lunchtime texturing of the .22 plinker in a ps1-style

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@seanbarronart
lunchtime texturing of the .22 plinker in a ps1-style
the blog is 4 years old today 🙃 here is 1hr of lunchtime modelling - a .22 plinker. ~700 tris
the vault
progress on my psx-inspired scene. now with wobbly shaders
some visual progress on the vertical slice for my psx-style detective game project. bank robbery opening scene
Created my first little Twine game as a prototype for a possible 90s-themed detective game, heavily inspired (and parodying) stuff like Policenauts.
There’s a bunch of conversation trees, some optional evidence to find, and some thinly veiled jabs at Ayn Rand.
Some play-testing and feedback would be greatly appreciated.
http://goo.gl/BNQNnf
Inside review
Around 2009 and 2010 there was an explosion in the popularity of independent video games as Steam – the world's premier digital distribution platform for games – opened its doors to more and more titles. It is during these years that 'indie' games were suddenly thrust into the limelight, culminating in the 2012 documentary Indie Game: The Movie. In 2008 the highly lauded 'art-game' Braid was released, one year later and the first versions of Minecraft were released to the public, and in 2010 a stark, noir, impressively polished platformer called Limbo was released to wide acclaim.
Only six years later and the market and industry are almost unrecognisable. Minecraft ballooned into one of the most successful video game franchises ever conceived and was sold to Microsoft for a whopping $2.5 billion and Braid's designer, Jonathan Blow, went on to create the highly successful The Witness on a budget of at least $3 million. The term 'indie' has become less and less relevant and more and more blurry as what used to often be single-person productions are now typically small or medium-sized teams backed by publisher and/or distribution support, partial console exclusivity, crowd-funding from the public, and more.
During these six years, Limbo's development team Playdead have been almost just that – playing dead. Their Twitter is an eerily quiet graveyard of only four tweets, all of which are quiet corporate announcements of their new game, Inside. Quite a far cry from the infamously loud and argumentative Twitter accounts of Jonathan Blow and Minecraft's original creator, Markus Persson.
Inside is very much a spiritual successor to Limbo – both are inauspiciously dark, morbid puzzle-platformer games with 3D visuals played from a 2D perspective. In both games the player takes the role of a small child on a mysterious quest to run to the right of the screen, avoiding pitfalls and any would-be enemies while often having to work out clever ways to navigate environmental hazards and barricades. While Limbo takes place in a vague dream-like world though, Inside brings the gameplay down into the depths of a threatening, very real, dystopic vision.
This world is beautifully presented in a very understated way. The visuals are grim and muddy and the audio is severe and punchy, with quiet ambience punctuated by moments of blaring sound that really makes your hair stand on end.
The dystopia of Inside is experienced entirely without dialogue or even text. The game opens without even a main menu – a title card is presented and then our child protagonist falls into the screen amongst the dreary trees of a sodden-looking forest. There is no controls tutorial because the player is quick to realise you can move left and right, jump, and grab stuff. That's it. And with a flimsy grasp on these minimalist controls you are thrust into a world of violence.
Within the first minute our child avatar is hunted down by men with torches, cars, guns, and viscous dogs. Any minor slip up is sure to show the player the first death of the child – an eerily realistic affair of slumping to the ground from a gunshot wound or being tossed around like a rag doll in the maw of a beastly hound. The screen fades to black and the player begins just a few moments before the demise began, gifted another chance. It's harrowing in a way that death in few games manages to accomplish. This is probably psychology at work but it's just not the same to watch your gun-toting action hero fall to the ground as it is to see a defenceless child ripped apart by dogs or battered by grown men with rifles. It keeps the player purposefully on edge in a world that is frighteningly unforgiving.
Video games are at their greatest and most powerful when gameplay and story are interwoven in a seamless way. There are many games with great stories and settings but often this doesn't gel with the gameplay, especially when that gameplay focuses on shooting everything you see (I'm looking at you, Bioshock Infinite). Inside, however, manages this blend perfectly. Some of it doesn't manifest until the ending is revealed but wow, what an ending. It brilliantly subverts the expectation and the understanding of what it is and what it means to even play a video game and makes you question our motives behind player input.
Perhaps this review should end there. That's the game on its own merits – a wonderfully crafted, deceptively deep puzzle-platformer. Games don't exist in a societal bubble, however, and I feel the need to address a real-world issue: the price. Inside is currently $20 or £15 on Steam and for the majority of players it will take only three hours to complete. That's the length of a long film for, depending on where you live, around double the price of a cinema ticket. For the same price you can pick up seemingly endless survival games and other such lengthy experiences.
But does this matter? For this reviewer the answer is no. Inside is not only incredibly polished and bug-free but it is also presented on-par with multi-million dollar franchises. Yes it is simpler but it looks and sounds incredible and has animation second only to Naughty Dog's The Last Of Us and Uncharted games. Regardless of visuals even, the gameplay is expertly paced and devoid of pretty much any negative moments. Longevity aside that in itself justifies the £15.
Furthermore, in an era where so many $60 games are released in a completely broken state (Batman: Arkham Origins), have glaring technical issues (Fallout 4), or are pointlessly over-long to justify their price-tag (Alien: Isolation) the message needs to be sent that short, good games aren't just okay but admirable. The games industry as a whole needs to mature on issues like this and developers and customers alike should set aside any ill-conceived notion that time should be somehow relevant to price.
Ultimately the experience is down to the individual player and the result will always be subjective. Pay $60 for a hundred hours of content that is mostly unpolished and mediocre or pay $20 for three hours of perfection. I know which one I'm picking.
Devil Daggers review
I'm not playing Doom yet. And by Doom I mean the 2016 reboot, which is not called 'Doom 4' because a marketing executive decided that kind of thing isn't cool any more. Apparently Doom, now two months since release, has a PC version still plagued with seemingly random crashes and save corruption issues so I won't risk parting with my hard-earned £40 for it just yet.
In lieu of that I picked up Devil Daggers on Steam for a whopping £2.99 (down from its much more prestigious full price of £3.99). Released in February of this year, Devil Daggers is a very minimalist retro-throwback shooter which pits the player against endless hordes of angry floating skulls and nasty projectiles.
The most striking and alluring aspect of the game for me is its visual style which has been hand-crafted from the ground up to resemble the software-rendered days of old, closely mimicking games such as Quake; games which still look fantastic today, albeit in a sort of nostalgic way. This strong sense of style, however, isn't just a cheap imitation of the 1990s shooters, but a well-informed aesthetic which manages to pull off its own modern spin on the typical nostalgia cash-in. Indeed, the main menu is so stripped back of the classic bombastic quirks of the heavy metal-inspired bloodbaths of the 90s that it comfortably manages to be its own thing. The moment the game begins too I was stunned by the lack of blood-pumping soundtrack that the visuals had me expecting. Where are the shit grungy electric guitar riffs? Actually, the whole game lacks... a lot. Your only weapon is your hand protruding from the first-person camera which inexplicably shoots magic daggers, and the player is thrust into an empty black void in which to combat the forces of, presumably, hell. These enemies come at the player immediately – there is no exposition and no establishment of time or place and most players will almost certainly die within the first thirty or so seconds. And then you start it all again.
At first I was somewhat disappointed. Is that it? The game looks so fantastic that I felt myself wishing for an entire Quake-esque campaign. But I continued. With my thirty second attempt I found myself around 5000th on the world leaderboard. With my forty second attempt I had already jumped closer to 4000th. Nice. After a few more plays I was starting to realise the subtleties in the design; for example there's no pumping heavy metal soundtrack because the game has surprisingly detailed positional audio that lets you know exactly how close enemies are. It's unsettling in the relative quietness of the game to hear a hellish howl from right behind you as a floating skull closes in. This leads to a very natural sense of spacial awareness which I would fully recommend experiencing with headphones.
The more you play the more you fit into the nuances of the design and therefore the longer you survive. The longer you survive the more loud, action-packed, and visceral the experience gets. The flying skull enemies spawn from the jowls of towering squid-like creatures and these skulls close in on you with gradually increasing speed and efficiency - leave a couple of skulls surviving, thinking you'll pick them off later, and you might find that they are suddenly much more capable of sneaking up on you. The skull-spawning squid machines have red crystals on their bodies which are occasionally flashed to the player; shooting these kills the squid-thing, giving you less skulls to worry about... but don't worry another squid will pop up soon enough. Survive longer and longer and the enemies get more and more extreme; skulls will get bigger and take more damage, a giant insect-like skeletal creature will begin firing green explosive shit at you, and sometimes a flying centipede adorned in the red crystals will float above. These red crystals also act as power-ups, improving your shooting abilities massively if you can net enough of them before dying.
Importantly, all of these design elements are never told to the player – there's no tutorial, no on-screen text. Nothing. You pick up your big dagger and start shooting daggers out of your hand at hell creatures. Everything else is a gradual learning process through death and rebirth that is entirely garnered through the audio-visual presentation, and that's testament to how strong the audio-visual presentation is. Another method of discovery exists however in the form of replays; upon death you can view gameplay footage from anyone who has played the game. Of course upon realising this I immediately picked the number one player in the world and instantly learned you can do 'rocket jumps' (a classic shooting game mechanic where you fire an explosive round, such as a rocket, at the ground beneath your feet as you jump, therefore launching you into the air) and increase your momentum with bunny hop strafing (another classic mechanic where moving laterally and continually jumping can increase movement speed). Going back to the game with this knowledge was a whole new way to play with deeper interaction – and I bested my last score. By the end of a thirty minute session I had gone from something like 5500th in the world to 2500th. That's a really cool feeling.
Of course, Devil Daggers isn't for everyone. Actually, it's not even really for me. After thirty minutes of play I realised my heart was racing and my palms were sweaty and my desire to improve on position number 2500 in the world was not that great. It's quite likely I will return to the game on some lunch break or while needing to kill time, or maybe I won't. But that's okay – it's priced perfectly at £4, the kind of money you'd easily spend on a decent pint in the city centre – so whether you get 30 minutes or 30 hours out of it I think you can be pleased. It's a deceptively simple game wrapped in a exceptionally polished presentation that does a great job at sticking to its guns and not swaying from its vision.
The Neon Demon review
It's a peculiar situation to be in – comfortably able to rip apart and criticise a film seemingly endlessly... and then to pause and say 'but I liked it'.
Nicolas Winding Refn has, relatively quickly, come to the forefront of divisive modern art films, which blend typical genres and tropes with a rejection of the tenants and techniques of Hollywood. His 2011 film Drive bridges the gap between accessibility and art film seamlessly, being generally lauded by critics and audiences on both ends of the spectrum. Two years later Only God Forgives definitely stepped further into the art camp and shocked fans of his previous films. Now, three years on, and his latest film – The Neon Demon – is set to continue on this divisive path of abstractionism and challenging taboo.
The film follows young hopeful supermodel-to-be Jesse (Elle Fanning) arriving in Los Angeles to chase her dreams of being the 'It' girl. She quickly cements herself, through no apparent effort, as the girl who turns heads when she walks into the room. This leads to tension with other aspiring young models and especially with the more established girls, some of whom speak proudly of their numerous plastic surgery procedures, but are jealous of her natural beauty and fearful of her aspirations.
Like Drive and Only God Forgives, The Neon Demon focuses on a very hyperreal representation of its subject matter; imagine the basest stereotypes of the high fashion and modelling world and multiply them tenfold. Dialogue between the models is stunted, vapid, and clunky to the point of parody with quotable lines easily being mistaken for Mean Girls references. Many of the film's most notable lines, in fact, could comfortably have been lifted from Marilyn Monroe movies and viewers would be none the wiser. The clichéd lines being delivered with a robotic coldness is both chilling and oddly hilarious.
This cold hyperreality extends to the photography scenes in the film: photoshoots which would in reality be a bustle of various staff performing a multitude of tasks, a photographic director loudly giving orders to models, the clanging and tinkering of props, lights and makeup around the set, are instead condensed into incredible precise, clean scenes of almost utter silence if not for the deep bass followed by high-pitched whine of the camera flash thudding away. It's incredibly stark and, while wholly unrealistic, presents a hyperreality of the fashion industry as a collected, methodical science devoid of perceivable human emotion.
Like all Refn films, the sets on The Neon Demon are incredible. I maintain that Refn is the ultimate artist with colour, light, and scene dressing working in cinema currently. Every shot is wonderfully composed and a banquet for the eye. This, combined with excellently detailed audio in the quieter scenes and the greatest synth-pop soundtrack in a film since, well, Drive, makes The Neon Demon easily one of the best audio-visual experiences available in the medium.
Beneath this beautiful exterior however the film has very little depth. The plot is meandering and almost non-existent beyond the vague assumption that Jesse wants to become a top model. Other than that the stakes are never presented and certainly never raised. The character arc peaks and dips multiple times for often no discernible reason and it leaves the viewer wondering what they're moving toward and why. For most of the early parts of the film Jesse is presented as the meek, naïve child thrust into a world of adult themes and responsibilities. Later she reveals the egoistic tendencies under her surface and it is here the viewer will be expecting to see her rise to glory, her corruption, and, presumably, her fall from grace... but it doesn't really happen. Although there is a fantastic twist on this trope I won't spoil.
For a sub-2 hour film with a miniscule cast it's amazing how many dreadfully unnecessary scenes are present. Breaking taboo is something I generally regard as positive in film especially when it fulfils some deeper meaning to the plot but The Neon Demon does so unnecessarily. Refn is famed (or infamous) for his hyperviolence – the elevator scene in Drive being an obvious example – but, where the elevator scene served an important reveal of the driver's character, the borderline disgusting scenes shown in The Neon Demon serve no purpose to the plot or message of the film.
Whatever that message is. It's unclear. The irony of a film about the shallow vanity of the high fashion industry itself being a shallow vanity project is obvious. But is this contrived irony or natural? Do the models talk to each other in a stunted robotic way because that is what Refn wants to convey, or is it because the script is bad and they are bad actors? Does the film serve no higher purpose and offer no real criticism of the fashion industry because the screenwriting is bad or is that the point? It is too easy to spend the entire film pondering these questions instead of watching and enjoying what's on offer.
Regardless of the answers, Refn fucked up the ending – there is a point in the film that creates an eerily perfect circle to the opening, and makes at least some simplistic point about beauty, jealously, and commodification. But then the film continues for another forty minutes or so. It's a baffling change of pace and tone that is filled with awkward Hammer Horror gore that is sure to garner a few chuckles from the audience which is surely unintentional.
But I liked it.
The Neon Demon is a vapid, egotistical, mastabatory image of an industry that the film would like you to believe is constructed on those very same hallmarks. It is paradoxical, at times baffling, at times unintentionally hilarious, and at times grotesque. But it is also beautiful, intoxicating, and endlessly fascinating.
Would I recommend it? If you are reading this review and asking that question then the answer is no. This isn't for you. If everything negative in this review peaks your interest even more then The Neon Demon may well be for you.
Snatcher and Policenauts Review
When you watch a Tarantino film you can easily sense his influence behind everything you are seeing and hearing – he is both famous and infamous for it. There's very little in the medium of video games like this; a situation where you can truly feel the presence of the creator behind the art. In the short history of video games there are only a handful of notable directorial minds who have shaped the industry and the artform: Shigeru Miyamoto of the Zelda, Mario, and Star Fox series; Hironobu Sakaguchi of Final Fantasy fame; and the early iD Software team behind Doom (including John Romero, John Carmack, and American McGee).
There is only one, however, to be considered a true auteur of video game direction: Hideo Kojima, the man most popularly adored as the man behind Metal Gear Solid. Kojima's games are famous for various hallmarks, some positive and some negative. While they are lauded for their deep understanding and subversion of gaming stereotypes and motifs, they are equally ridiculed for their hyper-sexualisation and long-winded exposition. Like Tarantino though, gamers happily take the best with the worst in Kojima's games. This is because, while the low points can sometimes be frustrating or even hilarious, the highs his artistry provides are unparalleled anywhere else in the industry. Take a look at E3 2016's line-up and compare his ambiguous, deeply visually metaphorical trailer for Death Stranding to made-by-committee tripe like WATCH_DOGS2. While it's not for everyone, no one can deny it stands head and shoulders above the rest of the big-budget industry in terms of artistic vision.
Not everything Kojima touches turns to gold, however, and this is certainly the case with two of his early cult hits, Snatcher and Policenauts.
Snatcher, developed a year after Kojima's first game and smash hit, Metal Gear, was initially only released on the PC-8801 and MSX2 in Japan in 1988. Kojima, who's second-best dream job growing up was to be a film director, wanted to move away from the action-oriented Metal Gear, which he felt restricted his story-telling ability, and create a first-person story-driven detective game. Snatcher, quite obviously hugely influenced by Blade Runner, which Kojima will have watched in cinemas six years prior, follows the story of Gillian Seed – a Junker who's job it is to hunt down and destroy Snatchers; bio-robotic androids that murder people and steal their identities. Set in Neo Kobe City in the distant future of 2042, Snatcher is presented as an almost beat-for-beat copy of Blade Runner in its visuals and tone, right down to Gillian's tan duster coat and sci-fi pistol.
The gameplay is played out from a first-person detective work, done by selection options such as 'Move', 'Look' and 'Ask' from a text box at the bottom of the screen. Occasional action sequences involve shooting enemies using a grid system overlaid onto the first-person perspective. It is all very serviceable if not a little spartan but the true joy in the gameplay is the story unravelling through this detective work. Some important dialogue and cut-scenes, presented in a nice anime twist on the Blade Runner-esque visuals, is voice-acted (quite dreadfully) but most of the conversation and detective work is limited to reading text. The cast is mostly one-dimentional but they are colourful and entertaining.
After Snatcher, Kojima worked on and released Metal Gear 2: Solid Snake in 1990 but, once again, swiftly turned to the adventure/detective genre again with a spiritual successor to Snatcher. If Kojima's second-best dream job was to be a director, his most chief aim was to be an astronaut. Of course this didn't come to pass but his underlying passion collided with his profession as a director in 1994's Policenauts (yes. Police Astronauts).
Like Snatcher, Policenauts is a detective game played out in first-person with anime cutscenes. This time, the story follows Jonathan Ingram, a Policenaut who was lost in an 'accident' while building a future space colony in the year 2013. Floating through space he puts himself in stasis and is woken, alive and the same biological age, 25 years later. Three years on from his rescue he is a private investigator in Los Angeles (Blade Runner, anyone?) when his former wife, from before the accident, requests his services in investigating the disappearance of her new husband – an awkward position indeed.
The gameplay only differs slightly to Snatcher in that it uses a mouse cursor, controlled with a gamepad, to look at and interact with objects on the screen. Despite being released six years after Snatcher this system actually feels far more clunky and obtuse, especially when it comes to the shooting scenes which are done via the same input. In fairness, using the mouse in the original NEC PC-9821 release may have mitigated this but very few people in 2016 will have he opportunity to experience Policenauts in that way.
While both games are presented beautifully with wonderfully emotive soundtracks – especially Policenauts which has some amazing pieces – the gameplay and the pacing of the stories makes them both chores to play. At first the detective work is engaging but within a couple of hours it grows tiresome. You feel less and less like Sherlock or Deckard when you are constantly clicking on every single item on the screen just to make sure you didn't miss something. This sounds subjective but when the thought processes behind the detection are so obtuse it really becomes an objective issue that the player is expected to interact with nearly everything, often in a specific order, to advance to the next part of the story. Indeed it is especially frustrating when you are a step or two ahead of the story, and so feel you can skip out on being so careful in combing the environment for clues, only to realise the story won't advance because you didn't use the 'inspect' command on a certain item three times.
As a modern player in 2016 the game is also hampered by terribly dated and borderline offensive attitudes to women. While various anime include characters obsessed with the female anatomy and a disregard for politeness, it is often passable because you are simply watching other characters interact – the viewer can decide for themselves their opinion of what's unfolding. Often too these characters are lampooned for their actions; very rarely is it that the pervert gets their own way. In Snatcher and Polienauts however, the player IS the pervert and DOES get away with it. While many fans would argue you can simply ignore these elements of the game, that is not always possible. Often, using a command as as vague as 'Inspect' or 'Console' while looking at a female character results in dialogue or actions completely unexpected. 'Hmm... maybe I should check that lab technician's coat for clues' and you recoil as the technician screams 'OOH DON'T TOUCH THAT!'. How is the player to know that every other interaction with a female character is going to result in sexual assault? It's surprisingly distracting and aggravating and removes the player from otherwise believable science-fiction worlds.
Policenauts also suffers sorely from Kojima's almost hilarious obsession with detail. Snatcher mostly escapes these crippling moments of exposition but almost every room in Policenauts is rife with them. 'Look' at a couch in a room and get ready for 400 words on the science and history of this near-future couch technology, which apparently reads your body temperature through your ass and communicates it to the apartment's climate control systems. Yes seriously. What is most baffling about this exposition is idea that the player is supposed to believe the characters are actually saying this stuff – we're talking about a police investigation here and two guys are chatting about couch science for twenty minutes at a crimescene. And how do these guys even know this stuff? If someone came into my office right now and 'Looked' at my computer I wouldn't be able to tell them anything of note.
It is interesting that these games are somewhat cult hits. This is due most likely to the cult of personality surrounding Kojima himself. Also it is certainly due in part to how difficult these games were to obtain until only relatively recently – Snatcher was only released in the US and Europe on the Sega CD in 1994, six years after its initial Japanese release, and Policenauts was never released in the English language until fans painstakingly translated it with subtitles and released their version in 2007, more than a decade after its original release.
There are many things to love in these games: the audio is phenominal, they are unashamedly violent and crass (depending on the version you play) which is especially impressive for their era, and despite the dodgy pacing they have genuinely engaging stories in amazing settings with great plot twists. They are hard to recommend to any average gamer in 2016 though – the slow and sometimes obtuse gameplay is difficult to penetrate and many people will be turned off by its dated attitudes and awkward dialogue. Big fan of Kojima, gaming history, or just adventure games in general though? Give them a go. At minimum, be sure to check out some of the music.
Glitchrunners
Glitchrunners is a cartoony, asymmetric local multiplayer game that borrows from a variety of game types including platformers, beat-em-ups, and even table-top RPGs to deliver a thrilling, action-packed gaming experience.
Play The Beta Demo Build, Free (Windows & Mac)
Nice write-up about the game I’ve been working on for a year or so here.
Will they add hats?
it already has hats! loads of em!!
Glitchrunners, the game I’ve worked on for over a year now, is now on Steam and available for pre-purchase on Green Man Gaming! Immensely proud to have come this far.
http://www.greenmangaming.com/s/gb/en/pc/games/indie/glitchrunners/#b
http://store.steampowered.com/app/446870/
And you can download the free demo here!
https://torquestudios.itch.io/glitchrunners
Glitchrunners is a cartoony, asymmetric local multiplayer game that borrows from a variety of game types including platformers, beat-em-ups, and even table-top RPGs to deliver a thrilling, action-packed gaming experience.
Play The Beta Demo Build, Free (Windows & Mac)
Nice write-up about the game I’ve been working on for a year or so here.