can we turn this weakness into a
old. But that’s a dangerous
thing to do as well, because
strength?’ A lot of decisions have been made like
you can promise something that. The lack of combat for example: we love things that we’ve tried to do with the world-
and then it just doesn’t work combat in other games, but we thought, ‘We building is make sure it feels like a special place,
for the game, and then you don’t think we can do it to the level that Dark but these are just ordinary people living here,”
feel maybe you want to cut
Souls can’.” Kythreotis says. “It feels somewhat grounded
it then you can’t… the flip
side is if you’re ambiguous Kythreotis’ architectural training, meanwhile, in that sense – it has a stronger sense of life…
then people start projecting allowed him to focus on one of Sable’s most also, we give the player such a freeform set of
stuff onto the project. So immediately striking elements: the vast buildings skills to explore, the buildings have to be fully
the demo [released on that jut out of the desert landscape. At once realised – they can’t just be a shell. So having
Steam] was a big part of that
expectation management –
ancient-seeming and technologically advanced, a background in architecture has helped with
to communicate exactly what they’re the hiding place for many of the game’s that, and the way I try to approach it is by
the game is.” mysteries and puzzles. “I think one of the cool thinking about the function, the context, but
also trying to create buildings where it’s less of
a structured experience. Instead, we’re nudging
players towards opportunities where moments
can occur rather than having anything specific in
mind. But level designers do a lot of the things
architects do in terms of using openings and
windows to create viewpoints, or using spaces to
create psychological effects and emotions.”
Exploration and mystery are so key to Sable
that one of the early design decisions Shedworks
made was to avoid giving the player any kind
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Early Access
of mini-map to follow. “We didn’t want to have start introducing the uncanny valley into your
mini-maps in our game, and I feel that way architecture. That’s such a hard problem to
quite strongly,” Kythreotis says. “I feel like it’s the solve, and so much effort goes into that.”
equivalent of going abroad somewhere and just The sheer scale of the game – not to mention
staring at your phone the whole time. Because it the stresses of Covid-19 on production – have
optimises the way you navigate the environment, meant that development has taken rather longer
so it kills the experience. I feel like a lot of games than Shedworks had originally envisioned. But
suffer from that. So we try to make sure we with Sable’s release mere weeks away (it’s slated
designed the game to solve that problem. Like, for 23 September), the largest hurdles have
even Skyrim, they had the compass on the top now been cleared, and Kythreotis is already
of the screen, and that solution’s very elegant. anticipating a well-earned rest. “Covid made
In that regard, we looked production much harder,
at Ico and also the “It’s the equivalent of but we’re on track, and I’d
Souls games, because say the reception to the
those environments are
going abroad and then demo was really good.
constructed so that you staring at your phone” And again, I’d say we’re
understand them without setting expectations – we
needing a map at all. Shadow of the Colossus want people to realise we’re a small team making
has a map, but it’s really zoomed out, so it’s a pretty ambitious project. Maybe we shouldn’t
more about locating yourself in relation to have made such a big project, in retrospect…
other landmarks.” I think we’re ready to move on, creatively, and
As careful as Shedworks has been to have been for a while. Maybe we’ll want a smaller,
keep Sable’s scope under control, making an palate-cleanser project before we dive into ike Journey before it,
L
open-world game as a two-person studio still another long one. Because we never thought Sable ’s lack of combat
leaves you free to
presented a challenge – not least because this project would end up being four years of explore and soak up
the landscape’s studded with dozens of NPCs production. You’re constantly moving that end the world’s ambience.
that all needed to be designed, animated, and date, so you push yourself to get to that, and then
written for. “I definitely understand why ruins are that gets moved back. It’s hard to know how to
a useful video game tool,” Kythreotis observes pace yourself when the distances start changing.
with a rueful smile. “It’s so much easier to It’s hard to go from a 100 metre sprint to 800
make a building that’s uninhabited and implies metres, you know? You’re going to suffer. So yeah,
a history than inhabit it, because then you we need a break! I think we deserve one.”
wfmag.cc \ 17
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I
deas can come from all kinds of familiar “I’ve always been a huge fan of strange and
Info
GENRE
Metroidvania places, but still combine to create surreal designs,” says GRIME director Yarden
FORMAT something different and unexpected. Weissbrot. “The very first designs I did were of
PC GRIME is a tidy example: it’s the work the Rockhead [enemies] and face-shaped rocks
DEVELOPER of five self-described “Dark Souls in the desert, followed by an enemy with a giant
Clover Bite enthusiasts and Hollow Knight fanboys” from hand as a torso. At first, I drew these for no
PUBLISHER Israel, takes elements from such games as other reason than I find those kinds of designs
Akupara Games
Bloodborne, Sekiro: Shadows Die Twice, and Salt cool. The world and story were non-existent at
RELEASE and Sanctuary, and yet looks very little like the that point; all I knew was that it was likely going
TBC 2021
titles that inspired it. In essence, GRIME is a to be a world with an attachment to distorted
SOCIAL
side-scrolling hybrid of RPG and Metroidvania, a human shapes since that’s what I like drawing.”
@Play_GRIME
bit like Hollow Knight, but with a detailed combat GRIME is the debut game from Clover Bite,
system that allows you to absorb your enemies’ a team of former students who got together
abilities and adopt them as your own. Also: the at Israel’s Tiltan School of Design and Visual
central character is a deathly looking humanoid Communications. Not long after the project
with a swirling vortex in place of a head, and the began, the basic side-scrolling combat was
levels you roam are surreal hellscapes populated in place (“Salt and Sanctuary was our main
by various ghoulish and twisted creatures. reference for the core combat and movement
mechanics,” Weissbrot says), but there was a
certain nervousness about pushing the game’s
scope too far. “Relatively early into development,
and after playing a [lot] of Bloodborne, I became
really fond of the parry mechanic used to spice
GRIME ’s inhabitants may be up the Souls combat,” Weissbrot tells us. “But,
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Early Access
zero game-making experience. I didn’t want to aggressively, or allow them to take different
risk the game and everyone’s faith in it by chasing routes whenever a certain one is too hard,
a mechanic I just recently grew to like on a whim.” rather than forcing them to travel back to where
All of that changed, however, when another they died, in order to return what could be an
game by FromSoftware emerged – Sekiro: hour or more of hoarded progress.”
Shadows Die Twice. Says Weissbrot: “The Sekiro Behind the scenes, development has thrown
announcement trailer came out, and I became up some Souls-like challenges of its own. “As
obsessed with analysing it and figuring out I’ve mentioned, this was our first game,” says WEAPON OF
how parrying works in it. I realise this may be Weissbrot. “In many ways, everyone ended up CHOICE
pretty silly, but it honestly felt in a way like I wanting to be in charge and doing something “My favourites are the maul
have permission to make the parry as a central different with GRIME’s gameplay. This hadn’t weapons from a visual
mechanic for the game immediately changed perspective, since they
have this clawing hand that
now that FromSoftware “It’s an aggressive game, after I’d been chosen
shapeshifts during their
did just that. After to lead the project, as special attack,” Weissbrot
focusing my attention on
but it won’t completely everyone still had little says, when we ask which of
designing what I thought beat you down” reason to trust my GRIME ’s weird armaments
he likes best. “But from a
would be a unique and judgment when I, like
gameplay perspective, I
cool look for a parry, I landed on using a black them, had no experience either… It was a difficult definitely think the lanterns
hole to sort of catch enemy attacks with and period, filled with self-doubt. I had to trust that I have the most unique
then pull them in.” was making the right decisions to keep everything playstyle. They’re all about
The influence of FromSoftware’s action output from losing focus and going in different stacking certain debuffs on
enemies, and then either
runs deep in GRIME, then, from the combat directions. We’ve had a lot of clashes, and [I feel]
unleashing that debuff or
to the Trait system, which is where those bad about rejecting ideas I didn’t think fitted. I’m interacting with it via another
purloined abilities can be upgraded up to five not a total saint… but eventually, we [understood] weapon. For example, the
times. “In order to level up traits, you need to each other’s faults and merits. I like to think we’ve Wisp lantern puts stacks
on enemies that turn into
get Hunt points, which are typically dropped all grown as people. These days, we joke about
homing projectiles once that
from challenging enemies that don’t respawn these kinds of things openly.” enemy is destroyed, targeting
on defeat,” Weissbrot explains. “The idea was GRIME’s development is on the home stretch other nearby enemies.
to have the player want to hunt down enemies, now, and it looks remarkably polished for a However, you can combine
both weak and strong, for the challenge and for small team’s debut. Due out later in 2021, it that with another weapon that
can tear out those projectiles
their added power, like the predator they are.” could prove to be one of the year’s most darkly
while that enemy is still alive,
One area where GRIME will diverge from the enjoyable Metroidvanias. For more of its surreal dealing additional damage for
Souls games and Hollow Knight, however, is artwork, head to page 68. each torn projectile.”
its difficulty – it’s an aggressive, violent game,
sure, but it won’t completely beat you down
from the outset. “I think GRIME overall will be a
lot less punishing than both, since dying in the
game doesn’t drop all of your currency,” says
Weissbrot. “The goal with removing that penalty
was to encourage players to play recklessly and
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News
That
was the
month 02
that was
01
01. I nevitable
GTA 6 rumours 03
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News
05
04. R
IP Near, 06
champion of
emulation 06. 6
4 (million)
Near/Byuu, a much-vaunted member of Potentially the most ridiculous thing in
the emulation and homebrew scene, has all of history transpired partway through
taken their own life. The news arrived July, as a mint, sealed copy of Super Mario
via friends of the developer late in June, 64 sold for $1.56 million (£1.126m) via
and followed a prolonged and targeted Heritage Auctions. The copy was rated
harassment campaign originating from 05. T
o Infinity 9.8/10 condition-wise, or A++, and…
the Kiwi Farms message board. Near’s nope, that’s about it – nothing special
work included creating bsnes – the first Ubisoft was prompted into revealing more about it beyond being a classic game in
SNES emulator with 100% compatibility about the next step for its time-travelling fantastic condition. Over a million quid. A
– and higan, a multi-system emulation stab-‘em-up franchise, announcing copy of the original Zelda on NES sold for
platform that pushed for accuracy in its the existence of Assassin’s Creed Infinity $870,000 (£628,000) days prior, but at the
emulation over anything else. It didn’t following a Bloomberg report revealing very least that auction was for a version
begin and end with emulation though, the project. It’s actually more a platform of the game that was limited, coming
with their focus on translation projects than a game, with the series heading from an early production run lasting just
culminating in the excellent Bahamut down the ‘games as a service’ path, with a few months in 1987. This million-pound
Lagoon release earlier in 2021; a passion development split across multiple Ubisoft Mario… it’s just Mario 64? The game’s good
project decades in the making, it brought studios for different, vague things that – great, even (check out page 36 for more
a title that never saw an English release Ubi didn’t explain much. It’s… inevitable, on that) – but worth over a million quid?
to a much wider audience. A full list of really. Just like Ubisoft not getting shot of a Well, time to get rooting through our
international suicide helplines can be bunch of senior members of staff accused cupboards for other mass-selling classics
found here: wfmag.cc/helplines. of various negative behaviours. But hey. that might be worth a few bob.
wfmag.cc \ 21
Attract Mode
News
08
09
07. A
cti-Blizzard
sued 07
09. Head in the
Activision Blizzard has been sued 08. WB wnb sold
by the California Department of Fair Xbox fairly quietly gave its Xbox Game
Employment and Housing following two That’s ‘will not be’, by the way. Rumours of Pass Ultimate members quite the treat
years of investigations into the company, WB Games’ death have been exaggerated as it released its cloud gaming service
primarily focusing on Blizzard. Allegations it seems, as the company reported it will for all subscribers. At the time of writing,
of a ‘frat boy’ culture surfaced, with only be letting go of Playdemic, which it works on Windows 10 PCs and Apple
claims women faced harassment in the was sold to EA in June. The rest of the phones and tablets, allowing Ultimate
workplace alongside other inappropriate publisher and its stable of dev teams is subscribers to stream hundreds of titles
behaviour. Female employees were staying put at Warner HQ, with the games from the Game Pass library. It’s been
overlooked for promotions, undermined, division included in the $43 billion ($31bn) in beta a while, so the launch isn’t a
and one female member of staff took purchase of WarnerMedia by Discovery. complete surprise, but it did sort of slink
their own life following intense sexual Earlier rumours had all manner of suitors out there without a gigantic amount of
harassment involving multiple male queuing up to purchase the Batman, Back fanfare – and having tested it briefly, it
members of staff, according to the suit. 4 Blood, and Mortal Kombat publisher – works well. It’s a great addition to the
Activision Blizzard has strenuously turns out, in the end, Discovery discovered subscription. And Sony, once again, looks
denied the claims. Read the full details keeping gaming under its wing was a decidedly old-fashioned with its approach
here: wfmag.cc/ActiBliz. good idea. to subs services.
Portal creator Kim Swift joins Xbox Phil Spencer: ‘Xbox controller might get an
Game Studios’ cloud gaming division update; PS5 controller has done a nice job’
22 / wfmag.cc
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News
12
10
11
wfmag.cc \ 23
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Early Access
Lost Ark
Amazon Games is taking a different tack with this
release – it’s an already-established free-to-play
MMO that’s won plenty of awards in its home
nation of South Korea. Amazon has jumped in to
help spec the game up and bring it to the west,
and frankly it’s looking very pretty indeed already.
A contender to the Genshin Impact hegemony?
We shall have to wait and see.
Creative Assembly’s
‘New Sci-Fi FPS’
The team which worked on the pretty good Halo
Wars 2 and the utterly stupendous Alien: Isolation
Pathfinder: Wrath is back with another sci-fi offering: this time it’s
a multiplayer first-person shooter, and… that’s
of the Righteous roughly all we know about it. The very early
blurb says it’ll be a ‘fresh take’ on the genre and
Russian studio Owlcat Games returns with its that players will be able to ‘embrace a variety of
follow-up to breakout CRPG success Pathfinder: creative playstyles’. Honestly, it’s already enough
Kingmaker. Wrath of the Righteous is more of to get us salivating.
that good and pure isometric role-playing that
worked so well before, based on Paizo Inc’s
Pathfinder tabletop series. And, like before,
it’s gone via the Kickstarter route, bringing in
an incredible $2 million (£1.5m) to help fund
development. It releases 2 September, so really
not long to wait now.
Wirewalk()
One of those where sticking with the blurb
is actually helpful, Wirewalk() is an ‘adventure
where you raid virus-riddled systems for the
lols’. The original Game Boy aesthetic is what
helps this one stand out, as you make your way
through a top-down RPG mixing in multiple
elements – combat, challenges, even a bit of
football along the way. Also, there’s a heavy
emphasis on dogs and the act of stroking said
dogs, so there’s a bonus for us all.
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Early Access
Battlefield 2042
We’re heading into the distant sci-fi future of… well, 21 years away.
Oh god, time, what are you doing? Anyway, Battlefield 2042 is
bringing us a future war that looks surprisingly similar to the modern
conflicts the series has so proudly shown off over the years. Except
with wingsuits. The headline attraction so far is the introduction of
128-player matches – and the sub-headline attraction within that
is DICE’s intention to pad those player-lists out with up to 64 bots
where necessary. This means that you won’t run into any empty Astria Ascending
matches, and that you might actually be able to take out some
tangos. Soldiers. Whatever. The luscious-looking JRPG from Artisan Studios is being
All the battle passes and seasons plans and whatever else are made in the most part by the Quebec-based studio, but
already being explained in detail by EA – to be expected given live ears are perking up at the sound of two names involved
service titles earn the company a lot of money and, yes, Battlefield in the project – Hitoshi Sakimoto is composing the score
2042 is multiplayer-only. There’ll also be betas and test versions (as seen in Final Fantasy XII and Vagrant Story), while some
showing up in the run-up to the game’s 22 October release, so plenty writing duties are coming from Kazushige Nojima (of Final
of opportunities to get involved in yet another massive online war Fantasy X and Final Fantasy VII Remake fame). It doesn’t
(and get shot in the face). automatically make Astria Ascending a winner, but it shows
two things: one, it’s a project with a lot of ambition, and
two, the involvement of JRPG royalty like Nojima and
Sakimoto means, hopefully, there’s something to the
game beyond pretty visuals.
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wfmag.cc \ 27
Interface
Life through a lens
L I F E
TT H
H R O
R O U G H
H
A L E N S
28 / wfmag.cc
Interface
Life through a lens
“L OOKING
DOWN A LE NS
AL TERS OUR
REL ATIONSHI P
WITH A G A M E ’S
WORL D”
F
rom the earliest cave-art to digital Many games are content to include a photo huddering with every
S
shutter click in the
photography, making pictures has mode as a ‘bolted-on’ feature, and do so underrated Fatal Frame:
long been an intrinsic part of our brilliantly, providing players with an endless array Maiden of Black Water.
being. When the world feels too big or of creative options to capture thrilling or scenic
chaotic to comprehend, photography moments. Over the past few decades, though,
can act as a form of curation, allowing us to some developers have chosen to tightly weave
extract meaning from chaos by choosing and the camera into their narratives, redefining
capturing a chosen instant. the way each game’s protagonist, and to some
In their purest form, video games serve a degree, us as players, perceive that world.
similar function. Whether wielding an axe in Looking down a lens alters our relationship
God of War or a hoe to tend your pumpkin with a game’s world, and even the medium’s
patch in Stardew Valley, games are a simulation earliest attempts to capture this relationship
of humanity’s basest instinct: the need to bring reflected this. Gekibo: Gekisha Boy, released in
order to the world. And, as game worlds have 1992 for the PC Engine, was a side-scrolling
become larger and more complex, players have snap-‘em-up where the lead character – a
been granted increasingly sophisticated cameras recently orphaned, depressed teenager –
which they can use to document their own salvaged his spiralling academic career by
unique experiences within these spaces. navigating peril-filled levels and taking photos
along the way. Whether it realised it or not,
Gekibo developer Tomcat System had hit on one
Gekibo got a PlayStation
wfmag.cc \ 29
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Life through a lens
old concepts of the walking and capturing memories in Life is Strange (below). Mediterranean island from being paved over
simulator – there’s different
stuff to do. I personally love
walking simulators, but I also
feel that the traditional walking
simulators have said what
they have to say, so one of
the challenges is to deliver a
strong narrative.”
“W H EN Y O U T R AVEL AND
V ISI T F O R EI G N CU LT U R ES,
T HE R E ’ S A LW AY S T HAT T ENSIO N
B E TWEEN B EI N G PA R T O F A
MO M EN T OR RECO R D ING IT ”
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Life through a lens
the most breathtaking
pivotal one: it both allows the player to explore disposable camera. In that game, players had to views a game can offer, all
ready to snap on your
and better appreciate the game’s carefully think carefully about which of the beautiful vistas camera. Your photos play
animated creatures, and also helps further the to capture as their shots were limited. In Season, over the end credits.
plot. As designer David Fernández Huerta told us, the player faces some difficult decisions about
“Grandad shares his hobbies of birdwatching and which aspects of the world merit preserving on
hiking with [Alba, the game’s heroine]. It’s a way film and which will be lost to time.
for them to be close to a person they have limited
access to, but that they love with all their hearts.”
“Your goal in Season is to bear witness to a
world that is about to disappear, in order to
PICTURE
In Alba, photography forms one of the pillars record and try to transmit what’s important to PERFECT
of a deeply personal open-world adventure, future generations,” the team at Scavengers
and Scavengers Studio’s upcoming Season uses Studio tell us. “As such, we wanted the camera to We asked each of the dev
camera mechanics to a similarly heartfelt end. play a central role in the experience. When you teams which in-game camera
A gorgeous-looking indie adventure game set in travel and visit foreign cultures, there’s always mechanics have inspired them.
Here’s what they had to say:
the face of a mysterious cataclysm, Season is a that tension between being part of a moment or
bicycle road trip where you use your camera and recording it. When you pull out a camera, you’re Scavengers Studio:
other media to document your surroundings not into the moment anymore; you have already
“The camera in Zelda: Breath
before the oncoming catastrophe washes the extracted yourself from experience to record it.
of the Wild is interesting
world away. It’s a bitter-sweet premise that puts In building the game, we’re trying to capture that because you can play with the
choice at the heart of the player’s journey, and tension: ‘Should I enjoy the moment, or should I generative aspect of the game
extends Firewatch’s camera mechanic, which record it?’” to create and capture fun and
In our Instagram era, this is undoubtedly a unique compositions.”
relevant subject, and one thrown into relief by
the game’s pre-cataclysm setting, where an air of Something We Made:
finality pervades every decision. For every picture “I like Pokémon Snap, the
you choose to take, you’re forsaking everything Nintendo 64 one. It was a cool
beyond the frame of the image to memory. As the thing, and they really stepped
it up in the next one where you
team tell us: “Capturing an image fixes it in place.
can share your photos.”
It’s a way to bypass the erosion of time, at least
for a little while. It’s also a prosthetic of memory. Third Shift:
Photos we’ve taken sometimes seem to replace
“I really like the phone camera
our actual memories of an event. The underlying in GTA V. It was the first game
forces and themes at work there are what Season where you take selfies and I
is all about.” think that was an interesting
Pokémon Snap was an on-rails photographic safari
A perfect counterpart to Season is Forever commentary on the state of
that depicted Pokémon in their natural habitats. Ago. Beautifully crafted, it’s another road trip photography in general.”
wfmag.cc \ 31
Interface
Life through a lens
DOG ’ S
B O LEX
If you want to satisfy your inner
photographer, then here are
three (relatively) recent titles
with great in-game cameras…
and capturing a dying world in Season (top). drawn indie title in development at Swedish
It wasn’t integral to the core
studio Something We Made, an in-game camera
game, but Firewatch gave you
a disposable camera, which
became a unique means of letting players
meant there were only so many adventure game with a camera mechanic at its appreciate the game’s captivating visuals.
shots of beautiful vistas you heart. Created by the two-man team at Third “We always had the art for TOEM, that’s how
could take. Players could even Shift, Forever Ago adopts a subtly different it started,” says CEO Niklas Mikkelsen. “We had
send their in-game photos narrative perspective from Season. Where Season this really cool art and we [weren’t sure how to
away to be developed into tasks players with documenting the world before proceed]. It was cool to walk around the game
physical prints. a catastrophe occurs, in Forever Ago, the tragedy’s world, but we didn’t know what to do with it. It
already happened. Its hero’s journey is one of took four different versions of TOEM to arrive at
redemption, with his trusty camera along for the the camera mechanic. It came from a telescope
ride. “We want to tell a story that took place a mechanic that we turned into a camera. It
couple of decades ago, and we want to visit these allowed you to really appreciate the art which
places in Forever Ago – this was the core idea of has always been at the forefront of the game.”
the game,” says developer Fabian Denter. “We More than anything, all three development
Dead Rising (2006)
thought a lot about how we could tie the past and teams we spoke with used a camera mechanic
Perhaps not one of the best, the present together. The camera came as a way to give players the freedom to interact with the
but certainly one of the
to do that pretty late in the process, but it turned games’ worlds on their own terms. “The camera’s
most fun. As photojournalist
out really well.” an incredible tool,” adds the dev team at
Frank West, getting dropped
into a game version of
“It was a late but obvious choice,” adds Kai Scavengers Studio, “because a lot of information
1978’s Dawn of the Dead Brueckers, the other half of Third Shift. “Before and knowledge couldn’t be captured through
was terrifying, wacky, and that, we thought about a lot of other mechanics words in Season; they’re captured in the walls,
fertile ground for some great such as the ‘ghost people’ that a lot of walking the sculptures, the animals, etc. Every single
photo opportunities. simulators use, but then we really thought detail tells you something new about that world.
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Life through a lens
What’s especially interesting about the camera inside Alfred’s [the game’s protagonist] photo
is that it allows you to zoom in on those details, collection, and that’s what makes the camera
record them, and put them side by side with interesting. Those players can shape how they
other recordings to create your impression of experience the story by capturing parts of it that
the world.” are important to them.”
“There are a lot of things you can do with It’s a sentiment echoed by Mikkelsen, who also
the camera as a mechanic in terms of just reminds us that perhaps the greatest advantage
capturing specific objects or items,” says Forever of the in-game camera is its universality. After all,
Ago’s Brueckers. “Or you can try and play with the still image is a form of visual language just
the viewfinder to reveal something or unlock about all of us can immediately understand. “We he line art style is integral to
T
TOEM ’s atmosphere – and
additional narrative. That’s something we’re have a goal, and that’s to get our mums to play makes for great photographs.
playing with.” TOEM, understand it, and say ‘That’s so cute’ –
Although their games are very different, the and they’ve never played a game in their life! So
developers we spoke to agree that giving the right now, it’s zoom, snap, and you also have a
player free rein with the camera allows them honk button so you can wake people up or hurry
to form a meaningful relationship with that up snails, which is a far more important upgrade
world. This is especially true when a game’s for our camera.”
story is tightly scripted, since the freedom to Whether an in-game camera includes a ‘honk’
explore and interpret the world through a lens function or not, giving the player the means to
balances out the more restrictive elements of an form their own interpretation of a virtual world
authored narrative. “The story [in Forever Ago] is is undeniably powerful. It is, after all, a form
pretty linear,” continues Brueckers. “There are of expression we understood before we even
some story beats we have to get right, and that developed the power of words. As Scavengers
includes some photos that we intend the player Studio puts it: “What you choose to record or
to take. But we allow the players to immerse not record, and what you decide to save, is In Forever Ago, Alfred’s
camera is clipped to his
themselves in the world by taking pictures based on what you think is important. What you bag, meaning it’s always
at almost any time. They can review them believe matters in this life.” ready for a quick photo.
“W E A L LO W
PLA Y ER S T O
IM M E R S E
T HEM S E L V E S
IN T HE W O R LD
BY TAKING
PI C T U R E S ”
wfmag.cc \ 33
Interface
Column
The struggle to
simplify sports games
F
ew games are quite as maligned not something that’s only packed in with a new
critically as current sports titles, game à la EA’s recent NHL 94 Rewind. A game
especially when compared to how that transcends the season it was released in
many units they usually shift. The list and is mercifully bereft of squad building and
of problems these titles have is spending piles of cash in the hope of packing
considerable, even compared to a decade ago highly rated players. Is that too much for people
when the main issue was that constant annual to ask? Why can’t someone just recreate the
updates made any version of a game that ideas that worked so well before? A lot of people
KIM JUSTICE wasn’t the latest one feel thoroughly disposable. seem to shout for a game like this whenever
Kim Justice is a Now, these bloated monsters are often filled the latest sports game-based controversy rears
YouTuber, streamer, with bugs. The single-player has been neglected its ugly head, and yet even the original creators
and writer who
specialises in the for years in favour of online multiplayer, and the of such games have found making them – and
world of retrogaming. promotion of loot crates getting people to play
If she isn’t making
lengthy documentary
and ultimate teams “It’s little wonder everyone them – tough going.
videos about old make the games feel, The truth is that there
games and companies, at best, like a blatant
who streams FIFA seems to are a lot of simpler
she’s probably chatting be perpetually angry”
and mouthing off cash grab, and at worst, sports games out there,
about them live to a a way to make children but even the best of
dedicated handful addicted to gambling. It’s little wonder that them don’t seem to find an audience beyond
of people.
everyone who streams the latest FIFA seems to a small niche. This is true even of the genre’s
be perpetually angry – always on the verge of most decorated developers – Sociable Soccer, the
smashing their controller in a frothing rage. spiritual follow-up to Sensi from original creator
It’s also no surprise that there are often Jon Hare, hasn’t had the smoothest of rides over
loud voices who pine for a return to something the years, and that’s nothing compared to the
simpler, a game that harks back to the likes of brutal treatment that Dino Dini’s Kick Off Revival
Sensible Soccer or the 16-bit NHL titles, something received on PS4. It seems sports games have an
that’s more about gameplay than ensuring that image problem that runs even deeper than the
Gareth Bale’s man bun is accurate, and certainly problems that plague the current big titles, and
it’s tough to separate the genre’s core audience
from the annual roster updates put out by EA
Sports with something that eschews graphics and
realism in favour of simple, addictive gameplay.
It’s a shame, as the best of these new games
deserve a lot more than to be sullied with the
age-old generic dismissals that usually greet
sports games.
The likes of Basketball Classics and Mutant
Football League are exceptional, and they make
for experiences just as fun as anything from back
Sensible Soccer is so unmaligned, it received
in the day, and it’d be even better if there were
34 / wfmag.cc
T H AT M A D E
OUT
“The Computers That Made Britain
is one of the best things I’ve read NOW
this year. It’s an incredible story of
eccentrics and oddballs, geniuses and
madmen, and one that will have you
pining for a future that could have been.
It’s utterly astonishing!”
- Stuart Turton, bestselling author
and journalist
Available on
36 / wfmag.cc
Interface
The rise, fall, & rise of the 3D platformer
F
rom the middle of the 1990s to the start of
the 21st century, the 3D platformer was on
the ascendancy. Adding more freedom of
The Rise
movement than the side-scrolling ancestors
of previous hardware generations, the genre
exploded thanks to the likes of Super Mario 64 and Crash
Bandicoot. But by the 2000s, audiences had apparently
begun to tire of bouncing around colourful environs,
collecting trinkets; the FPS was on the up, and even
Nintendo began to shy away from the 3D platformer – a Super Mario 64 (1996)
genre it had a hand in popularising in the first place.
Over the past few years, though, the 3D platformer In mainstream terms, it’s the game that changed pretty much
has begun to sneak back into the spotlight: Playtonic’s everything. Here, Shigeru Miyamoto and his team didn’t just
Yooka-Laylee is a conscious throwback to Banjo-Kazooie, transplant what had been a resolutely 2D franchise into three
dimensions – they completely changed the boundaries of what a
designed by former Rare devs who worked on that
Super Mario game could be. There was the freedom of exploration,
series. Meanwhile, Super Mario Odyssey saw Nintendo
certainly, but there was also Mario’s fluid freedom of movement:
openly channel the spirit of Super Mario 64 in spectacular
jumps and dashes were joined by cartwheel flips, ground pounds,
style. Enough time has passed to make gamers yearn for crawls, punches, and more besides. The move to 3D wasn’t entirely
flawless – the camera system, while innovative, took a bit of
“The genre exploded thanks to getting used to – but Super Mario 64 was nevertheless a pivotal
game in a nascent genre.
the likes of Super Mario 64 and
Crash Bandicoot ”
wfmag.cc \ 37
Interface
The rise, fall, & rise of the 3D platformer
Banjo-Kazooie (1998)
The British masters of upbeat
action games, Rare, threw
Rayman 2: The
their hat in the 3D platformer
ring with this charming
entry. Like Super Mario 64
and Crash Bandicoot, the
Great Escape (1999)
emphasis was firmly on
Rayman gets a bum rap, honestly – while Rayman Legends is
charging around and collecting stuff, but its ingenious level design,
one of the best 2D platformers ever made, the series tends to be
technical brilliance (this was a far more detailed-looking game
overlooked as a whole. This is especially true of Rayman 2: The
than those earlier rivals), and Rare’s warped humour made it a true
Great Escape – one of the absolute best 3D platformers, but one
standout. It’s a glimpse of the studio at its creative, comic height.
that’s rarely mentioned in the same breath as other genre greats like
Mario’s three-dimensional treats. Superb character designs, genuine
Spyro the Dragon (1998) laugh-out-loud moments, and captivating minute-to-minute play
alongside the genuine desire to go back and replay things just to get
every single lum you could – Rayman 2 is an overlooked classic.
Insomniac entered the 3D
platformer game soon after
the studio’s formation, with
Jak and Daxter: The
Precursor Legacy (2001)
the original Spyro marking
the team’s second-ever
release. And what a game it
was – a creative, atmospheric, With Crash passing through
and truly charming take on the formula, focusing on a fine blend the hands of different
of challenging platforming, varied exploration, and whimsical developers, creator Naughty
characters. Followed by two superior sequels, Spyro was a series Dog was left to its own devices
that flew somewhat under the radar, and only received the plaudits it for its first 3D platformer on
deserved following the Spyro Reignited Trilogy remaster in 2018. PS2 – and what a rebirth it
was. Jak and Daxter nailed
so much: a characterful, bright, and cheery take that flew in the face
of where gaming as a whole was heading. The formula for the genre
was well-established at this point, so the core concept might have
looked overly familiar to some, but it’s arguable that Precursor Legacy
is one of the best examples of a 3D platformer to date.
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Interface
The rise, fall, & rise of the 3D platformer
I-Ninja (2003)
The Fall
Sunshine (2002) a quick cash-grab, it’s fair to say – super-cutesy main character,
reference to ninjas, the sometimes-unreliable Namco on publishing
duties – but it would be doing the game a huge disservice to say
Even Mario wasn’t immune from the power of ‘meh’, with this it was anything other than: really good fun. A classic? Not at all.
GameCube entry still the most divisive in a series of games that, by A rush job hacked together and contributing to the downfall of an
and large, are unquestioningly praised to the hilt. It’s hard to put a entire genre? Well, no, not that either.
finger on what was really wrong with Sunshine – the emphasis on
gimmicky extras, the feeling it was (shockingly for Nintendo) a bit
rushed, all contributed to a general unease with the game. But, all
the same, a slightly worse Mario game is still significantly better Sly 2: Band of Thieves (2004)
than most other 3D platformers. It just seems this one didn’t quite
have the audience for it at the time. Sidestepping the original,
Sucker Punch’s mix of noir,
thievery, and raccoons
Jak II (2003) was easily the best in this
overlooked foursome. A visual
treat from start to finish,
Probably the most egregious example of what happened to the 3D
the stylish sneaking and
platformer, Jak II – it’s fair to say – was not a bad game. It was a
mixture of stealth and classic 3D leaping worked together in perfect
good game. Some might say great. But what Naughty Dog did after
harmony, resulting in yet another must-play title in the genre on PS2.
the prior entry to the series – the whimsical, light-hearted, fun, and
After Sly, Sucker Punch moved on to Infamous, arguably another
pure platformer – was to turn it into GTA III. No, but really: Jak Theft
blend of GTA and 3D platformers (but with more superheroes) and
Auto would have been a more fitting name. It retained platforming
the universe of criminal creatures looks to be finished.
elements, of course, but far more focus went into the ‘flavour of the
month’ style of play: driving vehicles, taking on missions in an open
Kameo: Elements
world, and gunning down hordes of enemies. This should have been
a game, definitely, but it shouldn’t have been a Jak and Daxter game.
of Power (2005)
We wouldn’t argue if you were
to tell us Rare’s opening salvo
on the Xbox 360 was indeed
not a 3D platformer. It’s more
an action-adventure game
than anything else, just with
elements of gap-jumping
thrown in every now and then.
But it has to go in here, because it highlights a huge turning point for
the studio once synonymous with the best the genre had to offer:
Rare had been gobbled up by Microsoft, and now it was pumping
out mediocrity like Kameo. A fair effort, a bit of fun, with some good
ideas in it – but not the stone-cold classic we were used to, that we
expected from one of the UK’s finest dev teams.
wfmag.cc \ 39
Interface
The rise, fall, & rise of the 3D platformer
The Return
Psychonauts (2005) Ratchet & Clank:
Psychonauts was meant to be the next big hope for the 3D
platformer: a world of fantasy and wild imagination, humour, which
A Crack in Time (2009)
carefully trod the line between classic, tight platform mechanics, Seven years into the series, Ratchet & Clank wasn’t going to win
and a more modern feel to things. It hit every note, it really did, but any awards for its vanilla platforming. Meanwhile, the emphasis
Psychonauts was an abject failure. Selling around 100,000 copies on gunplay was still fun, but it no longer felt fresh. What A Crack
on its first release, it nowhere near hit the lofty goals envisioned for in Time did, though, was bring in outside inspiration from the time
it. Psychonauts’ struggle helped – very publicly – send the genre where the 3D platformer had been sat on the sidelines – it mixed
into a tailspin. It’s all the more shocking when you remember how in the classic playstyle with time-based puzzles reminiscent of
good a game it was. indie darling Braid. Throwing this new element into the long-
running series served to mix things up wonderfully, resulting in
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The rise, fall, & rise of the 3D platformer
Yooka-Laylee (2017)
toward modernisation is extra surprising considering where it came
from – EA’s Originals label – with the publisher not really having very
much to do with the genre outside of a couple of TY the Tasmanian
One swallow doesn’t make a Tiger titles. It’s good, then, that It Takes Two is a fabulous little
summer, as the saying goes, game, both fun to play and awash with empathy in its narrative – a
but three 3D platformers perfect game to while away the hours with another player.
in one year is a sure sign
the genre’s back on the
ascendancy. Yooka-Laylee
was, of course, the debut
game from Playtonic, the studio formed by several ex-Rare devs.
While it isn’t perfect, Yooka-Laylee captures the spirit of the Banjo-
Kazooie series, both in its anarchic lead duo and the sprawl of its
vibrant levels. With the series bolstered by 2.5D spin-off, Yooka-
Laylee and the Impossible Lair, here’s hoping we’ll see Playtonic
continue to refine the 3D platformer genre in the years to come.
Crash Bandicoot 4:
It’s About Time (2020)
The remastered trilogies
of both Crash and Spyro
Psychonauts 2 (2021)
arrived in 2017 and 2018,
respectively, with both acting
as litmus tests for players’
appetites for nostalgia, It’s not the biggest game on this list, and frankly, nothing can
and for the viability of 3D approach Super Mario Odyssey in terms of quality – sorry, everything
platformers in the contemporary world. Turns out Activision thought else – but there’s definitely a poetry in Double Fine’s Psychonauts
the Crash trilogy’s performance was good enough to justify a full 2 finally releasing here in 2021. The original game was emblematic
new entry in the series: Crash Bandicoot 4 was born. Handily, of the decline of 3D platformers. Abandoned by Microsoft and
the sequel managed to please old-school fans while also adding (eventually) sent out to die, it’s entirely fitting that this long-awaited
exciting new elements to the franchise. Outside of Nintendo, Crash’s sequel arrives with the wholehearted backing of publisher/studio
fourth mainline adventure is one of the biggest – and best – steps owner Microsoft, welcomed warmly into an era where appreciation
back into the realm of 3D platformers by a major publisher. of the genre is back on the rise. The phoenix, she rises.
wfmag.cc \ 41
Toolbox
Contents
Toolbox
The art, theory, and production of video games
46. CityCraft
Tips for designing an immersive city simulation
44
46
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Toolbox
Contents
48
creative block-building
game is easy – just follow
our guide on page 48.
56
ow does Ratchet & Clank:
H
ove shoot-’em-ups as
L
58
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Advice
The principles of
game design
This month, Howard provides a snapshot of the
hell-raising that went on behind the scenes at Atari…
AUTHOR
HOWARD SCOTT WARSHAW
Howard is a video game pioneer who authored several of Atari’s most famous
and infamous titles. His new book, Once Upon Atari: How I Made History by
Killing an Industry, is out now. onceuponatari.com
V
ideo game creation is unusual in The hot tub was situated in the two-storey
that developers need to be focused engineering building. This was ironic, because the
intently on achieving design goals hot tub generated way more than two stories in
while simultaneously battling tunnel that building. The VCS/2600 and Home Computer
vision and re-evaluating those goals. development groups were upstairs. The first floor
It’s a demanding and frustrating predicament. held coin-op development, a kitchen/cafeteria,
Therefore, a solid video game creator needs and an extremely well-appointed gym. The gym
two things: a way to let ideas simmer (since featured two appendages: a locker area and the
rumination is how games grow from mediocre hot tub room. Many shenanigans were hatched
to fabulous) and a way to blow off steam (since and/or executed in the hot tub. One from the
frustration abounds while trying to achieve more epic end of the spectrum comes to mind:
fabulous). At Atari, there was one place where the executive birthday surprise.
things both simmered and got steamy… the hot It was during the birthday celebration of a VP
tub. The only thing we couldn’t do was keep a lid who shall remain nameless, but it might have
on the antics cooked up inside. been the one who used to keep a canister of
nitrous oxide and another of pure oxygen in
his office. The nitrous oxide was for getting
high and laughing some time away, while the
oxygen was used for rapid sobering up in the
event a spontaneous meeting was called (which
happened regularly at Atari). As the party raged
on, a small crew of revellers migrated to the
small but accommodating hot tub room. Various
intoxicants (well beyond the scope of nitrous)
were being consumed in celebration of the
special event (although by this standard, nearly
every day was a special event at Atari).
As the party rolled on, inhibitions were shed
along with numerous articles of clothing. At one
point, the birthday boy was adjudged to be in
dire need of a proper tubbing as he hadn’t lost
sufficient layers to keep pace with the party at
Refreshments were
readily available at
large. The birthday boy disagreed, and the ensuing
Atari in its heyday. negotiation took the form of a lively chase around
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Advice
Insert Disc
The hot tub wasn’t the only form
of recreation we had at Atari,
nor were video games for that
matter. We would occasionally
actually leave the building and
do something outside. A game
or two of ultimate Frisbee used
to be good sport now and then.
Sometimes, while sitting in the
hot tub, I would look down and
think, “This stomach used to
be much smaller and better
defined.” In fact, there was
a time when I was actually
sporting a solid six-pack. Of
course, I don’t know how to
phrase that in the UK. What’s the
metric conversion for six-pack?
moment of relative calm in Atari’s
A
the area. The VP ran out of the hot tub room and between work and antics. It takes passion and
headed for the workout area with a wet posse in commitment to pursue side quests productively
hot pursuit, all in varying stages of undress. and yet remain on task when necessary.
It’s important to note here that although The main reason this was a challenge comes
refreshments and revelry were widely available down to the fact there are so many distractions
at Atari, one item in short supply was conference constantly going on. Creative people tend to be
rooms. Consequently, meetings could pop up creative frequently and spontaneously. Also, their
in odd locales. Any place an aggregation could creativity is much more motivated by fascination
be achieved was a potential meeting spot. The and interest than it is by task lists or project plans.
sensitivity of the subject matter would determine Fun can break out at any moment, and answering
the level of privacy the call isn’t always the
required on a case-by-case “We used to chat about right choice, no matter etween developing games,
B
basis. Since people weren’t how compelling the siren. Howard and Atari’s other
wfmag.cc \ 45
Toolbox
Advice
AUTHOR
KONSTANTINOS DIMOPOULOS
Konstantinos Dimopoulos is a game urbanist and designer combining a PhD
in urban planning with video games. He is the author of the Virtual Cities atlas,
designs game cities, and consults on their creation. game-cities.com
I
mmersive sims – games like Dishonored, webs, and districts can both accommodate
System Shock, or Thief – put their genre needs and inspire designs. The internal
emphasis on player choice, and provide differentiation of urban space can be taken
us with a seemingly endless array of stuff advantage of to create areas and missions
to do. Such games aim to create a sense with specific focuses, whereas the density and
of granularity and cohesiveness in worlds packed complexity compressed into relatively small
with overlapping systems. They attempt to areas allows for all kinds of storytelling and
spatially immerse their audiences in convincing, gameplay ideas in the same area. Game cities
believable spaces able to react to any in-game additionally offer countless opportunities for
action, and allow new gameplay possibilities side missions or secondary objectives, and allow
to emerge. Warren Spector, one of the genre's players to use familiar spaces in unfamiliar ways.
fathers, famously said immersive sims create the Immersive sim spaces need to feel textured
feeling of there being nothing standing between and tangible, and so attention to detail is crucial.
players and the game, and make them believe Such games must convey a strong sense of
they really are in an alternate world. in-world realism, if only to suspend players'
disbelief, and allow them to understand how
PALPABLE ENVIRONMENTS the virtual world surrounding them works. They
Ultima Underworld: The Stygian Abyss was a force players to pay attention to all the qualities
Burglar’s Guide to the
A
groundbreaking RPG widely considered to be of their environment and learn to take advantage
46 / wfmag.cc
Toolbox
Advice
that shaped the striking
with well-placed vantage points, accessible image of Dishonored 's city
balconies, sewage systems, bridges, yards, – unless we create it in a procedural or semi- of Dunwall were also crucial
in providing gameplay
and roofs allowing creative players to discover procedural way, that is. Quality, handcrafted options to players.
several access points and entry paths to their levels can effectively form smaller parts of much
target buildings. Back-alleys, utility connections, larger cities: a road, a neighbourhood, a building,
maintenance infrastructure, and small service a block and its environs, a palace, or a park.
doors often provide an overlooked but important Levels are the nodes in an implied urban tissue,
set of level details to any game employing often connected to a hub-like structure. Travelling
acrobatics, stealth, and breaking-and-entering. to and from a hub can help imply the size of a
larger city, as can maps, dialogue references, well-
DESIGN CONSIDERATIONS selected views, in-game paintings or descriptions,
The game design philosophy guiding immersive and even obvious suggestions of repeating urban
sims is focused on the interactions with reactive planning patterns.
and consistent game systems that can allow for The opening level of the original Deus Ex is
emergent gameplay to happen, and heighten an excellent example of immersive sim level
the sense of player agency. Consistency and design. It’s a legible, tiny bit of New York City
the legibility of space where the possibilities
should therefore guide “Game cities offer felt vast, and the lights A BURGLAR'S
all relevant level design
countless opportunities
of the Manhattan skyline POV
choices. Systems and provided all the civic Published in 2016, Geoff
rules must be stuck for side missions” atmosphere we could ask Manaugh's A Burglar’s Guide
to wherever possible, for. The level itself offers to the City (burglarsguide.
and though urbanism and environmental clear gameplay alternatives when it comes to com) isn’t just an interesting,
storytelling shouldn’t get in the way of the going down the stealthy, hacking, or shooting fun read about criminals, cities,
game itself, they have to be treated with care. paths, and is surprisingly easy to navigate, as and architecture. It's also a
Players will thoroughly examine our worlds, so your goal (the Statue of Liberty) is a constantly completely novel look at the
spaces and volumes of cities
they must stand up to scrutiny. This is exactly visible landmark, the boundaries absolute, and its
and their buildings; an approach
why immersive sims tend to come with fully distinct areas highly recognisable.
to urban space that ignores
realised settings featuring religions, societies, Finally, when dreaming up ways urban systems
formal entrances, instead
fashions, technologies, economies, and histories. and networks can be incorporated into your focusing on unexpected entry
Dunwall's whale-oil economy and its related level design, just think about how something as points into private spaces,
technologies, for example, drove much of the simple as a power cut could create a dramatic and imaginative navigations
world-building, but also much of the level and mission: the player could be asked to cut off and uses of the urban fabric.
game design. the electricity to a particular district in order to Ultimately, it's a book packed
A video game city, with all its NPCs, multiple silence alarms and turn off CCTV cameras. With with ideas and inspirations for
paths, and density of detail, can often mean that a a bit of imagination, the design possibilities of a immersive sim designers.
purely open-world approach is all but impossible video game city are almost endless.
wfmag.cc \ 47
Toolbox
Craft your own Creative Mode in Unity
AUTHOR Download
RHETT THOMPSON the code
from GitHub:
Rhett Thompson is an indie game developer by heart, and a web developer
wfmag.cc/
by trade. He’s currently working with SentrySoftSolutions to help bring Texas
wfmag53
community corrections facilities to the cloud. keybored.app
F
or many young (and not so young) we’ll need are a 3D modelling program and a
minds alike, Minecraft is the perfect 2D image editor. You can use whatever you like,
creative sandbox: an open medium but I’ve used the newest versions of Blender
that allows us to experiment, create, and GIMP. They’re both free, work well, and the
and play. For all these reasons, it’s the installation (from blender.org and gimp.org)
perfect example to recreate as a learning tool. is straightforward.
Before we jump into coding, let’s first get the
project setup out of the way. The code itself MOVEMENT AND CONTROLS
should run on most versions of Unity, but I’m With the setup out of the way, make a new Unity
using Unity 2019.4.10 LTS. If you’re unfamiliar project with the 3D template so we can get
with how to install Unity, you could head to started. First, let’s work on creating the player
Wireframe #3 and read the Unity tutorial on GameObject. Inside the default game scene,
igure 1: If your Player
F page 34 (wfmag.cc/3). The only other tools right-click in the Hierarchy and select Create
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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Craft your own Creative Mode in Unity
t a glance, you
A
might mistake this
for the real deal!
Vector3 camRot = new Vector3(0, 0, 0); The code starts by defining some variables:
flySpeed and rotateSpeed can be adjusted
void Start() { inside the Unity Inspector to suit your control
Cursor.lockState = CursorLockMode.Locked; preferences. cam will store a reference to the
Cursor.visible = false; Main Camera. And camRot will save the Player’s
cam = Camera.main; up or down rotation between frames. In the
} Start() function, lock the mouse in the middle
of the screen, hide it from the user, and find the
void Update() { Main Camera in the game scene. In Update(), first,
float mouseX = Input.GetAxis(“Mouse X”); read the current mouse movement and then
float mouseY = Input.GetAxis(“Mouse Y”); rotate the Player GameObject according to that
movement left/right using RotateAround() and
transform.RotateAround(transform.position, up/down by adding the values to camRot.x. Be
Vector3.up, mouseX * rotateSpeed); sure to adjust sensitivity based on rotateSpeed,
use -mouseY to prevent an inverted axis, and
camRot.x += -mouseY * rotateSpeed; clamp/limit the rotation so the player can’t turn
camRot.x = Mathf.Clamp(camRot.x, -90, 90); all the way upside-down. Remember, cam is a
cam.transform.localEulerAngles = camRot; child to the Player GameObject, so we apply the
new rotation to its local transform. Then, read
float vertInput = Input.GetAxis(“Vertical”); keyboard input from the WASD, SPACE, and LEFT-
float horiInput = Input.GetAxis(“Horizontal”); SHIFT keys through the Vertical, Horizontal, Jump,
float jumpInput = Input.GetAxis(“Jump”) - and Fire3 axes. Note, there isn’t a default input
Input.GetAxis(“Fire3”); axis that will read both SPACE and LEFT-SHIFT, so
we combine two different axes to work together.
Vector3 move = Vector3.zero; Next, save everything in both Unity and the
move.x += horiInput * flySpeed; code editor. Every time we make a code change,
move.y += jumpInput * flySpeed; be sure to save the file. This lets Unity know it
move.z += vertInput * flySpeed; needs to recompile the script. If you press Play
transform.Translate(move * Time.deltaTime); now, you won’t see much of anything. Don’t
} worry: the script is working fine, but we need
to add a cube to the scene so we can actually
} tell that the Player is moving. Right-click in the
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Craft your own Creative Mode in Unity
BlockMat material
int vertIndex0 = tris[triangleStartIndex];
should look like this.
int vertIndex1 = tris[triangleStartIndex + 1];
int vertIndex2 = tris[triangleStartIndex + 2];
GameObject should
look like this.
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Craft your own Creative Mode in Unity
This code begins by defining some variables: facing. In turn, this tells us in which direction
buildReach will determine the max distance the a new block should be placed. It would be
player can place/destroy blocks. blockCatalog is nice if Unity stored this information for us, but
an array that will hold all of our different block Unity stores mesh normals per vertex, not per
prefabs. activeID controls which block prefab will triangle. So, we’ll have to calculate this the old-
be placed once the player clicks. It maps to an fashioned way (see Figure 6 for a visualisation
index in blockCatalog. blockGroup will hold an of this process.) Once you find triNormal, be
empty GameObject that will act as a parent to sure to normalise the vector. We only need
hold all the blocks inside of the game scene. the direction, not the magnitude. Remember,
The Start() function initialises blockGroup the normal tells which direction the new block
and calls GenBlock() to generate a default block should be placed in. To find the new block’s
at the coordinate system’s origin. Without this, position, simply add the normal to the position
no other blocks can be placed. of the old block.
In the Update() function, first check if casting Handling player input is easy. If the player
a ray from the mouse position, with buildReach clicks the right mouse button (Fire2), place a
as its length, will hit anything. If the ray did hit a new block. If the player clicks the left mouse
block, grab a reference button (Fire1), destroy
from the RaycastHit “Open the BlockCtrl script, the block the player’s
data to the mesh of looking at.
that block. Then copy its
and let’s add the ability to The GenBlock()
vertices and triangles. place different blocks” function will create new
RaycastHit.triangleIndex blocks for us. It accepts
is the index of the whole triangle hit by the ray. In a Vector3 position and returns a new block
other words, it’s not an index in any of the arrays, GameObject. When you instantiate the block, be
but rather the number that maps a mesh triangle sure to use the activeID to get the right prefab
to the tris array. Mathematically, that means from the blockCatalog, and make it a child of the
igure 6: To calculate
F the index of the first point of the triangle can be blockGroup GameObject.
a triangle normal, first found by multiplying triangleIndex by 3. Now that We’re almost ready for a good playtest, but
find two vectors that
represent sides of the we know the triangleStartIndex, we can look up first, head back to the Unity Hierarchy and do
triangle. Then, take
the cross product of
each triangle point’s Vector3 position using the the following. Select the Block GameObject and
those vectors. value of the tris array. Remember, the tris array delete it from the game scene. Select the Player
just holds integer values that map to indices GameObject and, in the Inspector, drill-down
(which hold Vector3 objects) in the verts array. Block Catalog to reveal the array’s options.
Next, we have to do a normal vector Change Size from 0 to 1. Inside the Project panel,
calculation. The normal of a triangle tells the find the Block prefab and drag it over to the
rendering system which direction the triangle’s Element 0 property of Block Catalog. To verify
your Block Catalog settings, check out Figure 7.
Now, press the Play button and watch the
magic unfold! Aww, isn’t there something
wonderfully soothing about freely placing
blocks? Once you’ve played to your heart’s
content, open the BlockCtrl script. Now, let’s add
the ability to place different blocks.
Insert the following at the beginning of the
Update() function:
void Update() {
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proper UV map
A
Default-Checker-Gray
positive direction, increment to the next block public class BlockCtrl : MonoBehaviour { as a test texture. You
can find this by
ID. If activeID reaches a number greater than the ... clicking Select at the
max catalog index, loop back to the first index. If GameObject blockPreview; bottom-right corner of
the material’s texture
instead the player’s scroll is negative, decrement property in the
Inspector panel.
to the previous block ID. If activeID reaches a void Start() {
number less than the first index, loop to the ...
max index. RenderPreview();
Let’s head back to the Unity editor and }
create a second Block prefab. Select the Block
prefab in the Project panel. Press CTRL+D (or void Update() {
COMMAND+D on macOS) to duplicate the ...
prefab. Also, select and duplicate the BlockMat if(scrollInput > 0) {
material in the same way. Then, select the new activeID++;
material (which is named BlockMat 1) and in if(activeID > blockCatalog.Length-1) {
the Inspector, change its texture to something activeID = 0;
different from the first block’s. Apply BlockMat 1 to }
the new prefab (which is named Block 1) via drag RenderPreview();
and drop in the Project panel. In the Hierarchy, }
select the Player GameObject. In the Inspector, else if(scrollInput < 0){
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Craft your own Creative Mode in Unity
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Craft your own Creative Mode in Unity
should have this
all said and done, your Animator panel should configuration.
look like Figure 10. Now, add a tiny bit of code in CubeUV in the Project panel. In the Inspector,
the BlockCtrl script: change Read/Write Enabled to true (or check
the checkbox). Click ‘Apply’. Now, download
… UVOutline.png from GitHub. Then Import
if ( Input.GetButtonDown(“Fire2”) ) { UVOutline.png by dragging it into the Unity
GenBlock(newBlockPos); Project panel. Select UVOutline in the Project
blockPreview.GetComponent<Animator>(). panel. In the Inspector, change Filter Mode to
SetTrigger(“buildTrigger”); ‘Point (no filter)’. Click ‘Apply’.
} Now we’ve imported both the CubeUV model
and a texture, let’s create a new BlockUV prefab.
if( Input.GetButtonDown(“Fire1”) ){ In the Project panel, select and duplicate the
Destroy(pointRay1.collider.gameObject); BlockMat material. Rename the new material
blockPreview.GetComponent<Animator>(). to BlockUVMat. Select BlockUVMat and, in the
SetTrigger(“buildTrigger”); Inspector, change its texture to UVOutline.
} Drag CubeUV from the Project panel into the
Hierarchy. Select it inside the Hierarchy and
… rename it to BlockUV. In the Inspector, click ‘Add
Component’. Search for ‘Mesh Collider’ and add
VERTICES &
In the code that checks for mouse clicks, this it. Drag BlockAnimator from the Project panel
tells blockPreview to trigger the build animation. and drop it onto BlockUV inside the Hierarchy.
TRIANGLES
It triggers the same animation when placing or Do the same with BlockUVMat. Drag BlockUV Mesh.triangles is an array of
destroying blocks. from the Hierarchy into the Project panel to integer values that correspond
to indices in the Mesh.vertices
The final feature our game needs is block UV save it as a prefab. If a popup asks if you want
array. So, in our code, every
texture mapping. Currently, the block prefabs to create a “new original Prefab or a variant”,
three entries in tris represent
only have a single image on every side. To select Original Prefab. Delete the now unneeded one triangle of the mesh. For
change this, we’ll need to import a different BlockUV from the game scene Hierarchy, but example, if tris looked like
block model with a correct UV map. If you’re keep the prefab in the Project panel. Add the [0,2,3, 0,3,1, 8,4,5, ...], that
familiar with 3D modelling, feel free to create BlockUV prefab to the Player GameObject’s would mean the first triangle
your own cube UV model. If not, don’t worry: Block Catalog like we did before. of the mesh is made of the
I’ve set up a properly mapped model you can There we have it: a fully functional, Minecraft- indices 0,2,3 of the verts array.
download from GitHub. style creative mode demo. Give it a playtest, To put it another way, it is
Go ahead and download/import the file now. then try adding more blocks by creating your made of the points verts[0],
verts[2], verts[3].
Drag the CubeUV.fbx file from your File Explorer own textures – or importing more of ours
window into the Unity Project panel. Select from GitHub at wfmag.cc/wfmag53.
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Advice
AUTHOR
ANTONY DE FAULT
Antony is Wireframe’s game writing and narrative design
columnist. He’s also creative director of Far Few Giants, and you can
find his work on default.games or @antony_de_fault on Twitter.
I
nsomniac’s latest game epitomises the player’s performing another action, such
the qualities seen in triple-A ‘prestige’ as exploring a new environment. Typically this
games of the past decade. It’s polished, consists of the player character talking with their
merges the action/platforming and sidekick about something they’ve seen: a recent
shooter genres, looks and sounds plot event, a puzzle they’ve just discovered,
amazing, and tells a linear ‘hero’s journey’ tale etc. This usually doesn’t occur during fights,
that feels like playing a blockbuster movie. presumably since the player would be too
But in my experience, that last point conceals distracted to take it in, or because the dialogue
heaps of nuance: many new writers I’ve taught would get in the way of combat audio cues.
have assumed that since these games feel These conversations are important to the game,
straightforward, like a film, that the writing is and are timed so the player will hear them in
simply a screenplay with breaks for game action. their entirety before triggering a fight or cutscene.
This ignores oodles of vital narrative work, so this There’s an ‘interruption’ system in place in case
month I’m breaking down all the various modes the player enters, say, a shop interface during
through which Rift Apart delivers its story content. one of these conversations: each critical dialogue
has secret ‘checkpoints’ throughout it, and if the
MAIN PLOT player disrupts the conversation, the character
Cutscenes, firstly, are relatively well-understood, will cut themselves off with an ‘insert-line’ such as
so I’ll keep this brief. They play exactly like a scene “Hold on a minute!”, then when the interruption
in an animated film, they have a linear script, is over (player leaves the shop interface etc) will
precise timing and action, and the player can’t begin again with another insert-line such as “Now
exert any control over the game. Cutscenes are where were we? Oh yeah!” before continuing the
often written in screenplay format. dialogue from the last checkpoint.
Critical dialogues are nearly unmissable and
contain important tutorial, context, or character- ADDING LIFE
building content which happen during play, while Incidental dialogue is the less important dialogue
that happens during gameplay. It doesn’t contain
critical information, doesn’t resume if interrupted,
and may or may not have anything to do with the
plot. Generally, these dialogues occur between
the protagonist and sidekick again, and provide
world- and character-building. They are usually
In other games, short: an exchange of quips, say, between the
cutscenes might characters about some past adventure.
require a button press,
known as a quick Barks are the best example of narrative polish.
time event (QTE), to
progress, but the
Essentially, a bark is yelled by an enemy when
principle is the same. they’re about to shoot. Writers have to come
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Advice
Environmental conversations are generally short games which appear filmic require a number of Uncharted 4 is the earliest
example I can find of a game
scenes played out between other characters and different systems and disciplines to tell a story. applying an ‘interruption’
only ‘eavesdropped’ on by the player, who may And this can be put to use: consider which of system to voice performances.
choose to stop and listen, but will often simply these you could use in your games to breathe
blast past catching a snippet. For example, while more life into the fiction.
exploring a bar location, if you approach a certain
booth you will hear its inhabitants getting snippy
with their robot waiter. While this doesn’t add to
the plot, many of these environmental dialogues
intersect with the themes or events at play in the
story, providing a kind of vox populi. Alongside
barks, they contribute considerably to imbuing
the fictional world with aliveness.
EXTRA CONTEXT
Collectable lore is probably the second most
widely understood method of implementing
narrative in a game (with cutscenes being #1).
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Create your own side-scrolling shoot-’em-up
AUTHOR
JORDI SANTONJA
Jordi currently works as a software engineer in Norway for a company that
develops systems to design infrastructure: roads, railways, utilities… He originally
comes from Spain and, in his spare time, codes video games.
I
’ve always loved shoot-’em-ups, where covering the whole game area. The background
you destroy waves of enemies in your image size is 1600×600, twice the game area, and
trusty spaceship. Here, we’re going is split into two files named background_0.png
to code the basic systems of a classic and background_1.png. This image moves right
shooter in Python using two main to left at a slow speed. Listing01_Background.py
libraries: Shapely to detect collisions between draws the background:
objects, and Pygame Zero for the graphics
MAKING ASSETS and everything else. Pygame only detects def draw(screen, frame):
collisions between rectangles and sometimes, screen.blit(“background_1”,(800-
To create the graphics, you
need a graphic editor able to
with irregular shapes, collisions can feel unfair. frame%(800*8)/4,0))
use and save transparency. Shapely allows us to detect collisions between screen.blit(“background_0”,(800-
I use the free, open-source polygons of arbitrary shape, and lines and (frame+800*4)%(800*8)/4,0))
image editor GIMP (gimp.org), points. You can find more on Shapely, and how
but feel free to use any other to install it, at pypi.org/project/Shapely. The input value frame is subtracted from 800
image manipulation program Let’s start with the background. We could to obtain decreasing values to move from
you fancy. do some fancy parallax scrolling, but we’ll keep right to left, and after a modulo operation,
things simple, using only one scrolling image the resulting value is divided by 4 to move the
background at a speed of 1 pixel every 4 frames.
Listing02_TestBackground.py shows how to call
that function:
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Create your own side-scrolling shoot-’em-up
FOREGROUND
In the old days, maps, backgrounds, and
foregrounds were composed of tiles, placed
at uniform distances. Now we can use any size
at any position. Using the image manipulation
program GIMP, I drew some tiles and saved
them as PNGs with transparency. The names
of the foreground tiles are stored in the
list foregroundNames in the file Listing03_
ForegroundNames.py: ou can draw
Y
inspiration from existing
games. For my shooter,
foregroundNames=[‘centreforeground’,’leftforeground’, BACKSPACE or DELETE to remove the last point I looked back at the
Neo Geo’s Last Resort,
‘leftvertforeground’,’rightforeground’, of the current polygon. SPACE to print all the available to download
... polygon coordinates into the Python console. on Nintendo Switch.
wfmag.cc \ 59
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Create your own side-scrolling shoot-’em-up
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Create your own side-scrolling shoot-’em-up
by a laser, is changed
Boolean is used to finish the enemy movement. to an all-white version
This is only one type of movement, and bulletStrategy = [NoBullets, of its image.
wfmag.cc \ 61
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Create your own side-scrolling shoot-’em-up
reach the end of the level?
62 / wfmag.cc
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Create your own side-scrolling shoot-’em-up
wfmag.cc \ 63
Toolbox
Source Code
Source Code
T
here are so many pinball video Video game developers soon started In 1984, Nintendo released
Pinball for the NES. It was
games that it’s become a genre trying to recreate pinball, first with fairly simple but captured all the
in its own right. For the few of rudimentary graphics and physics, but with basics of the real thing.
pinball game in less at the bottom for the ball to fall through. We direction multiplied by speed. We need to
than 100 lines of code. also want some obstacles in the play area detect collisions with objects and obstacles,
and an entrance at the side for the ball to so we sample four pixels around the ball to
enter when it’s first fired. In this case, we’re see if it’s hit anything solid. If it has, we need
going to use our background as a collision to make the ball bounce.
map, too, so we need to design it so that all If you wanted more realistic physics,
the areas that the ball can move in are black. you’d calculate the reflection angle from
Next, we need some flippers. These the surface which has been hit, but in this
are defined as Actors with a pivot anchor case, we’re going to use a shortcut which will
position set near the larger end, and are produce a rough approximation. We work
positioned near the bottom of the play out what direction the ball is travelling in and
area. We detect left and right key presses then rotate either left or right by a quarter of
and rotate the angle of the flippers by a turn until the ball no longer collides with a
20 degrees within a range of -30 to +30 wall. We could finesse this calculation further
degrees. If no key is pressed, then the flipper to create a more accurate effect, but we’ll
drops back down. With these elements in keep it simple for this sample. Finally, we
place, we have our play area and an ability need to add some gravity. As the play area
for the player to defend the exit. is tilted downwards, we need to increase the
All we need now is a ball to go bouncing ball speed as it travels down and decrease it
around the obstacles we’ve made. Defining as it travels up.
the ball as an Actor, we can add a direction All of this should give you the bare bones
and a speed parameter to it. With these of a pinball game. There’s lots more you
values set, the ball can be moved using a could add to increase the realism, but we’ll
bit of trigonometry. Our new x-coordinate leave you to discover the joys of normal
will move by the sin of the ball direction vectors and dot products…
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Source Code
Download
wfmag.cc \ 65
Toolbox
Advice
ScavLab, and
building high-density
multiplayer games
How can you make a game with thousands of
players interacting at once? Improbable co-founder
Rob Whitehead’s team is working on the answer
AUTHOR
ROB WHITEHEAD
The co-founder of Improbable, Rob has worked on many areas of
multiplayer technology, such as the SpatialOS networking engine and
titles that use it. More recently, he’s led the ScavLab tech team.
I
n ScavLab, the experimental mode figuring out what precise pose the character is in
within the Early Access multiplayer – is usually performed on the CPU rather than the
survival game Scavengers, it’s possible GPU, which creates performance bottlenecks.
to have over 10,000 characters (both There are special rendering techniques that
zombies and players) on screen at the can be used that push this animation work
same time. While you may have seen this sort of from the CPU to the GPU, which has far more
scale in RTS games such as the Total War series, horsepower to crunch the different poses of
doing this in a third-person action game like characters, but the results are sometimes of a
Scavengers is especially hard. lower quality than the typical way of doing it.
This is because while most game engines So how do we keep the high-quality animations,
can do a great job of rendering thousands of but also have the scale?
rming hundreds of
A instances of static geometry – like foliage, rocks, The trick is to use multiple techniques at
players with grenades debris, or buildings – the problem of rendering the same time – traditional characters for your
is a recipe for disaster.
Multi-coloured glow animated characters is a considerably more own player, and those near you, but switch to
sticks? An oddly difficult task, as the geometry isn’t static, but simpler and simpler representations further
soothing sight.
rather changing every frame as the character away. This happens automatically every frame;
runs their animations. All of this animation work – a prioritisation system understands what you’re
looking at, and ensures that the largest things
on screen get the best visuals.
NETWORKING/BANDWIDTH
Networking is one of the craziest problems when
trying to make a game session of this size and
density, where every player can see every other
player. This is due to how quickly the problem
grows as you add more players.
If you think about a game of Counter-Strike or
Overwatch – ten players in an arena, with data
being sent 60 times per second (known as the
tick rate) from the server to clients, that’s a total
of 6000 player updates per second (ten players
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Advice
wfmag.cc \ 67
Interface
Gallery
GAME
GRIME
DEVELOPER
Clover Bite
RELEASE
TBA 2021
WEBSITE
grimegame.com
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Gallery
REA
GRIME MORD E
turn to
page 18
Upcoming action-RPG Metroidvania GRIME draws on a range of
games for its side-scrolling action, but the same’s true for its darkly
fantastical imagery, which takes notes from all kinds of sources both within
and outside the realm of video games. “My main sources of artistic inspiration were
Peter Mohrbacher’s Angelarium and Wayne Barlowe’s Hell series,” explains director
Yarden Weissbrot. “Though I ended up looking at so many artworks and getting
inspired by so many artists, I couldn’t possibly name all of them. The Rockheads
[enemies], for example, were inspired by BioShock Infinite’s concept art of human
faces distorted by time, as well as NieR:Automata’s robots. The weapons were
clearly inspired by Bloodborne, and the player character itself was probably inspired
to some extent by League of Legends’ Dark Star skins… whether I fully realised it at
the time or not. Eventually, GRIME ended up becoming its own thing, as I strayed
farther from the religious designs of heaven and hell, and more into what universe
would make sense for a humanoid black hole to exist in.”
As for Weissbrot’s wonderfully outlandish creature designs, these generally begin
on a piece of paper. “I usually begin with a visual goal,” he tells us. “Like, I know this
creature should have a lot of hands in its design to tie in with its lore, and from
there I just start scribbling out what I think would look the coolest. I then begin
thinking about animations and what sort of attacks could work for them, and how
would that differentiate them from other enemies. Before it begins being modelled,
I usually consult our programmer and rigger [to see] if it will be feasible from their
perspective. If not, which has happened, it’s time to find an alternative solution.”
wfmag.cc \ 69
Interface
The forgotten story of Italy’s early game studios
Italy’s early
game studios
The Italian games industry struggled in the eighties
and nineties, but it produced some popular games
and a wealth of talent that went on to bigger things
elsewhere. We talk to a range of developers about
their first steps in a young industry
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The forgotten story of Italy’s early game studios
Zzap!64 magazine in 1989. From
left to right: Francesco Carlà, Ivan
Venturi, and Federico Croci.
B
ologna, resting roughly halfway by a vision: developing a world populated by
between Venice and Florence, is an simulated beings that would respond to the
Italian city prized for such culinary player’s interactions. In Neuromancer, author
delights as lasagne and tortellini. William Gibson called it ‘Virtual reality’; for
Founded by the Etruscans, it was one Carlà, it was ‘Simulmondo’ (literally, a world of
of the most populous European cities throughout simulation). That vision seemed to edge closer to
the middle ages, while over the last century, the reality the day he met Ivan Venturi.
city’s growing industrial Venturi, then a
sector has given rise to “Carlà was haunted by a teenager, had already
several large food and been a programmer for
electronics companies. It’s
vision: a world populated several years, working
little surprise, then, that by simulated beings” away on his Commodore
some of Italy’s earliest 64, teaching himself to
game studios emerged in Bologna. design increasingly complex adventures. Carlà
In 1987, Francesco Carlà was living in Bologna proved to be a strict mentor, encouraging
and working as a journalist. But he also had a Venturi to improve his skills. “He showed me
passion for video games, and insisted that the Cauldron II by Palace Software and said: ‘This is
medium should be taken seriously, like an art how games are meant to be designed, otherwise
form. Most of all, though, Carlà was haunted you’re going nowhere’,” Venturi recalls.
When Venturi showed some progress,
Carlà decided to found a games company:
Simulmondo. Carlà was fixated on the idea that
Simulmondo should represent “Italian electronic
entertainment for the world”, and so Venturi’s
skills were honed on sports titles like Bocce
on the C64 (later released for the Amiga as
Bowls) and Simulgolf. Later, Venturi worked on
conversions of Italy ‘90 Soccer and F1 Manager,
and he describes the latter as his best work on
the C64. “Adapting a complex 16-bit Amiga title
for an 8-bit computer wasn’t an easy task at all,”
he says. “I was definitely proud of the results.”
Simulmondo present their comic book games in 1993. By 1989, with Simulmondo established in
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The forgotten story of Italy’s early game studios
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The forgotten story of Italy’s early game studios
sour moods and Carlà’s demands. “I was deadly Manhunt and Red Dead Redemption. Humble
tired,” Venturi recalls. “I’d been working under beginnings indeed.
strict deadlines since I was 15. I just couldn’t Still, with Cantamessa out of the picture,
take it anymore. It was over.” Magnasciutti and Costabel carried on developing
By 1994, after losing most of its talent and their prototype, working under the studio name
saturating the newsstand market, Simulmondo of Dynabyte. The game was eventually released
was forced to work on smaller projects. In the as Nippon Safes, Inc. for the Amiga and later PC. TEQUILA
following years, it mostly dabbled in multimedia It sold solidly in Italy, but fared less well in other MOCKINGBIRD
products. The company disappeared from the countries around Europe. “As far as I’m aware,
Tequila & Boom-Boom was
public eye until 2000, when Carlà closed it down Nippon Safes was officially released only in Italy,
published by Sacis, a public
for good. “It was such a sad ending for a great so I have no clue what happened,” says Costabel.
company owned by the Italian
company. It was supposed to shape talents for With their debut garnering favourable reviews, television network (RAI),
our future,” sighs Venturi. Costabel – along with Marco Caprelli and other that seemed to have little to
programmers – started work on a sequel set no experience in marketing
DYNABYTE in Russia, called Operation Matrioska. Intent on video games. They also briefly
Not far from Bologna sits Genoa, one of the key avoiding further mishaps, the studio scouted distributed Ubisoft titles
ports in the Mediterranean Sea. It’s often referred around for an international publisher. While like Rayman.
to as “La Superba”, which means “the arrogant showing a demo at a London trade show, they
one”. It was here that, in 1991, another Italian get the attention of Core Design, who agreed
software house was born, having first appeared to publish it. Core did, however, insist on
in the dreams of a bright-eyed young gamer. changing the title to The Big Red Adventure, since
Christian Cantamessa, a teenager in love – according to Caprelli – they thought it sounded
with cinema, games, and pen-and-paper RPGs, more European.
spent his days dreaming of a cinematic point- Thanks to the publishing deal, The Big Red
and-click adventure starring a thief. Cantamessa Adventure would go on to become Dynabyte’s
had zero experience in programming, but as biggest European success, and one of the
luck would have it, he met graphic designer more high-profile Italian adventure games.
Massimo Magnasciutti, who’d previously worked, The ending hinted at a third episode, in the style
along with programmer Paolo Costabel, on of The Arabian Nights, that Costabel says was
a project for English publisher, Mirrorsoft. never developed. Caprelli recalls that Core
equila & Boom-Boom’s character
T
That project was Crimetown Depths, a complex wasn’t interested in another project, either: designer was Alessandro
Barbucci – he’d later become a
action-adventure game for the Amiga that was major Disney cartoonist.
cancelled before its release.
With Cantamessa’s father putting up money
for his video game project, the three started
working on a project then called Steve Sailing on
the Crime Wave. Cantamessa remembers leaving
the project as soon as the others found out he
had no experience in game design; years later,
he’d become the lead designer for Rockstar’s
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The forgotten story of Italy’s early game studios
Lovecraftian deity Cthulhu
Tequila & Boom-Boom, released in 1995, was in its range of fighters.
Dynabyte’s final release. Plagued by distribution
problems, it sold poorly even in its native
country. The following year, internal issues in the game Extasy, programmed in MS-DOS by Fabrizio
company led to a split, with Costabel going on to Lagorio and published by Simulmondo. Both
work on pioneering CG movie Final Fantasy: The Lagorio and Trecision co-founder Montelatici
Spirits Within, and Caprelli deciding to take his recall they were later hired by Carlà to work on an
final project, Blood & Lace, to another publisher. adventure game based on the aforementioned
Designed as a gothic adventure with Italian comic, Diabolik. “I had a feeling the deal
QTE, Blood & Lace shared the same engine wasn’t going to lead to anything and, well, that’s
as Dynabyte’s previous games, but was what came to pass,” Lagorio says. “Carlà said our
redeveloped as a Tomb Raider-like 3D action- development was too slow and the deal was off.
adventure. Released in 2001, it quickly vanished We never received any money.”
without trace. Costabel’s now at Sony Santa Instead, Trecision decided to shape the
Monica, while Caprelli went on to work as a project into something else, without the
brand ambassador for Ubisoft in Italy. Diabolik licence, and sell it internationally as
shareware. The studio was surprised when
TRECISION the resulting game, In the Dead of Night, was
In the nineties, so much talent emerged from the something of a hit. “We were being mailed all
Genoa area that it became jokingly referred to as this international cash,” recalls Lagorio. The
“Basilicon Valley” – a wordplay on basilico (basil), studio realised that the market in Italy was
one of the main ingredients of pesto. Rapallo, a stagnant, and therefore decided to scout for
quiet tourist town that lies not far from Genoa, an international publisher for their follow-up
was home to one of the most important and project. “We got a reply from Stewart Bell at
long-lived studios in Italy: Trecision. International Computer Entertainment [ICE],”
Founded by Pietro Montelatici, Edoardo recalls Lagorio. “They worked on the design,
Gervino, and Gabriele Pompeo, Trecision’s first while we completed the graphical engine. It felt
title was Profezia, an adventure released in 1991 a bit like being their employees.”
ou can see Trecision’s old
Y for the Amiga. Its second project was the puzzle The project, a point-and-click adventure
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The forgotten story of Italy’s early game studios
in Trecision’s Nightlong is
immediately evident.
Simulmondo in 1992. It’s
unclear who did the art.
wfmag.cc \ 75
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Interface
Interactive
C
these pages, get
in touch with us at
an one person, with almost no its resolution to its colour palette to its sprite
wfmag.cc/hello
programming experience, craft their design screams Super Nintendo, and Brown’s
own top-down action RPG in the eager to point out that the game’s influenced
style of A Link to the Past, EarthBound, by the SNES titles he played (and watched being
or Chrono Trigger? If you’re Fred played) as a child. What’s also striking about
Brown from Georgia, USA, then the answer’s Crystal Story, though, is how solidly made it is;
yes. A graphic designer and illustrator by trade, Mina’s basic fireball attack is quickly joined by
Brown began work on Crystal Story: Awakening a sword, and the basic enemies you initially
in late 2018. Originally a webcomic, it weaves a meet are stunned with a burst of flame and
fantastical story about a little girl named Mina, then finished off with a swish of your blade.
who’s charged with reuniting the four shards of It’s a satisfying combo that’s soon broken
a magic crystal capable of granting wishes. up by Zelda-like puzzling, exploration, and
From its opening cutscene, Crystal Story ’s trickier combat challenges. “I spent a lot of
influences are plain to see: everything from time studying games like Metroid and Zelda,”
Brown explains. “I hooked up a SNES Classic
next to me on my second monitor, and actually
recorded footage/let’s play videos and studied
animations, like Link’s sword swing, frame-by-
frame, seeing how the masters made it work.”
Although Brown’s programming experience
was fairly minimal, he’d dabbled in a bit of
GameMaker as a youth, and it was this platform
he turned to when he began thinking of turning
Crystal Story from a webcomic to a game.
“I decided to give [GameMaker] a shot, since I
felt like I was pretty strong with pixel art, and the
more I learned, the more motivated I became to
stick with it,” Brown recalls. “What happened was
that I spent a whole year making Crystal Story:
Awakening from the ground up, with basically
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Interactive
little Zelda-esque puzzles, such
as this one with its cheery ghost
and destructible crystals.
zero knowledge. It was fun, nerve-wracking, Tetrix are working on the soundtrack, while
and challenging. When things weren’t working, Brown’s wife is providing character designs,
it was a huge pain in the butt, but when I fixed illustrations, and a spot of playtesting. MAGIC
something, or got a new mechanic in, it was so With Crystal Story ’s foundations laid, though, INGREDIENTS
rewarding. I remember being ecstatic when I an ever-present challenge remains: finding Some of Crystal Story ’s
made the initial Mina sprites, and was able to spare time. “Since I work full-time, I had to influences are easy to spot, but
some are far more left field;
get her to light up some lanterns I drew beneath reframe my way of thinking a bit,” Brown
its turn-based boss battles,
some arches as she walked underneath them!” explains. “I tackled the development of Crystal in particular, have a loose
Before heading to GameMaker, though, Brown Story like this: I work from eight until five. I connection to a certain Super
planned the game by carefully storyboarding come home, do what I need to do, and I can get Mario villain. “Besides Zelda,
everything from its cutscenes to its mechanics; started working on the game at around seven there were a ton of influences,
some of them not even SNES
in its early stages, Brown says, Crystal Story was or eight-ish. Weekends are typically open for me
games,” Brown tells us. “Mina
fairly basic, with no enemies to fight. “I wanted year-round as well. That gives me about four or acquiring [and using] new
to make it easy enough that this could be five hours (six if I’m feeling bold) to work each abilities were both influenced
something I felt confident night. Some nights I don’t by Metroid and Zelda, the
back-tracking in Awakening
I could do,” he tells us, “When things weren’t work on anything and just
was inspired by Metroid
before adding that, as chill. That’s cool too, and
his development skills
working, it was a huge is extremely important to
again… the boss battle system
was inspired by EarthBound,
grew, his ideas also began pain in the butt” me! I try to take a week or Undertale, and WarioWare.
to increase in ambition. a few days off after fixing I liked how Undertale made
you more engaged with its
“What ended up happening was that my speed of a huge bug, or finishing up and demoing a big,
turn-based battle system, but
learning outpaced those initial storyboards, and new mechanic or cutscene as a reward. I try to I thought it’d be cool to take a
I ended up raising the scope significantly. I’d say reward myself frequently after taking care of new mechanic you’ve learned
about 60% of the stuff in the game was me flying something tough or important to the game.” from a dungeon (like in Zelda),
and use it in a fast-paced ‘trial’
by the seat of my pants, coming up with new Understandably, the global pandemic
inspired by WarioWare to fight
ideas to have fun with.” disrupted the development of Crystal Story: a boss.”
Indeed, Crystal Story’s scope grew to such an Dawn of Dusk somewhat, but Brown’s hoping
extent that what began life as a demo eventually he’ll have the second chapter ready before the
became the first chapter in a much bigger saga year’s out. “I’m working hard on episode two
– hence the Awakening suffix in the game’s title. this year, now that the craziness has passed us
Awakening was completed and published on for the most part,” Brown tells us. “I’m having a
itch.io in June 2020, and Brown’s now working blast working on the game, and I can’t wait for
on the next chapter, Crystal Story: Dawn of Dusk. players to try out all the new goodies. I want this
From the first chapter to the latest, Brown’s game to be a step-up from Awakening in every
had some vital support from other artists possible way, so I’ve been taking my time.”
and musicians in the process of crafting his Crystal Story: Awakening is available to
miniature fantasy epic – Skittlegirl Sound and download now at wfmag.cc/CrystalStory.
wfmag.cc \ 79
Interface
Interactive
I
f you read last month’s edition, you may
recall we were so overwhelmed by the
quality of entries in our FUZE retro game
coding competition, we decided to pick
two winners. And while they both use
the same platform – FUZE4 Switch – the games
we picked couldn’t be more different. The first is
physics-based action game, Super Funky Bowling, Station Z-52 opens with the kind of
minigame that makes you go, ‘Is
created by Nathaniel ‘Scrubz’ Strub, and the this it?’ before the proper adventure
second is a point-and-click adventure, Station kicks in. It’s a genius bait-and-switch.
Z-52, designed by Michael ‘Dinocoder’ Fuller.
The former is a technically ingenious game in
the vein of Super Monkey Ball, while the latter’s a The result is an absorbing opus that takes
story-driven piece akin to the classic output of place aboard the titular orbiting station; an
LucasArts in the eighties and nineties. incident has left it severely damaged, and so it’s
Super Funky Bowling was created by a up to you to try to rescue the situation by solving
computer science major who’s evidently a bit puzzles in time-honoured point-and-click style.
of a genius at programming, while Station Z-52 “Two point-and-click games that inspired me
is the work of a freelance artist with almost no when making Station Z-52 were Indiana Jones and
coding experience at all. the Fate of Atlantis, and Tardy,” Fuller says. “The
Station Z-52 designer For North Carolina-based Michael Fuller, Station first-person maze using the robot was inspired by
Michael ‘Dinocoder‘
Fuller from North Z-52 was designed to make the most of his the mazes and dungeons in Phantasy Star.”
Carolina. skillset. “I wanted to ensure I chose a genre that Despite his lack of coding experience, Fuller
lthough built
A my current coding ability could handle, and it was soon made progress thanks to the wealth of
primarily in FUZE, a genre that I’d been wanting to make a game in – tutorial videos online; even so, the sheer scale
Station Z-52 ’s wealth
of pixel art assets especially a space/sci-fi game,” Fuller says. of the project he embarked on meant that it
were drawn and
animated in Aseprite.
took time to design all the puzzles and draw the
huge number of sprites the story required. “The
development of the game took pretty much the
entire length of the competition, and I put several
hours into it most days,” says Fuller. “The artwork
took more than half of the time. If I’d had more
time, I may have added the characters’ quarters
as rooms on the station, and I had an idea for
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Interactive
Bowling, it’s Nathaniel ‘Scrubz’
Strub from East Texas, USA.
wfmag.cc \ 81
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Gallery
GAME
Jack Move
DEVELOPER
So Romantic
RELEASE
2021
WEBSITE
soromantic.co.uk
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Gallery
Jack Move
A game we previewed last month,
Jack Move is a cyberpunk RPG
brought to life with vibrant,
Japanese-inspired sprites and
backgrounds. The world Jack
Move creates is a pleasing mix of
William Gibson-esque dystopia and
anime-like whimsy – an aesthetic
largely created by its lead artist,
Joe Williamson. “As soon as I saw
Joe’s pixels, I knew I wanted to
work with him,” says designer and
programmer, Edd Parris. “He has
such a lovely, fluid style.”
Creating Jack Move’s colourful,
often eccentric cast of characters is
a collaborative process, Parris tells
us. “I’ll grab a bunch of references
and write some descriptions – which
are often very loose – and just let
the character designer (usually
Joe) just run with it,” he says. “This
usually skips the pen and pencil
part and goes straight to pixels.
We have a huge file with tons of
different sketches for NPCs and
enemies. We’ll then have a chat
about what the enemy is all about,
what kind of elemental attacks they
use, the area they’re situated in, and
so on. From there, we spitball ideas
of what kind of attacks they could
have and iterate on the design a
bit more. Then the animator will
hop straight in and start roughing
out animations. This is a really fun
way to work. My original ideas are
usually blown out the water by what
the animators suggest and come
up with.”
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Developer Profile / Hudson Soft
Developer Profile
Hudson Soft
Bomberman. The PC Engine. A fond look back
at one of Japan’s earliest and most important
video game companies
A
t the height of its powers pushed in that territory. Hudson wasn’t
in the late 1980s, Hudson a household name like its rivals Sega or
Soft was a force to be Nintendo, admittedly, but for more than
reckoned with: its PC a decade, it was still one of the biggest –
Engine console, created and historically significant – video game
in partnership with Japanese hardware companies in Japan. Not bad going for
giant NEC, was threatening to eclipse a business that almost started out as a
Nintendo’s Famicom in terms of sales. coffee shop.
At the same time, the Sapporo-based Hudson Soft was founded in 1973 as
firm was developing highly successful CQ Hudson, an electronics store mostly
games for other platforms, while a specialising in amateur radio equipment.
separate publishing division in North Brothers Yuji and Hiroshi Kudo were,
America ensured its games were being it seems, intent on simply starting
a business, and weren’t particularly
bothered about what they were going to
sell; Hudson (named after their favourite
train) might have wound up as a café
had its founders not realised there was
already a similar establishment in the
same building.
Within a couple of years, Hudson
pivoted to selling early computers, such
as NEC’s TK-80, Sharp’s MZ-80K, and
Commodore’s PET. The home computer
market was still in its infancy in the
mid-1970s, and software was in short
supply. To counter this, Hudson began
writing small programs to give away to
their customers. “The games we made
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Hudson Soft \ Developer Profile
were tiny,” recalled one of the company’s the strange moniker, Eric and the Floaters,
earliest employees, Takashi Takebe, in the explosive maze game would prove
Read-Only Memory’s book, Japansoft: to be one of Hudson’s most enduring
An Oral History. “We would include five contributions to the medium, appearing
to ten of them as a bonus with the on just about every platform imaginable,
purchase of a new computer.” and still going strong in 2021 with Super
Seeing the potential in software, Bomberman R.
Hudson began to sell its games and In fact, 1983 marked a major turning
other programs on audio cassettes: it point for Hudson as a video game
would put out adverts in magazines, and company. Not only was it the year that
sell them via mail order all over Japan. Bomberman was first born – thanks to
The sheer number programmer Yuji
of competing “The quality of Tanaka – but it was
computers available also the year when
at the time meant
Hudson’s early output Hudson signed on
there was a ready varied wildly” as the first third-
market for games, party developer for I t wasn’t a huge seller, but Family BASIC
in Tokyo, and extra staff were hired to manufacturing cartridges was expensive,
keep up with the process of porting and Nintendo was still a new player in the
software to different systems. The early console market; in 1983, the Famicom’s
Japanese home computer scene was, in success was far from preordained.
short, quite similar to the UK’s – it was Ultimately, though, Hudson and
a time when a developer could make a Nintendo would quickly forge a strong
game within a few weeks or even days, partnership, with Hudson first porting
get it on an audiotape, and sell it to a several of its computer games to the
community of computer users hungry for system – among them the unforgettably
a new diversion. The quality of Hudson’s named platform puzzler, Nuts & Milk –
early output varied wildly as a result, with before getting the go-ahead to translate
the young company putting out dozens some of Nintendo’s biggest names to
of titles per month in the early 1980s. other machines. Thanks to Hudson,
Still, there were some ingenious ideas such games as Balloon Fight and Mario
in the mix – not least the 1983 game, Bros. appeared on Japanese systems like
Bomberman, released in the UK under the PC-88 and Sharp X1. Hudson also
wfmag.cc \ 85
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Developer Profile / Hudson Soft
bee logo, sitting proudly
atop the company’s HQ. It
was finally removed in 2017.
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Hudson Soft \ Developer Profile
the offices – the track even snaked Hudson now controlled by its majority
around the outside of the building, like a shareholder, it was gradually absorbed
bantam theme park ride. Even Hudson into Konami’s corporate bulk, and by Caravan of Courage
Soft’s logo – a cartoon bee – had a March 2012, had vanished altogether. For a period of approximately 15 years,
Hudson Soft held a series of competitive
hint of nerdiness to it: in Japanese, the Many of Hudson Soft’s properties
tournaments, which it took all over the
number eight, hachi, also means bee. still survive – Super Bomberman R country under the banner of Hudson All-
The radio call sign for the Hokkaido successfully revived the series in 2017, Japan Caravan Festival. Players competed
region is JA8, and so a bee was chosen while Konami capitalised on the lingering in two- to five-minute bouts on a specific
as Hudson’s mascot – a nod to its nostalgia for retro consoles with the PC game chosen each year: 1985’s game was
Star Force, a top-down shoot-’em-up that set
amateur radio origins. Engine Mini device, released in 2020.
the pace for future tournaments. Between
Sadly, Hudson’s glory days couldn’t For a company with such a long 1985 and 1992, all but one of the games
last. The 1994 successor to the and important history as Hudson Soft, taken around Japan were shooters – the
PC Engine, the PC-FX, was a major though, the cold nature of its demise glaring exception being 1988, when the
featured game was a baseball title called
commercial misfire; seemed all the more
Power League. When the shooter began
by the time it was cruel. Today, its to ebb in popularity in the early nineties,
scrapped in 1998, “A bee was chosen old R&D office and Hudson switched to Bomberman games:
it had sold just as a nod to Hudson’s miniature railway Hi-Ten Bomberman, a title developed
400,000 units – to stands empty. exclusively for the Caravan Festival in 1993,
put the disaster
amateur radio origins” Over at its former
ran on an early HD television and supported
up to ten players.
into perspective, headquarters,
the PC Engine had reportedly sold half a Hudson’s distinctive bee logo stood
million units after its first week on sale. proudly over the entrance until 2017,
An even bigger blow came from far when a pair of builders arrived and
outside Hudson itself: the firm’s bank, quietly took the signage away. What
Takushoku, went bust in the late 1990s, remains, though, is its huge library of
severely damaging Hudson’s financial games and the equally sizeable impact
standing in the process. In order to raise it made on the medium’s history –
much-needed capital, Hudson went thankfully, that’s one legacy that can’t be
public in 2000, a move which allowed it so easily erased.
to reinvest money in such new ventures
as the growing mobile gaming market, as
well as a publishing deal with Infogrames
in France. At the same time, however,
floating Hudson on the stock market
left the company open to a takeover
– which is precisely what happened
when Konami brought some 5.6 million
Hudson Soft shares in 2001. This was, in
essence, the beginning of the end: with
akahashi Meijin
T
became an unlikely
celebrity in 1980s
Japan – a Hudson
ambassador famed
for his rapid-fire
joypad technique.
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Developer Profile / Hudson Soft
10 unmissable
Hudson Soft classics
Bomberman, yes, and lots more besides
01 02 03
04 05
Bonk’s Adventure Soldier Blade
PC Engine 1989 PC Engine 1992
Of the strangely prevalent cycle of caveman- The last Star Soldier game for the PC Engine,
themed games (among them Chuck Rock this sequel took the vertical shooting template
and Joe & Mac), Bonk is arguably the best. and sharpened it to a gleaming point. Fast and
An anarchic platformer with lots of surreal eminently replayable, Soldier Blade was one of
set-pieces, Bonk (aka PC-Genjin) was the PC Hudson’s greatest ever action games. It also
Engine’s refreshing alternative to the wholesome features one of Hudson’s very best ‘Caravan’
Super Mario. score attack modes. An essential shooter.
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Hudson Soft \ Developer Profile
06 07
08 09 10
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Column
DLC: Delicious
Little Cards
A
s regular readers of this column will a pile of new ‘mutators’ to modify gameplay as
no doubt be aware, I’m somewhat well as expert challenges for those who had
partial to* deck-builders. From conquered what the game had to offer. This was
SteamWorld Quest to Slay the Spire, quickly followed by a second free Friends and
from Griftlands to Gloomhaven, Foes update which added new champions,
I can’t get enough of oblongs. bosses, cards, and artefacts as well as some
The most recent game to catch my eye is nice additions to gameplay. It also implemented
Roguebook, a roguelike PC title from Richard various quality of life improvements which
STEVE MCNEIL Garfield, creator of Magic: The Gathering, the recognised popular fan requests. This was then
Steve is so obsessed latter being widely accepted as the first modern also followed soon after with official mod support,
with these games we’re CCG (collectable card game). When its demo was allowing the community to grow their passion
beginning to think
he only writes for us released earlier this year, it got a lot of positive even further.
because our pages are attention. However, when it released in full in In short, developer Shiny Shoe nailed it.
also rectangles.
June, it suffered an immediate backlash due to Their commitment to ongoing development and
day one DLC. their community meant that, when the paid DLC
By contrast, another game that’s consumed launched, it would have been hard to argue it
countless hours** of my time, which had a far wasn’t worth the investment if you had enjoyed
more positively received DLC offering, is Monster everything the game had offered to date.
Train. The Last Divinity, released ten months after The good news is, Roguebook quickly set
the game’s successful launch, was everything things right, posting a blog entitled We messed up
good DLC should be. It offered substantial just four days after launch. Originally, they had
additional content, including a new game envisaged their Digital Deluxe Edition to focus
“DLC often mechanic that breathed fresh life into everything on cosmetics, but felt they wanted to offer more
has a bad that had come before (Pact Shards, if you’re to those showing additional support for them,
asking) plus a new end boss to extend every and so added exclusive content. However, they
name, and
playthrough, for those brave enough to take it on. recognised this was an mistake, and worked with
for good Prior to this, several substantial free updates Steam to lift restrictions on anyone who wished
reason” had been added to the game. The first added to seek a refund due to this initial error.
Two very different situations, but both
demonstrating a willingness to listen to their fans,
and an essential commitment to the community
which will hopefully allow the game to develop
and thrive for years to come. DLC often has a
bad name, and for good reason, so it’s great to
see two examples of companies giving the issue
proper consideration when deciding on their
release strategies.
And it means I get more pretty rectangles.
Win-win.
*obsessed with
90 / wfmag.cc
Rated
Contents
Backend Contents
Reviews, retro games, and lots more besides
92. Biomutant PC, PS4, XBO
94. Wonder Boy – Asha in Monster World PC, PS4, Switch OUR SCORES
95. Knockout City PC, PS5, PS4, XB S/X, XBO, Switch 1–9
Trash. Unplayable; a broken mess.
20–29
98. Slipways PC, MAC Still awful, but at a push could be
fun for two minutes.
99. The Magnificent Trufflepigs PC, Switch 30–39
Might have a redeeming feature,
100. Necromunda: Hired Gun PC, PS5, XB S/X, PS4, XBO but otherwise very poor.
40–49
age 92: It’s been a very long time coming,
P Adds in more redeeming features,
but is Biomutant mutating any expectations? but still not worth your time.
50–59
Average. Decent at best. ‘Just
about OK’.
60–69
Held back by glitches, bugs, or a lack
of originality, but can be good fun.
70–79
A very good game, but one lacking
spit and polish or uniqueness.
80–89
Brilliant. Fabulous fun. Everyone
should at least try it.
90–99
Cutting edge, original, unique, and/
or pushes the medium forward.
100
Never say never, eh?
PLUS
101. Stream of Consciousness
Demystifying the world of streaming by
meeting some of its top names
wfmag.cc \ 91
Rated
Review
Review
Biomutant
GENRE Bio-Mute-it
Info
Action adventure
I
FORMAT
PS4 / XBO / can’t hate Biomutant. It’s too lovely to their stupid, adorable faces. Life is full of lessons,
PC (tested) look at, too earnest to be truly cynical though. So kudos to Biomutant for teaching me
DEVELOPER about. Still, I don’t think I’ve ever that I could learn to hate a dachshund puppy
Experiment 101 played a game that would benefit so if it explained the difference between right and
PUBLISHER strongly from having all spoken and wrong to me every time I went to feed it.
THQ Nordic
written dialogue completely removed from it. Lots of great games have bad writing, and I
PRICE
For a game so ostensibly concerned with the think that’s something most of us have made
£54.99
environment that it barely lets you turn a corner our peace with. That Biomutant ’s identity hinges
RELEASE
without spouting platitudes at you, it seems so much on the strength of its storytelling is the
Out now
utterly averse to letting its world breathe. fault of combat and exploration that could be
It’s too gorgeous a world to drown out, too. enjoyable in service of a greater whole, but is
Even the creatures trying to kill you are so too inconsistent to carry a whole game. Think
REVIEWED BY charming that it’s hard to criticise the game at all Arkham, sans tightness, and Devil May Cry, sans
Nic Reuben for fear of seeing a look of disappointment on freedom and fluidity.
It’s passable, and sometimes fun. An oversized
metal rocket-glove called the Klonkfist makes
one helluva satisfying clank when it connects,
and a fighting staff lets you twirl and lunge like a
bin-scavenging ballerina. Animations are often
exciting, even if largely limp sound design robs
them of weight. But with so many weapons and
different enemy types, along with inconsistent
parry and block tells, it’s a dice throw as to
whether it feels good.
The art design and colour palette do a damn-
near heroic job of making exploration worthwhile
for its own sake, but even this is soured by a
refusal to let you engage with the world on your
own terms. “There’s so much more to see now,”
says the narrator, ambiently, as I explore. But
reat line. Now tell me five
G
I know that, old mate. I can see it myself. The
more saying the same thing. world is bright and beautiful enough, the music
92 / wfmag.cc
Rated
Review
isually impressive
V
boss fights are let down
by dull mechanics.
beckoning and promising enough, that I can feel
It’s a huggel, obviously.
these things without being told to.
During the writing of this review, a patch
was released that lets you turn off the narrator
entirely. Previously, conversations lasted twice
as long as they needed to. You’d get spoken
to in charming gibberish, then the narrator
would translate. Now, you can just opt to have simple puzzles and collecting loot. Even the
gibberish and subtitles, or just the narrator. It’s sprint animation made me grin, making your
a welcome change, but it doesn’t fix the fact that furry little weirdo bound across the plains on HIGHLIGHT
up to five sentences are regularly used to say all fours. You can ride on a clockwork hand that The first encounter with each
what could have been accomplished in just one. shoots rockets from its fingers, a mech that new creature feels like turning
I don’t believe brevity should always be a hard shoots squirrels, and you unlock fast travel a new page in a wonderfully
odd coffee table art book, and
and fast rule, but so few speakers in Biomutant’s points by peeing on them. One mission had me each new gadget and gizmo is
world are interesting enough as characters to stealing a giant toothbrush from a billboard so I a real delight to discover.
justify these monologues. could scrub clean a giant cat-ogre-mutant thing
Most egregious of all is a morality system that had got itself trapped in an oil spill. I loved
that Peter Molyneux would find quaint, with this stuff. It kept me pushing forward, hoping to
consequences so limited they make Fable look find more of it, more charming little moments
like Planescape: Torment. Colour-coded sprites that understood the difference between child-
appear and argue with each other about dark like and childish. Occasionally, I did. Mostly, I just
and light every time you make a moral decision. looted chests, hit things, and got talked at.
It’s excruciating. I’ve heard the argument that There’s likely a few weekends of fun here, VERDICT
this is a consequence of Biomutant being for the right person, with the right podcast on Charming visual design
designed for kids, but being patronised sounds in the background. Something to shore up the and undeniable heart
the same whether you’re five or 50. Dr. Seuss, gaps and lulls, the empty hills, the dull tunnels, makes Biomutant hard
Roald Dahl… heck, I was ten when I played the same enemy camps we’ve all been clearing to hate, but inconsistent
Abe’s Oddysee. Morality tales don’t have to be for a decade now. Parents, too, might want to quality and baffling writing
patronising. Please let your world speak for take a closer look, especially now the narration choices make it hard to
itself. I have never felt the tired writing mantra issues have been patched. Otherwise, I’m left recommend, either.
‘Show, don’t tell’ as viscerally as I did playing this. despairing at the industry trends that made
I don’t think Biomutant is a bad game, though
– just an ill-considered one. It’s still satisfying to
absent-mindedly run about the world, solving
the developers feel they had to turn such a
strange and wonderful premise into such an
unremarkable game to make it profitable.
60%
wfmag.cc \ 93
Rated
Review
HIGHLIGHT
Asha is unable to perform
certain basic movements
– like gliding, floating, and
double jumping – without her
trusty Pepelogoo. It’s a cool
twist to the platforming format
that could have resulted in
some unique puzzle design,
yet it’s never fully capitalised
on and often hinders your
traversal more than it helps.
Review
Wonder Boy:
Asha in Monster World
Not quite a wonderful world
F
ew protagonists get as excited over original game’s blueprint and update
finding a simple item chest as this important features. Clearly the intention
GENRE green-haired heroine. Always saddling here was for developer Monkey Craft to stay
Info
2D action-
up to them with swagger, rocking her as slavish as possible outside of aesthetics,
platformer
hips side to side in a jig… all this over leaving anyone who isn’t a die-hard fan of the
FORMAT
Switch (tested) /
what’s sure to be a few coins (again). I wish I series underwhelmed.
PC / PS4 could share in the joy. Because as charming as Asha’s goal is to rescue four sprites scattered
DEVELOPER these touches are, they’re also indicative of the throughout the kingdom in the hopes of
Monkey Craft simplicity rampant in this ground-up remake of preventing the oncoming darkness. To do this,
PUBLISHER 1994’s Monster World IV. This action-platformer she’s joined by her cute flying friend Pepelogoo,
STUDIOARTDINK is harmless fun if you can get past the lack of who can be called upon to melt ice blocks and
PRICE innovation, sure, but rarely does Asha’s revitalised prevent arrows from hitting you, as well as gifting
£31.49 adventure live up to contemporary standards. you with other traversal manoeuvres. Most of
RELEASE The only real attempt to modernise is in the these abilities are only ever necessary during
Out now graphical department. Where most other recent specific instances within stages, though, and
Wonder Boy remakes remain intent on the flat having to call him over just to double jump is
look, Asha in Monster World at annoying. It’s a shame his
least does something different “It’s harmless fun if inclusion isn’t handled better
REVIEWED BY by opting for a cell-shaded because Pepelogoo is one of
Aaron Potter 2.5D style. In most indie titles
you can get past the the main differentiators that
there’s a risk this design choice lack of innovation” separates Monster World from
could look cheap, but here it other games of its type.
VERDICT does well to blend the past and present together, Every new setting you visit offers a feast for the
A staunch remake almost lending the four dungeons you explore an added eyes, but that does little to help Asha in Monster
to a fault, cutesy visuals dynamism. Colourful locations like ice temples, sky- World from feeling like anything more than an
and animations only high mountains, and volcanoes always feel alive. old-school relic with lots of missed potential.
distract from old-school Sadly, it’s never long until the illusion is broken, It’s not an outright travesty or broken as far as
design issues for so long. let down by stiff character animations, boring remakes go. However, it does little to win over
combat, and an extremely rote narrative. It’s in new players craving a challenge or genuine
94 / wfmag.cc
Rated
Review
HIGHLIGHT
Knockout City ’s got
personality, bolstered by a
DJ who can’t resist a rhyme
and an upbeat electro swing
soundtrack composed
by The Soundlings. The
sense of agility is reflected
in the brightly coloured,
economical art style.
Review
Knockout City
If you can dodge a wrench, you can dodge a ball
W
hether you’re throwing, flipping, The core mode has two sides of three
dodging or gliding, you’re competing over the best of three rounds, which
Info
always moving in Knockout City. expire when the first side gets ten KOs. Play takes GENRE
Action/Sports
And of the various trick shots, place over four distinctive arenas, one atop a
FORMAT
my favourite is the simplest. skyscraper, and one which is intermittently run
PC (tested) / PS4/5
You ready? Here it is: you catch someone, then through by a train. Meanwhile, an experience- / XBO / XB X/S /
lob them off the map. It brings a smile to my face based progression path carries you along. Switch
every time. And in this cheerfully drawn, retro- Cosmetic unlocks encourage long-term play, DEVELOPER
futuristic metropolis that’s stylistically somewhere which Knockout City’s inhabitants like to show Velan Studios
between Splatoon and The Incredibles, it feels a off post-game. Early up-levelling furnishes lots PUBLISHER
little wicked, too. But this is ‘dodgebrawl’, after all. of rewards, seeding your appetite for unlocking Electronic Arts
Knockout City is a sharply executed, team-based more with your ‘Holobuks’ at the shop. At the PRICE
game and a wonderful palate cleanser. You’ll time of writing at least, the microtransactions to £17.99
wield a dodgeball, but you’ll also get to grips with support this are unobtrusive. RELEASE
Out now
a ticking time bomb, a ball that behaves like a Knockout City is lean, clean, and suitable for
sniper, and a Cage Ball which traps enemies in anyone who wants to substitute licensed Glocks
ball form. By hurling, spinning, and lobbing these in their games with big rubber oranges. Sure,
at your opponents, you’ll accumulate KOs to help some derivative modes like free-for-all feel like
achieve wins for your team. While a simple strike filler. It’s annoying when matchmade players REVIEWED BY
with a dodgeball feels great, timing your catches, haven’t done the basic training. Sound and visual Kyle Hoekstra
mastering feints, and delivering surprise hits clarity, on the whole, is fantastic, but the warning
feel even better. There’s also space for playing for multiple incoming shots can get muddled.
impulsively: my other favourite move involves These are quibbles. Overall, Knockout City hits its
barging players down big holes. targets, and is a substantial triumph of skills and
Key to success is teamwork. This can be thrills that’s always light on its feet.
frustratingly rare in general matchmaking.
In League Play, however, better teams pass balls
y deftly threading your
B
VERDICT
between them to charge their throwing power, reactions, you can emerge from
lend teammates balls for better-positioned shots, melees with unexpected wins.
It’s a KO. A perfect lunch-
and barge each other’s opponents to prevent break kind of game.
them defending. You can also roll into a ball and
be thrown yourself. Forming a crew is a great way
to cultivate more co-operative play, and handy
call-outs help to foster some connection.
78%
wfmag.cc \ 95
Rated
Review
HIGHLIGHT
With cross-platform play and a
Friend Pass system, pulling a
pal in to play Operation: Tango
is as easy as sending an invite.
There’s certainly scope to play
this through with multiple friends,
too, especially if you insist on
swapping between Agent and
Hacker, depending on what each
player has previously experienced.
Review
Operation: Tango
It takes two to tangle with tricky spy missions
A
co-op game lives and dies by correct wire would be played out by now, but
how engaging it is. You want it to Operation: Tango loves to twist these precarious
GENRE force you to communicate, create hero moments by limiting a player’s senses and
Info
Co-op tension, and usher in the occasional constantly warping the gameplay in imaginative
FORMAT emotional outburst as you work ways, WarioWare style.
PC / XBO /
together towards a greater goal. The 3D segments add character, but it’s clear
PS4 (tested)
Operation: Tango is a spy thriller that ticks all of the developers are more confident in 2D space,
DEVELOPER
these boxes, but not always for the right reasons. with the sharp-lined UI and vibrant cartoon art
Clever Plays
Over seven missions, you and your co-op partner outshining simple 3D models and environments.
PUBLISHER
Clever Plays can choose to play as an agent or a hacker. The Even the 3D mechanics, like a clunky EMP
PRICE
hacker is typically trapped in cyberspace but has grenade and a dodgy remote-controlled Roomba,
£13.99 plenty of agency, altering and opening up the real feel hamstrung. The 2D subterfuge is consistently
RELEASE world where the agent roams, ticking off mission intuitive, but there’s one frustrating mechanic
Out now objectives in physical space. called the Password Checker. You have a four-
One great mission sees the agent scoping a digit code to figure out, made of ones and zeros.
busy subway train. The hacker has access to its While one person guesses, the other person
passengers’ apps and IP addresses and must use relays what digits were wrong and out of position.
REVIEWED BY this information to direct It’s trial and error that
Jordan Oloman the agent to a specific “It’s not afraid to let forces players to repeat
commuter who’s been themselves over voice
planted with essential data.
you fail, unlike other chatter until they crack it –
Throw timers, co-op experiences” and it drove us both mad.
simultaneous hacking Regardless, It’s easy to
puzzles, looming threats, and door controls into look past some of the game’s poorly thought-
the mix, and you’ve got pure co-operative chaos. out spy mechanics, as they’re short dips within
By the end of the mission, we were defusing varied and fun missions. The bugs were trickier to
VERDICT an explosive and barking orders as the timer overlook. The worst one soured the final act – a
Operation: Tango’s chaotic ticked down to single digits. It was exhilarating visual issue where we didn’t see the same puzzles
co-op is well worth your and made stronger by the fact that the game is on our screens. This appeared multiple times and
time, even if it’s a little so challenging. It’s not afraid to let you fail, unlike made it impossible for us to collaborate, forcing
rough around the edges.
many other co-op experiences. us to restart long missions.
Missions tend to grow in complexity and Disruption aside, I still left Operation:
96 / wfmag.cc
Rated
Review
HIGHLIGHT
The biggest resource hauls
come from monstrous alpha
aphids that sporadically burst
from underground, caked in
gems. Of course, the precious
goods attract all the bugs to
the yard, so like a Black Friday
sale, it’s a hectic dash to grab
as much as you can, without
getting barged aside.
Review
Stonefly
Bug-ridden
S
tonefly is further evidence that
Flight School Studio isn’t short of eturn to camp between forays to
R
Info
original ideas. Like 2019’s Creature up your rig, or take a quick nap.
GENRE
Action adventure
in the Well, what looks routine at a
FORMAT
glance is actually enticingly different,
PS4/5 (tested) / PC
with a distinct aesthetic to boot. Yet beyond humanely scooping up a bedroom spider on a / Switch / XBO /
its premise, Creature in the Well was ultimately coaster then blowing it out the upstairs window. XB S/X
rather skeletal, flattering to deceive, and Stonefly It’ll be fine. Probably. Here, there’s a colonial guilt DEVELOPER
doesn’t exactly break the pattern. To muddle the attached, kicking the locals off their patch to mine Flight School Studio
metaphor, while it does have more meat on its minerals, but that’s quickly repressed among PUBLISHER
bones, it’s still a little undercooked. the positional jockeying of bombing and gusting, MWM Interactive
Stonefly’s originality springs from a world luring fatter opponents close to the edges, while PRICE
where humans are tiny (or everything else is trying not to get biffed by a charging stag. £17.99
massive – same difference), making shelter The intensity is sporadic, however, as, like RELEASE
Out now
on rocks and branches, and zipping about in Annika’s craft, Stonefly has a habit of drifting
gliding machines modelled on the giant bugs vaguely. The autumnal scenery is striking but light
around them. As Annika, a young mechanic, on meaningful composition – between skirmishes
you’re hunting the thief of your father’s prized the main challenges are obscured camera views
rig, piloting an abandoned old vehicle that you’ll and distinguishing solid landing points from REVIEWED BY
fix up along the way. But upgrades require ethereal set decoration – while featureless and Jon Bailes
minerals, and minerals attract insects, so you’ll flat arenas ensure the insect turf wars eventually
have to fight for your share. lose their lustre. Complete Annika’s story and
It really is a good idea, and there’s simple joy there’s a neat pay-off about what we value and,
in weaving your metal bug between twisting appropriately under the circumstances, not seeing
brambles or launching from leaf to leaf in the the wood for the trees. But much of the lead-up
forest canopy. A sense of serenity oozes through feels loosely sewn together, only occasionally
pastel crayon shapes and mellow beats into the condensing into a captivating nugget. Then the
undulating hop and glide of your rig, a blend second half wastes too much time on loops of VERDICT
of cranefly knees and ladybird wings, light and resource grinding to pass arbitrary toll-gates. Inventive and visually lush,
laconic enough to coast with the will of the breeze. Such repetitive labours in a game of dreamy Stonefly lacks the depth to
Defence, meanwhile, involves toppling a litany exploration finally confirm the sense of an idea avoid wearying repetition.
of pushy beetles onto their backs with ground- that doesn’t quite know what to do with itself.
rattling bombs then generating a gust of wind
to waft them off the edge of the leafy battlefield.
It’s a method that’s tactile in its familiarity – like
Still, it says something that Flight School have
again not quite found a winning formula, yet leave
us keen to see what’s next.
63%
wfmag.cc \ 97
Rated
Review
HIGHLIGHT
It’s the pulsating probe mini-
game. When you’re aiming
where to send probes, their
scanning range delicately pulses,
meaning if you time it right, you
can discover one or two extra
planets. It adds a subtle little
skill check into things – and if
you can’t be bothered? Just turn
it off in the options.
Review
Slipways
In space, no one can hear you screen (for new trade routes)
W
e went over it in our preview in thoroughfares. Bar some late-game tech you
issue 49, but it bears repeating: can unlock, routes can only be in a straight line,
GENRE Slipways is not a 4X game of as noted, and can’t cross over one another.
Info
98 / wfmag.cc
Rated
Review
HIGHLIGHT
The absence of animated
character models doesn’t
undercut the drama as
much as it might. This game
sometimes feels like a radio
drama, soundly performed by
Luci Fish as Beth and Arthur
Darvill as Adam.
Review
T
his quiet metal-detecting game set conversation. A locket will get Beth talking about
in pastoral England starts with a her shirking partner. A tent peg will remind her
Info
phone call. Stanning Farm has just of a childhood spent outdoors. Gradually, they’ll GENRE
First-person
been sold. Before the new owners needle Beth’s understanding of herself.
detector
arrive, Beth can’t resist the chance These are the game’s two gears: detecting and
FORMAT
to drop the busywork weighing her down and listening. It doesn’t shift from this pattern. This PC (tested) / Switch
venture back onto the fields where she once is OK. Good, in fact, because the person who DEVELOPER
discovered some precious jewellery. First, she planted this debris is Andrew Crawshaw, lead Thunkd
needs a hand, and old friend Adam picks up. designer of Everybody’s Gone to the Rapture, with PUBLISHER
The questions first posed in Beth’s call fuel the which Trufflepigs shares an enchanting sense AMC Games
narrative engine of The Magnificent Trufflepigs. of place. The first time the game lets us walk PRICE
What’s so special about this jewellery? Where’s around, it’s tempting to just stand there, listening £9.29
Beth’s fiancé? And what’s Beth looking for, really? to the music and the birds and the rustling grass. RELEASE
It’s a small engine, admittedly. The story of this When we do grasp the detector, there Out now
self-described “evening-sized” game unfolds over isn’t much in the way of deduction. Minimally
walkie-talkies and text messages while we, playing interactive, it lacks skill-based elements that might
Adam, patrol various fields. We have a slim make it more satisfying. More than anything, The
toolset: a spade, a trowel, and a metal detector. Magnificent Trufflepigs is a sympathetic vignette REVIEWED BY
Standing in our way is grass. Simply sweep the of Beth’s disaffection with rural life. We see Kyle Hoekstra
detector with its beeping and flashing indicators her negotiating the inheritance of the family
to locate finds, and the game prompts us to dig, business, her mangled hopes with her fiancé,
rotate, and photograph. What we’ll dig up won’t and her confused relationship with Adam. The
be turning up on dodgy eBay listings. Instead, development here is all Beth’s, whose story
they’re personal, each one prompting a gobbet of beats take place out of frame. Conspicuously
missing from Trufflepigs’ story is Adam, through
whose eyes and ears we experience the whole
he map isn’t essential, but
T
it does have some lovely thing. We’re left feeling a bit redundant, with the
shadows on its folded paper.
meaning of their relationship largely unexcavated. VERDICT
A narrative game where you walk around The short story inside this
with a metal detector? I’m still attached to the metal-detecting game
premise, although in practice, it wears thin. Yet for needs fresh batteries.
these grumbles, The Magnificent Trufflepigs also
welcomes us into a fold of slightly imperfect British
landscape, happy for us to exist there for a while.
That might be what we’ve come looking for.
65%
wfmag.cc \ 99
Rated
Review
HIGHLIGHT
A literal highlight comes
from summoning your beefy
mastiff with the squeeze
of a squeaky dog toy, as
his powerful nose outlines
enemies in red so you can see
what’s going on. He’s useful
in combat, too, and can be
kitted out with cybernetics to
clamp steel jaws around your
opponents. Good boy.
Review
A
little past the halfway point of muted by genre limitations and production-line
Necromunda: Hired Gun, something’s spawning, as hundreds of 3D-printed clones,
GENRE on our mind. We’re facing a boss, camouflaged by their own insignificance, spray
Info
FPS both of us armed with a chain gun, you with whatever until you plant your sight on
FORMAT and both of us forgo cover to stand them and squeeze. There are a few exceptions
PC (tested) / in the open, hammering hundreds of bullets into – teleporting witches, bulky Ambots – but mostly
PS4 / PS5 /
each other’s torsos, until he finally drops dead. you don’t know who you’re shooting and it barely
XBO / XB S/X
Anticipating the outcome, we take a moment to seems to matter.
DEVELOPER
Streum On Studio reflect: “Is this really how this game is meant to The other reason is that deploying skill or
be played?” Honestly, for all the RPG upgrades smarts in fights is less efficient than simply
PUBLISHER
Focus Home and intricate level design in Hired Gun, it seems it charging towards opponents, blasting. The
Interactive really is. incessant rain of fire from goons dovetails with a
PRICE The levels really are intricate, though, at times hyperactive gain back mechanic that refills your
£34.99 almost spectacularly so. Streum On Studio’s health whenever you do damage, undercutting
RELEASE latest excursion into Warhammer 40k territory much need for things like evasive manoeuvres,
Out now truly respects the aesthetic and lore of its source target selection, or special powers. The only thing
material. The industrial gothic squalor of its better than simply shooting, in fact, is your melee
Underhive is lovingly crafted from rust and feats attack – there’s no downside to getting amongst
REVIEWED BY of metallic engineering – a living mass of ancient a mob and despatching each in turn, pressing a
Jon Bailes mining operations, heavy manufacturing, giant button to trigger a (needlessly long) kill animation,
railways, and pillars crowned with iron skulls that during which you’re invincible.
loom in judgement. The nests of pipelines and There are high points. A couple of the levels
girders aren’t mere background detail either, with slow or spread out enough to make it worth
their rocky verticality and hidden nooks where altering your approach, and the scale and shape
local outlaws stash their valuables. A veritable of the place remains impressively varied. Yet most
VERDICT adventure playground for your tough bounty- grand locales wind up merely hosting a drunken
For all its grand designs, hunter, fully equipped with cybernetic implants rumble, where as long as you can recharge your
this hired gun too often and a no-nonsense Yorkshire accent. health slightly quicker than they drain it, you’ll
shoots itself in the foot. Add in slick control and weapons that come be just fine. Add to that some minor technical
with a healthy kick, and the stage is set for messiness – the joys of accidentally restarting
100 / wfmag.cc
Rated
Stream of consciousness
STREAM OF CONSCIOUSNESS
wfmag.cc \ 101
Rated
The Wireframe Hotlist
Hitman 2 / IO Interactive / 82% (Issue 3) It Takes Two / Hazelight Studios / 81% (Issue 51)
Alba: A Wildlife Adventure / ustwo Games / 82% (Issue 46) Wanna Survive / PINIX / 80% (Issue 42)
Slay the Spire / Mega Crit Games / 81% (Issue 45) Superliminal / Pillow Castle / 80% (Issue 34)
102 / wfmag.cc
Rated
The Wireframe Hotlist
The games for… CURING THE INDIE ITCH This FMV mystery asks more of the player
than most, with rewards to match.
Haunted PS1 Demo Disc / The Haunted / 85% (Issue 39) 10 Tales From Off-Peak City Vol. 1
/ 89% (Issue 39)
Xeno Crisis / Bitmap Bureau / 81% (Issue 33)
A walking sim/adventure; a work of
Art of Rally / Funselektor Labs / 80% (Issue 45) remarkable imagination and humanity.
wfmag.cc \ 103
Retro
Backwards compatible
Nintendo 25
Nintendo’s Nintendo 64 officially turned charm to proceedings, the action is
25 a couple of months ago, celebrating banal, the fighting near-nonsensical, and
the anniversary of its Japanese launch while it’s funny to see your limbs get
back in June. We went over the history of shot off halfway through a fight, it’s an
the machine and its impact on the wider unbalanced mess of a game. Next!
sphere of gaming in Wireframe #47, but Because I hate myself, apparently,
the N64’s anniversary actually pushed I moved on to Carmageddon 64 (right).
me into doing something I’ve honestly Curiosity often overwhelms common
not done a lot in my life: play some N64 sense, meaning I went from a mediocre-
games that aren’t just WWF No Mercy. to-bad fighting game straight into one of
In fact, I opted for something rather wild, the worst games the N64 has to offer.
given Nintendo’s reputation for family- Clumsy to control, a choppy frame rate,
friendly output – I homed in on some of an empty atmosphere, and none of
the platform’s most violent games. the kinetic thrill of the original series of
Starting out with a whimper, because idiotically fun racer/smashers. This one
who wants to enter with a bang, I was turned off before I’d even finished a
opted for Bio F.R.E.A.K.S. – Midway’s 3D full race.
one-on-one fighting game that slots so The nosedive in full effect, it was time to world to potter about in, vehicles to nab
effortlessly into that period of mid-to- opt for something a bit different: Resident and drive, people to interact with and get
late-nineties schlocky violent fighting Evil 2. A personal favourite. I’d never missions from, a brutal and spooky alien
games that it should officially be called actually played it on N64 at any point – my invasion to avert, and some surprisingly
the Bio F.R.E.A.K.S. Period. time with Capcom’s classic restricted to Zelda-like aspects here and there. OK,
Let’s not waste space here: there’s either the PSone or GameCube versions. so it’s not violent in the way that there’s
a reason it’s not a game that’s So it was with no small amount of shock viscera splattering all over the screen,
remembered fondly, or at all. While it that I saw just how incredibly well done a but it has an unnerving violence about
doesn’t look too bad and has a certain… port Resi 2 is on N64. This is a game heavy it – an omnipresent threat that normal
on cutscenes and recorded dialogue, people cannot avoid without your help; an
playing on a console that uses cartridges oppression that oozes through the game’s
and so doesn’t have much storage when very being. It is implicit in its violence,
compared to CD. You can practically feel rather than Bio F.R.E.A.K.S.-like. But that’s
the compression coming out of this one, beside the point: the point is, Body Harvest
with that telltale tinniness to dialogue is something I never expected to be as
ringing through the ears… but really, much fun as it is, and I’m going to be
it’s not an issue. This is a spectacular heading back here to play through as
technical achievement and a fine port of much of the game as I can be bothered
a wonderful survival horror game. Safe to to. At least until it gets too hard, which I
say, I had a good time here. assume it will soon enough because it’s a
And then, dear reader, I moved on game from the nineties and that sort of
to what I’d intended to play from the thing happened all the time back then.
very beginning: Body Harvest (left). Maybe that’s the real violence… Happy
DMA Design’s proto-GTA III offers an open birthday, Nintendo’s Nintendo 64!
104 / wfmag.cc
Retro
Backwards compatible
’Member me
Elsewhere in doomed projects I undertook you would lose the data. This module
recently, a thought crossed my mind: can could be replaced with ferroelectric RAM
you get improved Nintendo 64 Controller (FRAM) – basically, the same size of chip,
Paks? Well, yes, you can. But that’s not the same physical construction, the same
where I ended up with the Datels and capacity, but non-volatile, meaning it
Electronics Boutiques and whatever other doesn’t even need a battery to begin with.
old brands made third-party peripherals – It’s a straight swap, like-for-like, and a
instead, I ended up back at the soldering fun little soldering project that doesn’t
station, original Nintendo-branded need much expertise or an incredibly
Controller Pak in hand and an array of steady hand to upgrade some old kit.
delicious (electronic) chips to my side. As such, it’s definitely worth a go if you’re
See, it turns out you’re able to replace keen on original hardware and want a bit
the RAM module inside the Controller of a mini-project to spend some time on.
Paks for the N64 – the original 256kB And I only broke three memory cards in
storage was battery backed up, meaning the process, so at least I’ve got that going
after the cell inside the housing expired, for me.
Component components
Someone tried playing their original 360 component cable, snipping the
Xbox recently, and that same someone connector off it, and Frankensteining an
was shocked to remember just how original Xbox connector onto it. It’s a bit
much electrical interference the console more complex than that, but honestly –
picks up if you use poorly shielded not that much more complex.
component cables with it. My original A fiddly task ensued, with much
solution – a YPbPr-wired SCART lead – twisting of wires and cursing very
was no longer an option (I sold my OSSC loudly at the stupid ground wires which
since the cables play well with nothing were doing a good job of emulating A
else), so it had to be a component Material You Cannot Successfully Solder.
lead. So it was I fell down the new Progress was slow, and quite frankly
rabbit hole of getting an official Xbox bad. Inevitably, a catastrophic failure the next best thing: I bought a pre-made
occurred thanks to impatience and cable from eBay for £25. It arrived, it was
heavy-handedness – so it’s a good job very well made, and it works absolutely
past-Ian had planned for this and picked spectacularly – I swear this original
up multiple cables and multiple original Xbox now outputs a better signal than
Xbox connectors; with the former it ever has before. Bright, colourful
coming in at £3 each and the latter and – importantly – lacking in electronic
£1.50 a pop, it proved an inexpensive interference, it’s set me up to play
series of attempts and failures. through some gems from Microsoft’s
Long story short, as much as I tried, original big burly box. For some reason,
I just couldn’t do it. It’s not difficult; it’s the first game I tried was Enter the
just more fiddly than my ever-shaking Matrix. Apparently I never learn to stop
hands can cope with. And so it was I did torturing myself. Cables!
wfmag.cc \ 105
Retro
Backwards Compatible
106 / wfmag.cc
Retro
Backwards Compatible
Mega Blast
Xeno Crisis and Tanglewood gave the
33-year-old Sega Mega Drive some
much-deserved new titles, and there’s
another promising game on the
horizon for the 16-bit console: the
anonymously titled ZPF. Developed
by a three-strong indie team, it’s a
side-scrolling blaster in the mould of
Gate of Thunder or the Mega Drive’s
the short leg of the LED, a second wire console back together to test it – guess Gynoug: you pilot a winged warrior in
from the LED’s longer leg to a resistor, what – it didn’t work. a pitched battle against an armada of
and then a third wire from the resistor Still, the sound mods do function grotesque monsters large and small.
to a pin on the cartridge connector. The nicely – the result is a much clearer and The action’s time-honoured stuff, but
process is then repeated for the other significantly louder audio than a stock the visuals look stunning so far: the
shoulder button. And it’s here I that I GBA. I even dug out an unmodified assorted demonic heads and vaguely
ran out of talent: soldering onto boards Advance so I could compare the two, aquatic beasties are on a par with
is one thing, but soldering wires to tiny and there’s a clear improvement. As anything that emerged for the Mega
components, without anything useful for the pink LEDs – well, it’s back to the Drive in the eighties and nineties.
like a Helping Hands station, made the drawing board on that front. I’m going to You can follow ZPF’s development at
process an absolute chore. After about order a Helping Hands thingy, prise my wfmag.cc/ZPF. If this one’s getting
an hour of swearing, though, I got my GBA open again, and see if I fix what I’m a physical release on cartridge, I’ll
entire daisy chain of LEDs, wires, and certain is a dodgy bit of soldering on my definitely be in line to snag a copy.
resistors all installed. I secured my part. Sure, the light-up shoulder pads are
LEDs in place with a couple of self- a bit of a novelty item, but I refuse to be
adhesive pads, and used Kapton tape to beaten. Tune in next month to find out
strengthen the joints on my wires and whether I finally get them working or I
prevent any electrical shorts. It wasn’t manage to burn my office down in
a tidy job, though, and when I put the the attempt…
wfmag.cc \ 107
Now playing
Havin’ a brew
Havin’ a brew
Break out the Dreamcast: Ian wants to play Xenocider
W
e looked at the bizarrely active And to playing I did, indeed, get. It wasn’t too
Dreamcast homebrew scene long before I’d had my first game over, because
a couple of years ago in the Xenocider is a game that just doesn’t want to play
pages of Wireframe (issue nice now, does it?
7, to be precise) – one title Expectations adjusted, my second play went
that stood out from the crowd was Xenocider. much better, but there was still something off.
A fully 3D game made by amateur team Retro The game is an on-rails shooter – like Space
Sumus, riffing on the classic Space Harrier and – Harrier, of course, or Rez for a more recent
eventually – releasing in 2021, it’s something a example – in which you use the analogue stick
lot of people have been keen on for a long time. to control your targeting reticule and try to blast
Well, ‘a lot’ in so far as the Dreamcast homebrew the dozens of enemies, and final level boss, in
scene doesn’t exactly have millions of card- each stage. Movement, at least that you have
carrying members, but you know what I mean. control over, is limited to switching left and right
Duly whet of appetite – after reading our between five different ‘tracks’ – but that’s more
feature of so long ago, naturally – I coolly and than enough to be able to avoid obstacles and
calmly set up my Dreamcast. It had been in a incoming projectiles.
drawer for about two weeks, so it wasn’t that It sounds simple – you even set auto-fire on
hard to remember where everything went. so you only have to worry about targeting, rather
than targeting and shooting – but in practice,
it needed a bit of time to punch any plasticity
into my brain and allow it to get itself around
the concepts. There’s a tutorial covering the
basics, but the fact is Xenocider is old-school in
its approach: it relies on you playing and playing
and playing to just get better at things, rather
than giving you the world at your fingertips and
all the help you could want.
That is to say: it’s refreshing. Jarring initially,
but refreshing. Soon enough I had the hang of
it, especially after switching to my Retro Fighters
Dreamcast controller with its (optional) digital
shoulder buttons, which are used to switch
108 / wfmag.cc
Now playing
Havin’ a brew
Wireframe
Recommends
Space Harrier
MULTI
Doesn’t hurt to go back to
the OG, and Space Harrier
is still as playable today as
it’s ever been. Fast, super-
scaler-smooth, and offering a
tough challenge, you can see
between lanes. Sweeping my reticule around the
why someone might want to
screen, I was able to shepherd threats into more
emulate its style.
manageable situations and bring some level of
control to the chaos that unfolds in every planet-
based level. surprised. It might not have got the attention and
There was still the feeling, every now and then, plaudits it’s been getting in 2021, mind you, but
that I was being cheated – projectiles heading on it would have fitted right in with the official, erm…
a (relatively) horizontal plane when you’re sat in officebrew? games of the Dreamcast’s roster.
one of the outside lanes are, as far as I could tell, The most positive thing I have to say about
Bayonetta
impossible to avoid. And some of the boss fights Xenocider – aside from it making me laugh on
PC, PS4, XBO, SWITCH, PS3,
are frustrating as the big bads have the habit finishing the first level and being congratulated
X360
of recharging health along the way to prolong for destroying ‘one whole civilisation’ – is that Foolish? Of course not –
things. But the overall feeling with Xenocider was I wanted to play it more. I’d been intrigued Bayonetta features interstitial
a faintly nostalgic joy. simply because of the novelty of the subject: a levels that riff on the likes of
There are impressive elements to it outside manageable, but still ambitious project for the After Burner and, yep, Space
the main game – actual achievements are in Dreamcast, 20 years after the console itself Harrier. And they’re so good
there. Obviously not at a had died. What’s not to be they make one of the world’s
system level, it’s just in the “Xenocider is a game curious about there? best games even better.
game, but that’s a really neat that just doesn’t But the reality is this is a
touch. There are unlockables solid game – solid both in
too, like an into-the-screen
want to play nice design terms, and in difficulty
Space Invaders-style mode, now, does it? ” terms – and even though I
and – brilliantly – a much was playing it specifically to
more direct take on Space Harrier which sees write about my experiences with it here, I decided
Xenocider look, control, and, generally, feel pretty to go back to playing it some more once I’d done
much like a modern (well, a 1998-ish) 3D version writing the previous few paragraphs (then secretly The Last of Us Part II
of Space Harrier. adding these in by the power of magic). It’s not PS4
I haven’t forgotten my promise
As far as I’m concerned, Xenocider is up there particularly deep or technical or clever, and it has
to ‘do’ this one, and it will
with the absolute gold standard when it comes reduced me to more than one bout of furious,
happen before the heat death
to homebrew. It’s taken a while to come out, dog-scaring swearing as that arse hermit-crab
of the universe. But for now, we
and that does happen a lot with these amateur boss fluked a win against me for the fourth time. have to live in the knowledge
productions, but you can see where a lot of that But for what it is, Xenocider is a great experience, that I still haven’t finished The
time went. If this had released around the 1999 and heartily recommended to all seven of you out Last of Us Part II, so it remains
mark, I don’t think anybody would have been there who still own a Dreamcast. un-Now Playing-ed.
wfmag.cc \ 109
Now playing
You’ve got to be kidding
T
he vast majority of video games prey A game that came to my attention thanks to
on a peculiarly human quirk: we relish HappyConsoleGamer on YouTube, Tanuki Justice is
a challenge. This means that, in our a run-and-gun platformer from Wonderboy Bobi,
boundless quest to defeat bosses, who previously brought us the charming Wonder
gain high scores, or simply reach a Boy-alike, Aggelos. Tanuki Justice is, even beyond its
final cutscene, we spend a considerable amount 8-bit-style sprites and chiptune soundtrack, retro
of our spare time in a state that lies somewhere to its very core: it offers up a nightmare landscape
between intense concentration and outright of one-hit kills, aggressively fast enemies, and
ow-ranking enemies can
L frustration. Or at least, that’s how I’ve spent levels with no checkpoints. Sure, you start from
110 / wfmag.cc
Now playing
You’ve got to be kidding
Wireframe
Recommends
wfmag.cc \ 111
Killer Feature
No Man’s Sky
No Man’s Sky
The joy of not having to actually bother doing anything
O
ne big thing was drowned out in the Internet a goal in itself, but that’s the sort of roundabout thinking that
Rage that followed 2016’s release of No Man’s can bog down a piece like this and get us nowhere. It’s also
Sky; an element those who actually bothered not in keeping with the fundaments underlying these words:
to play the game instead of complaining that relax. Take a moment. Breathe. Just potter about, take it in,
you couldn’t fly under an alien Diplodocus’ legs have an experience instead of demanding satisfaction.
noticed and were too busy enjoying to get caught up in the, Mind you, it’s never been a given in No Man’s Sky that you’ll
like, aggression, man. That being: the ability to just not have to be able to relax and do nothing, even if you’ve been royally
bother if you didn’t want to. committed to that approach in the five years since the game
There are countless games out there facilitating the need came out. The randomised nature of the universe you explore
to do nothing – the walking sims, the life sims, the sandbox means it’s not unheard of to discover half a dozen planets in
physics creation tools, social MMOs, and more. It’s by no a row that seem to hate your existence and actually work on
means exclusive to No Man’s Sky. But it’s in ending it. Be it extreme storms, radiation
Hello Games’ ever-expanding epic that the “When you realise you’ve levels higher than living creatures can stand
true allure of reflection, contemplation, and for more than a minute, or fauna with a
found a place you can
general existentialism all came together penchant for murderous intent. Sometimes
behind the disguise of a heavily promoted take a load off and exist, the cosmos does just work against you.
game about spaceships, robots, and lasers. that has impact” But that just makes those moments of
Sure, you could explore with goals in Zen all the more satisfying. When, after
mind – hunting down the trail of Atlas, maybe – you could play trying and failing for an hour or two in the real world, you
it like a sci-fi Pokémon Snap, attempting to catalogue every suddenly find yourself on a lush, green planet full of placid
species you came across along the way. You could channel life and a temperature that wouldn’t be out of the question
your inner Elite piloting skills and hunt down pirates for the on a sunny day in Margate – when you realise you’ve found
sweet glory of victory in combat. It wasn’t quite as… refined an yourself somewhere you can take a load off and just exist –
experience as it is today, but No Man’s Sky did offer players a that has impact. Would you believe it, sometimes it is about
lot of things to do from day one. the journey.
And one of those things was to eschew all goals, whether As mentioned, No Man’s Sky has expanded significantly since
personal or set by the game. Obviously the argument can those – on reflection rather scant – early days. Hello Games
rightly be made there that aiming to eschew all goals is in fact has quietly undertaken one of the great makeovers and
112 / wfmag.cc
Killer Feature
No Man’s Sky
wfmag.cc \ 113
Next Issue
Editorial
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Ryan Lambie
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Ian Dransfield
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Lee Allen
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Craig Grannell, Kyle Hoekstra, Kim Justice,
Steve McNeil, Jordan Oloman, Aaron Potter,
Rhett Thompson, Mark Vanstone, Howard
Scott Warshaw, Rob Whitehead
Publishing
Publishing Director
Russell Barnes
Email [email protected]
Okomotive set sail for a bigger, Director of Communications
deeper adventure sequel Liz Upton
CEO
Eben Upton
Advertising
Commercial Manager
Don’t Charlie Milligan
miss out! Email [email protected]
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