i n t r o d u c t i o n
I am very lazy. Instead of writing something with actual substance, here's both a pile of pictures, and some vague rambling about video games.
first bit - the pictures
the Houses have been bringing derelict mechs back into service, preparing for war with the Oasis Kingdoms |
second bit - the rambling
I steal all sorts of concepts and ideas from video games for Sunless, simply because it's all easier to reach. I can go "hm yes, maybe this game has good ideas", and then just play it for ~30 minutes, and see the good ideas! (yay)
So here are some veyedio gaems that I am mercilessly deconstructing and scavenging. Also, hey, maybe some of them look like fun.
Reciever - Fairness in Hyper-Lethal Environments
Reciever is the fastest, most utterly ridiculously lethal game I've ever played. You play as a person(?) wandering through an infinite purgatory of fancy apartments, hunting for audio tapes and fighting drones and turrets.
It would be incredibly boring if it didn't hate you so much. You can't just reload your gun, you need to mash 8 buttons in the correct order to go through the process of firearm operation step by step.
Fights with the drones aren't even really fights in the traditional sense - either you see the drone first and knock it down with a single well-placed shot, or it sees you first and you frantically dump your entire magazine into it while screaming, then die.
Despite this, it has one thin barrier between you and not-being-you-anymore - every enemy forgot to turn their headlights off, and they're so powerful the light glitches through walls.
It's nearly impossible to be surprised - even if you don't notice the huge blue light (which is also the only blue thing in the game), the little *beep* they make a second before they attack will be burned into your mind.
This gives some good advice for the equally lethal combat found in Sunless Horizon (and the majority of other OSR games) - warn the players about monsters. For example, no one in Sunless Horizon has darkvision except the Disciples, so any group of wanderers would be bringing light. While Disciples are harder to see, they're easy to hear, thanks to their constant static-filled chanting.
NaissanceE - Inhuman Architecture
NaissanceE is a platformer(?)/walking simulator... thing, where you walk through a seemingly infinite purgatory of machinery and stark colors. Are you starting to see a theme?
The game is incredible at making you feel like you don't belong - the lights shift instantly from pitch-black to blindingly bright, you spend 5 minutes crawling through a tunnel barely taller than you are only to emerge in front of a mile-long chasm, electricity arcing across it in massive bolts. Nothing here it built for you. You should not be here. You do not fit into it's world.
A lot of what's been written about Sunless Horizon is very "woog darkness claustrophobia argh", but that's something I'm trying to move away from, into a less predictable framework.
You should absolutely watch this video, which explains the game better than it could ever be described in text.
Pathologic - Just Utterly Ruining Your Player's Lives
H E Y - this has spoilers for Pathologic, so if you don't want that, go away ok cool
Pathologic is a Russian survival horror game where you work to cure a plague in a rural steppe town. Pathologic is incredibly unpleasant to play - the vast majority of your time is spent slowly trudging through town over and over, the combat is odd, slippery, and terrible, and the game has a slight habit of not actually telling you how to play it.
However, it's very interestingly cruel - for example, on your second day in town, all prices increase tenfold without warning, dragging you down from a place of "I can easily afford stuff, I thought this game was hard!" to "Maybe I should sell my only weapon so I can buy food and survive another day."
It's incredibly unstable - things just change (always for the worse), with no warning, and you just have to deal with it. You can never be prepared for what happens next, it's all awful forever.
This is surprisingly easy to accomplish - a few timetables similar to those found within A Pound of Flesh can set up a framework for multiple types of events, from war between the Navigator Houses to the Disciples' Last Crusade. This idea's also useful in any game - have tables for the living Moon coming to kill everyone, the invasion of the Icthyan Empire from beneath the sea, or the rise of Hell and upending of all of the cosmos.
It's nearly impossible to be surprised - even if you don't notice the huge blue light (which is also the only blue thing in the game), the little *beep* they make a second before they attack will be burned into your mind.
This gives some good advice for the equally lethal combat found in Sunless Horizon (and the majority of other OSR games) - warn the players about monsters. For example, no one in Sunless Horizon has darkvision except the Disciples, so any group of wanderers would be bringing light. While Disciples are harder to see, they're easy to hear, thanks to their constant static-filled chanting.
NaissanceE - Inhuman Architecture
NaissanceE is a platformer(?)/walking simulator... thing, where you walk through a seemingly infinite purgatory of machinery and stark colors. Are you starting to see a theme?
The game is incredible at making you feel like you don't belong - the lights shift instantly from pitch-black to blindingly bright, you spend 5 minutes crawling through a tunnel barely taller than you are only to emerge in front of a mile-long chasm, electricity arcing across it in massive bolts. Nothing here it built for you. You should not be here. You do not fit into it's world.
A lot of what's been written about Sunless Horizon is very "woog darkness claustrophobia argh", but that's something I'm trying to move away from, into a less predictable framework.
You should absolutely watch this video, which explains the game better than it could ever be described in text.
Pathologic - Just Utterly Ruining Your Player's Lives
H E Y - this has spoilers for Pathologic, so if you don't want that, go away ok cool
Pathologic is a Russian survival horror game where you work to cure a plague in a rural steppe town. Pathologic is incredibly unpleasant to play - the vast majority of your time is spent slowly trudging through town over and over, the combat is odd, slippery, and terrible, and the game has a slight habit of not actually telling you how to play it.
However, it's very interestingly cruel - for example, on your second day in town, all prices increase tenfold without warning, dragging you down from a place of "I can easily afford stuff, I thought this game was hard!" to "Maybe I should sell my only weapon so I can buy food and survive another day."
It's incredibly unstable - things just change (always for the worse), with no warning, and you just have to deal with it. You can never be prepared for what happens next, it's all awful forever.
This is surprisingly easy to accomplish - a few timetables similar to those found within A Pound of Flesh can set up a framework for multiple types of events, from war between the Navigator Houses to the Disciples' Last Crusade. This idea's also useful in any game - have tables for the living Moon coming to kill everyone, the invasion of the Icthyan Empire from beneath the sea, or the rise of Hell and upending of all of the cosmos.
And to mention, NaissanceE is free on Steam. I think people should play it first and then watch anything about it: it was one of those games into which I went completely blind and it is one of my favourite pathfinding games ever.
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