Thursday, September 24, 2009
30 Seconds of Fame
Don't think I am eligible to win a subscription for my next lifetime, though.
http://www.gamasutra.com/php-bin/news_index.php?story=25059
And, make that trice. Funny how the same post gets featured for 2 weeks straight...
http://www.gamasutra.com/php-bin/news_index.php?story=25060
Tuesday, September 15, 2009
15 Seconds of Fame
Featured in Gamasutra: http://www.gamasutra.com/php-bin/news_index.php?story=25058
Thursday, August 6, 2009
Avalon Legend
Dream.Build.Play. 2009 : 12th Annual Independent Games Festival Main Competition Entry

Synopsis
Avalon Legend is a metaphorical game that explores the theme of "Loneliness" through the gameplay mechanics, aesthetics, and narrative of the game.Players take control of Arthur the Exiled in a unique "Single-Player Co-op Experience" where players control 2 characters simultaneously in a fast-paced, top-down "shooter", battle 9 different demons, and unlock secrets to discover the meaning behind Avalon Legend.
Players will be probed to ponder upon the deeper meaning behind the elements in the game and its representations, as every game element is carefully crafted with reference to the central metaphorical overtone.
Aimed to marry white-knuckled, fast-paced gameplay, with a deeper artistic, metaphorical meaning, Avalon Legend aims to appeal to players both viscerally and intellectually.
Key Features
• Innovative Control Scheme:
Avalon Legend is built upon a refreshing and unique control scheme that allows players to control up to 2 characters simultaneously, each one assigned to “one-half” of the controller in a “single-player co-op game.”
• Unique Game Mechanics:
Learn to take control of 2 characters simultaneously over two different modes - Attack Mode and Defence Mode – to cooperatively vanquish enemies in action-packed combat.
• 5 Playable Characters:
As Arthur the Exiled in a post-apocalyptic world, harness the powers of 4 different robotic companions, across 2 different modes for a combination of 8 different play-styles towards striving for the highest score.
• 9 Different Enemies:
Go up against 9 different types of deadly enemies, each with unique behaviour and weaknesses, based upon their metaphorical representations.
• Deep Metaphorical Overtone:
Set with a metaphorical overtone, players will be probed to ponder upon the deeper meaning behind the elements in the game, as both the main character and the player alike embark on their journey toward discovering the meaning of “Avalon”.
• 2 Different Game Modes:
Avalon Legend boasts 2 different Game Modes, in addition to an in-game tutorial, that allow players of different skill levels to pick-up-and-play Avalon Legend, and make it accessible to hardcore and mainstream gamers alike.
• Replayability and Depth:
Strive for the highest score and learn to master the 8 different play-styles as well as utilizing the special abilities of each knight to fully take advantage of the deeper mechanics in the game, such as the “Enemy Weakness System” or the “Health Restoration System.”
• Enchanting Artwork:
Be enthralled by the Stylized 3D Characters locked into an overhead 2D perspective with snazzy effects for that additional dazzle, giving life to the haunting and vacant landscape of post-apocalyptic Camelot.
• Rewards System:
Featuring over 40 rewards unlocked by fulfilling special gameplay conditions. Discover the secret behind the meaning of Avalon Legend through the “Journals” or take the time to view and enjoy the conceptualizations of the different elements in Avalon Legend and find clues towards their metaphorical meanings in the “Gallery”.
Videos
Screenshots
3D Art Assets

Wednesday, July 22, 2009
Take-Out: Castle Crashers

Thursday, April 23, 2009
Design Analysis: Resident Evil 5 Times Over

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Resident Evil vs. Resident Evil
Before anything else, I know that a ton of people have said that Resident Evil 5, while being a good action game, doesn't feel like Resident Evil anymore; and I have to say that I completely and utterly agree with this statement.

Back-to-back, Literally
Gone and missed are the gloomy, cloudy and occasionally intentionally claustrophobic environments of the past Resident Evils, only to be replaced by a bright African town depicted in broad daylight for a good quarter of the game. The perpetual presence of a partner also takes a lot away from the fear factor of the game's settings, and making her powerful enough to hold her own doesn't help either, when it comes to this.
I understand that Resident Evil 5 tries to create the tension through a different gameplay lens, by making the zombies faster, more aggressive, smarter and deadlier, and focusing towards the tension and excitement through the action-oriented gameplay; as opposed to the reliance of tension-induction through setting and atmosphere as in the past games. But personally, without the atmosphere, Resident Evil just doesn't feel like Resident Evil anymore.


Grinding Force: Till the Enemies were worth 1EXP each
Ocarina of Time - The Vastness of Exploration
Bartle ChartGamespot: http://www.gamespot.com/
Tuesday, March 31, 2009
Design Analysis: Street Fighter IV - The Fighter's Legacy
At the recent Game Developer's Conference 2009, Yoshinori Ono gave a talk about Street Fighter IV, and discussed the direction his team took in the development of Street Fighter IV. I find this term particularly apt, as beyond being a "class reunion" for the distinctive cast of the Street Fighter II, (and some returning characters from other entries in the series as well); Street Fighter IV also came across to me as a somewhat-meta "class reunion" of sorts between the iconic 2D Fighters since Street Fighter II.
Dissecting Street Fighter IV's gameplay system reveals some familiar gameplay elements, and to a long-time 2D-Fighter-fan that's been there since the heyday of the original Street Fighter II: The World Warrior, Street Fighter IV almost seems like a nostalgic snapshot that pays tribute to some of the ghosts of the past in the genre's (relatively) long and varied history.
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1) EX Special Moves
2) Hyper Armor

Focus attacks (see below) and certain moves in Street Fighter IV allow players to absorb one-hit of an incoming attack in exchange for a chunk of their vitality that will regenerate over time. Getting hit before the vitality is fully regenerated will cause permanent damage to the player's vitality.
In memory of: Street Fighter III, Marvel-Vs. Series, Darkstalkers 3

When using the Hyper Armor properties of a Focus Attack, it seems to be a simplified replacement of Street Fighter III's insanely difficult parrying system, even down to the blue flash. Things have been slightly simplified in the sense that the Focus Attack's Hyper Armor blocks attacks from all directions, instead of Street Fighter III's different parries for high and low attacks, making it less exclusive to expert-players.
But the difference is that while in Street Fighter III multiple parries are possible, Street Fighter IV's Focus Attacks can only take one hit. And will also cost you a little bit of your vitality too, temporarily at least.

First seen in X-men Vs. Street Fighter, where the inactive fighter regenerates health over time when tagged out, this feature was later incorporated in Darkstalkers 3's system as well. This features causes players to consider balancing attack and defence in accordance to the situation.
Unlike the other two series, where every move causes a permanent damage and a recoverable damage, in Street Fighter IV, only the Hyper Armor moves gives rise to this effect. Overall, it adds a bit more strategy of balancing attack and defence, but it's probably intentionally kept this way as compared to a game like X-men Vs. Street Fighter, where knowing when to tag out was a core part of the gameplay.
----------------------------------------------------------------------------------------3) Focus Attacks
At Least the Ink Effect made it into the Game somehow
By pressing the Medium Punch and Kick buttons simultaneously, players can perform a chargeable and potentially unblockable Focus Attack that can cause the opponent to stumble. Also has hyper-armor properties and can be cancelled into a front or back dash.
In memory of: Street Fighter EX series

3D Street Fighter has come a Long Way
Perhaps one of the most blatant references, Street Fighter IV took what was a rather rarely used move in Street Fighter EX, the Guard Break, and totally ran with it to the moon. In Ono's talk, he mentioned that "The command is simple, but there needed to be a reason for hardcore players to use it. Ono said the team went about looking to incorporate it as an "easy to learn, difficult to master" gameplay element."
And they sure did stack-up the hardcore factor in the Focus Attack, making it chargeable, hyper-armor and cancel-able all at the same time.
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4) Ultra Combos

Brings back Memories
A new gauge was added to Street Fighter IV that builds up as the player takes damage. Once filled sufficiently, players can perform powerful Ultra Combos to turn the tide of the match and come back into the match with a decent fighting chance.
In memory of: The King of Fighters '95, '96
I wonder why they took away the Ripping Clothes for Yuri
A little history lesson behind this. In the good old days, Capcom and SNK had very different views about how a character would build up his / her gauge towards a finisher. Whereas Capcom believed in rewarding offensive play, where each move hit or special move performed increased the gauge; SNK chose to take the reverse approach, gearing towards damage-centric increment, in light of the chance for a last-minute comeback by the losing player.
Initially, SNK coupled this with a charge move that allowed players to increase their gauges by charging, in The King of Fighters (KOF) '94 - '96, before becoming ambivalent about which approach to go for in KOF'97, where they offered players 2 styles of play. Eventually, offense- heavy play became the preferred choice, and SNK only retained the last-minute-match-reversing moves in the form of Desperate Attacks, which could only be performed when the player had less than 1/4 vitality and a full gauge.
Taking a page out of SNK's old design philosophy, Street Fighter IV introduces Ultra Combos to give losing players a chance for a comeback. Probably in an attempt to make the game more accessible and potentially lessening the chances of utterly one-sided matches. I personally like how the Ultra Combos are balanced in the way that while more powerful than the regular Super Combos, but cannot be Super (Ultra?) Cancelled and are much harder to combo into.
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5) EX Focus

Probably the most advanced-mechanic in Street Fighter IV, players can interrupt and cancel special moves with a Focus Attack or EX Focus, which then allows it to be cancelled into a front or back dash, as with a regular Focus Attack, which can then be cancelled into any regular or special moves.
Needless to say, this gives players the potential to string together some really impressive combos. Fortunately, it uses up 2 segments of the combo gauge, limiting its use and preventing it from being abuseable.
In memory of: Guilty Gear series, Fatal Fury: Mark of the Wolves

Perhaps the most obtuse of references, the mechanic of cancelling a interrupting a special move mid-way through its animation has been used in the likes of Guilty Gear's Roman Cancel or Fatal Fury: Mark of the Wolves Break system, both of which involve hitting 2 or more buttons simultaneously.
Fatal Fury: Mark of the Wolves - Extremely Underrated
While in Fatal Fury: MotW, no gauge was necessary to perform a break, it was limited to only specific moves being interruptible. Street Fighter IV's EX Focus is a bit more akin to Guilty Gear's Roman Cancel, but is more advanced as it requires a dash after a EX Focus before cancelling into another special move, and doesn't allow players to cancel one special move into another special move immediately like the Roman Cancel.
Either way, mid-move cancellations are always a deep and rewarding system, and Street Fighter IV's system allows players to improvise on their combos while not limiting it to dial-a-combo type of fix sets, given they are prepared to invest the time in mastering the timing of the EX Focus.
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Saturday, March 14, 2009
Dreamcatcher

Synopsis
“Guide the Destiny of the Tribe through the Stars.”
As the Great Spirit watching over the Tribe, use the magical power of the stars to help your tribe survive the harsh environment, answer their earnest prayers, guide the development of their village, protect them from treacherous enemies, and ultimately lead them to become the Great Tribe that they are destined to be.Dreamcatcher is a real-time resource-management / development game interlaced with exciting tower defense battle sequences. Stylized silhouette visuals contrasted against a star-lit twilight sky help to create a magical and mystical Native-American-inspired setting.
- Each Level requires players to complete specific objectives.
- Players circle stars in specific groups to fulfill needs or construct buildings.
- There are 3 primary-color stars (Green, Red, Blue) which are mostly for fulfilling Survival needs (Crops, Fire, Tepees).
- Players can create Secondary-color stars (Purple, Yellow, Cyan) by circling two corresponding primary-color stars. These are essential for buildings / structures.
- Players also can create special White stars by combining 3 secondary-color stars. White stars can be used to cast Magic Spells, which can aid the Tribe in a variety of ways.
- Occasionally, players will have to help defend their village from aerial attackers in a Tower Defense-style gameplay, where efficient resource management and strategic building placement can separate victory from defeat.
Dreamcatcher Gameplay Video
Music by: McVaffe (http://www.ocremix.org/)
Dreamcatcher Battle Gameplay Video
Music by: McVaffe (http://www.ocremix.org/)
They say that in the beginning, the Great Spirit created man out of seven stars. With a mighty hand he reached across the night sky and ground them into dust. This he gave to the Wind and she scattered them across the land, that every grain might become a man, woman or child, and so the seven tribes began.
Since then, man has always looked longingly towards the sky, and that is how we, the Ancestral Spirits of each tribe, were born. Since times immemorial we have kept watch over our children, we have guided them, protected them, taught them, and all was good. But now we live in dark times…























