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Video: Exploring helplessness in Bury Me, My Love

Bury Me, My Love is an acclaimed WhatsApp-like interactive fiction in which Nour, a Syrian woman, tries to reach Europe while her husband Majd, who’s still in Syria, provides her with support and advice. 

In this GDC 2018 talk, The Pixel Hunt’s Florent Maurin explains how he tried to confront players with a feeling of helplessness through a series of design choices in Bury Me, My Love.

From lack of information, loss of control or the possible brutality of death, Maurin presents his choices in creating a thought-provoking experience for a game on a tough topic like an immigrant’s journey. Because sometimes, games don’t have to put the player first.

It’s an insightful talk that’s worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Warhammer: Vermintide devs acquire A Sweet Studio AB

Independent studio Fatshark, best known for Warhammer: Vermintide, announced earlier today that it has acquired neighboring Swedish game developer A Sweet Studio AB. 

A Sweet Studio’s catalog of published games including Flower Pop Adventures, Scalpers: Turtle & the Moonshine Gang, One Final Chaos, and Candy Bandit, are now owned by Fatshark. 

As detailed in a press release, all nine employees from A Sweet Studio have already moved to the Fatshark office located in Stockholm, and are preparing to work on more content for Warhammer: Vermintide 2.

“It’s great to be a part of such a successful studio, and be working on a great IP such as Warhammer,” says Gustav Linde, the former CEO and founder of A Sweet Studio.


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Get a job: Wevr is hiring a Senior Designer/Scripter

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Venice, California

Venice, California-based Wevr is now hiring UE4 artists, engineers, and animators for an unannounced high profile VR project, based on one of the biggest entertainment IPs of all time! If you have gaming/interactive media experience and are looking to join an ace team that is working on an ambitious, high-visibility and potentially career-defining project, we’d like to hear from you.

What we’re looking for

  • Strong Unreal Engine (UE4) blueprint scripting required
  • Paper design skills and ability to clearly communicate ideas required
  • C++ experience a huge plus
  • Fast iteration and rapid prototyping ++
  • VR experience ++
  • Ability to work independently without a lot of hand-holding
  • Ability to take ownership of your work from start to completion
  • Remote development ok
  • Contract position with potential to be a permanent hire 

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.

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Review: Grimvalor

Mobile games are often given a lot of slack because of their medium. We judge them in a vacuum. Maybe not intentionally, but we really don’t expect certain types of games to translate well on little screens, if they make it there at all. The dream of getting “console-quality” experiences on your phone died in darkness under the heel of free-to-play a while ago.

So when one of these gaming anomalies show up flaunting some features you don’t see much on phones and tablets, we learn to make some concessions when justifying it. Enter Grimvalor, a metroidvania that is great in the absence of the sort of ecosystems that produce great metroidvanias.

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A huge reason that you never see these games developed for mobile is the limited capacity for complex and responsive control schemes. Grimvalor attempts to make up for that by replicating some of the more complicated tropes of action platformers with simpler inputs. Your main attack combo can be completed and looped by just holding down the attack button. Tapping gives you slightly more control over there cadence of the four hits, allowing you to jump at the end of a combo to get height before it begins again, for example.

The major majority of the enemies you face will wilt under this barrage with ease. A dash, that doubles as a dodge roll in the presence of attacks, will make you basically invincible to non-boss types. You eventually gain a heavy attack, which added things like guard-breaking lunges and ground pounds, but very few of the enemies you face during your travels through the labyrinthine map require anything more than the basics. Ironically, in some cases your heavy attacks can trap enemies in loops, making sure they never stand to swing on you again.

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This sort of makes the Hunter sub-bosses – encounters that crib the Bloodborne/Dark Souls gimmick of a sudden outside entity coming to get you – a more congenial experience than they were designed as. Not to mention that they are rarely more than just bigger versions of normal enemies.

Simplifying the hacking and slashing is a fine gesture, though. It’s better than trying to fumble over flat tap points with no tactile response without the alternative. But to make up for the lack of challenge in any of the individual monsters, Grimvalor often resorts to overloading your screen with the beasts. Getting hit by a thrown axe from someone you didn’t even see spawn off screen is a bitter experience you’ll always keep in the back of your head. Enemies will spawn seemingly endlessly during some sections, which is a prompt to just leave as fast as possible. But it also feels like a choice to make something difficult in a way that doesn’t feel very rewarding. Occasionally, the sort of breathless transition from dodge rolling, into furious combat and out into the clear can be fun. Maybe just as often, it feels like a claustrophobic mess.

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Boss fights throw a wrench in your previously established “mash until they die” strategy. Sometimes, especially at first, they feel completely over-tuned, like they are compensating for how generally harmless the standard mobs can be. As you gain new abilities, level up your character, and find new trinkets and items, boss fights start to really make sense. They become a test, where the answers involved finding ways to string all of this swipes and taps together to get the most out of the openings they give you. If Grimvalor ever comes close to providing that gritty, AAA action-RPG vibe, it’s during some of these fights.

Another mechanical concession is the platforming. Platformer staples dashing and double jumping are here. Wall running is an option, but like combos, it is semi-automated. If you jump into a wall, you can just run up it for a short period of time. Many levels are designed around this fact, so spaces tend to be wide and tall so there’s plenty of ground to cover. But some jumping puzzles, like one in the second act that involved interacting with elements in mid-air, can feel janky and broken because of all the wall running. You can ignore paths and make your own in some instances, and you can still make it through fine. In a way, it’s offering you a sort of mutable space for creativity. In another, Grimvalor doesn’t take its own design seriously enough.

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The world of Grimvalor leaves some to be desired. Even when travelling to different regions, through giant doors or magical mirrors or massive elevators, they all look and feel the same. Cracked up stone from abandoned and blown out buildings are the back drop for every zone in some form or fashion. The color scheme doesn’t seem to vary much from grey and brown, though the occasion greens of Earth’s possessive overgrowth can be seen.

It takes a too long of a time to see something different in the environments. When you do run into something unique, like a world overgrown with massive roots and thorns, it can be fascinating. But I wonder how many players are willing to stick around till act three or so to get something truly special.

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Characters themselves are sparse, and they’re designs also range from generic soldier guy to striking magical beings. Again, Grimvalor’s more inspired stuff doesn’t show its face until later than it should. It’s a shame because the concept art and stills are great. Up close, even many of the textures of some of the mightier foes are well detailed. Some of the camera cues when you’re traversing long halls or staircases really convey that sense of you-versus-the-elements scale and isolation. Short of some awkward times with some of the stranger creatures in the game, the game looks great in motion.

When they were Touch Foo, the team that is now Direlight was the only people out there still trying to make the mobile platform’s first Symphony of the Night. Grimvalor is absolutely leaps and bounds better than Swordigo, their previous attempt at this genre. If we narrow the discussion of Grimvalor simply to a in comparison to other action platforms you can play from your pocket, then you’ll be hard pressed to find a better, more intuitive option. Move that conversation out of the shallow pond of the App Store, and into the general gaming arena at large, then it would be very easy to find a game that does everything Grimvalor does, but better.

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Video Game Deep Cuts: The Astro Genius, Redeemed

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Video Game Deep Cuts is a weekly newsletter from video game industry ‘watcher’ Simon Carless (GDC, Gamasutra co-runner), rounding up the best longread & standout articles & videos about games, every weekend.

This week’s highlights include a rave for Astro Bot VR, why game devs aren’t getting Genius Grants, and a delightful Red Dead Redemption recap, among others.

A few more reviews/impressions than normal this week, because we’re into the prime of AAA (and miscellaneous indie!) holiday release season. And then, there’s Red Dead Redemption 2, the ultimate holiday game juggernaut for 2018, due out this week. I wonder if that’s going to sell a few copies?

Until next time…

– Simon, curator.]

——————

Steam developers speak: Maximum profits for Valve, minimum responsibilities (Tim Colwill / Polygon – ARTICLE)
“While selling a game on Steam has never been easier, only a “chosen few” are reportedly lucky enough to have Valve’s mysterious algorithm favor them with some promotional screen real estate, or popular enough to get a Valve representative to help them with a support ticket. The rest often feel like they’re on their own.”

‘Sometimes I feel like a feet voyeur’ – meet the photographer who snaps shoes of NPCs (Cody Mello-Klein / RockPaperShotgun – ARTICLE)
“Luckily, one photographer has made it his mission to document the art of virtual shoes. Leonardo Sang is a Brazilian graphic designer turned photographer who realized he could apply his photographic skills in video game worlds. “At one point while playing GTA IV,” says Sang, “I basically role-played as a photographer in the streets of Liberty City and realized I was creating photos the same way I did in real life.””

Still waiting for a video game developer to win a Genius Grant (Jessica Conditt / Engadget – ARTICLE)
“The MacArthur Foundation declined an interview for this story, though a spokesperson offered the following statement: “Many Fellows work across multiple fields or change fields over time. We are continually striving to cultivate a broad, deep, and diverse pool of nominators and evaluators in order to explore the full breadth of creativity.””

‘Astro Bot’ Is a Nintendo Quality Platformer That’s Also a VR Stunner (Patrick Klepek / Waypoint – ARTICLE)
“It’s not the Mario 64 of virtual reality, but who cares? It’s tremendous. What I’m saying is that if you slapped the Nintendo logo on Astro Bot, I don’t think anyone would blink twice. And when it comes to platformers, a genre Nintendo more or less taken over these days, is there higher praise?”

“The Red, The Dead, And The Redeemed,” By Tim Rogers (Tim Rogers / Kotaku / YouTube – VIDEO)
“Red Dead Redemption is one of my favorite video games of this decade. As its sequel looms on the horizon like a storm fixing to conclude this decade in much bluster, I replayed Red Dead Redemption. I wrote, narrated, and edited this 32-minute short film which summarizes the game’s story.”

Starlink: Battle for Atlas review: Cool toys, solid spacefaring (Daniel Starkey / Ars Technica – ARTICLE)
“Both games offer just about free rein to fly anywhere and do more or less whatever you will across the vast reaches of space (though Starlinkis limited to a single solar system). The key difference—aside from Starlink’s additional narrative glue (at least compared with No Man’s Sky at launch)—is that it’s a toys-to-life game, much like Disney Infinity or Activision’s Skylanders.”

Return of the Obra Dinn review – prepare to be transported (Christian Donlan / Eurogamer – ARTICLE)
“Lucas Pope, who once wrung such drama from the stamps and passports of a border crossing kiosk in Papers, Please, has now delivered a great “insurance adventure”, a romance of book-keeping on the high seas, four years in the making.”

How Landfall Games finds the fun in physics engines (Jack Yarwood / Gamasutra – ARTICLE)
“Landfall Games have made a name for themselves over the last few years for wonky physics-based games like Clustertruck, Stick Fight: The Game, and Totally Accurate Battle Simulator. What began out of necessity due to their lack of an animator, has since become their calling card in the industry – namely making games using physics animation over the more time-consuming method of keyframing.”

 

The Making Of Hollow Knight (David Milner / Game Informer – ARTICLE)
““I was spying on Hollow Knight’s Discord to watch the community’s real-time reactions, and when I saw someone type in, ‘Reggie said the words Hollow Knight, I can’t believe it!’ I burst out laughing. It was a good feeling.” That’s William Pellen, Hollow Knight’s game designer, co-director of the studio, and half of Team Cherry’s creative core. The Reggie he’s referring to is, of course, Mr. Fils-Aime, president of Nintendo of America..”

The Only Way to Get This Video Game Achievement Is to Not Play It for 5 Years (Matthew Gault / Motherboard – ARTICLE)
“According to Steam’s own analytics, roughly 7.4 percent of the game’s install base already earned this achievement. Some users cheated to earn this reward, while others, presumably, traveled through time. On this momentous day, I reached out to Davey Wreden, the game’s creator, to see how he felt about the wait finally being over.”

The Unusual Effort That Went Into Creating WarioWare Gold (Stephen Totilo / Kotaku – ARTICLE)
“WarioWare fans who were eager for the series to finally return this year had to settle for a best-of compilation on the aging Nintendo 3DS. But WarioWare Gold, is more than just a greatest-hits remaster. It actually had a lot of effort put into it, its lead developer explained to Kotaku. “We basically redrew the art for all the microgames and reprogrammed them from scratch,” the game’s director, Goro Abe, said in an e-mail interview with Kotaku.”

Black Ops 4 merges Fortnite and PUBG into the best Call Of Duty in years (Nick Statt / The Verge – ARTICLE)
“Call of Duty: Black Ops 4 is as impressive as it is anomalous. The game contains very little that hasn’t been done first by others, but it approaches those features in a way that’s so polished and unique that it doesn’t really matter if they’re particularly original. It also lacks a single-player mode, marking the first ever modern COD game to strip itself of a story campaign — and it’s become more focused and fun as a result.”

Technology and nature have a strange relationship in Zelda: Breath of the Wild (Christian Donlan / Eurogamer – ARTICLE)
“I bounced off the latest Zelda, Breath of the Wild, quite quickly when it first came out, but over the last few weeks a very specific element of the game has been bringing me back. It’s an animation that plays at certain moments, most commonly when you climb a new tower and unlock a new part of the game’s gigantic map of Hyrule.”

Allegations of sexism and harassment roil Riot Games, the developer of ‘League of Legends’ (Sam Dean / LA Times – ARTICLE)
““The organization today is craving accountability,” Frei said in an interview with The Times. “We have set up a very intense investigative process, and their offices do not seem to be empty.” Bay Area tech companies have been rocked by workplace sexism controversies in recent years, but Riot is the first L.A. tech company to reckon with a scandal on this scale. With 2,500 employees and $2.1 billion in revenue in 2017, Riot is one of the largest video game companies in the world.”

In the Wake of Their Mother’s Death, How Two Brothers Rebuilt Their Video Game (Steven T. Wright / Variety – ARTICLE)
“When brothers Andrew and Brian Allanson finally decided to buckle down and make their dream game in 2013, their enthusiasm seemed bottomless. Their idea fit neatly into the indie milieu that was rocketing off around that time, especially for “Earthbound”–esque games: “ YIIK: A Postmodern RPG,” pronounced Y-2-K, a retro 3D JRPG with a distinct low-poly art style inspired by cult 16-bit hits like “Mega Man Legends.””

Katamari Damacy’s Creator Had To Move Mountains To Get His Game Made (L.E. Hall / Kotaku – ARTICLE)
“Today, Katamari Damacy is one of Bandai Namco’s most beloved series, but when its creator Keita Takahashi was trying to bring his quirky idea to life in the early 2000s, he encountered numerous pitfalls along the way, mostly in the form of bureaucratic red tape. But he persevered and won, as author L. E. Hall describes in this excerpt from her new book Katamari Damacy from Boss Fight Books, available this week.”

How the West Was Digitized: The making of Rockstar Games’ Red Dead Redemption 2(Harold Goldberg / New York Magazine – ARTICLE)
“You can’t simply stroll into the Manhattan offices of Rockstar Games. If you make it past the downstairs lobby and up the elevator, a thick metal door blocks your way. After you’re buzzed inside, you’ll need to wear a laminated visitor’s pass to get beyond reception. It’s quiet, save for a mix of Living Colour’s “Cult of Personality” and the sounds of a video game cowboy riding a horse on a nearby TV. [SIMON’S NOTE: yes, this was also the interview that launched a bunch of stories about Rockstar & mandatory/implied mandatory dev crunch.]”

Despite Resistance, Crunch Continues to Define the Video Game Industry (Steven T. Wright / Variety – ARTICLE)
“Since its very inception in the laboratories and garages of America and elsewhere, the video games industry has been defined by volatility, a legacy of tiny companies like id rising to the throne, only to be summarily overthrown a year or two later by the Next Big Thing. In such an uncertain field, the expectations of executives and marketing staff can often come unaligned with the mundane realities of game development, malformed by the heat and light emitted by sudden success.”

Devs highlight their crunch-free games following Rockstar fuss (Alice O’Connor / RockPaperShotgun – ARTICLE)
““If you made a game without crunch, feel free to reply to this thread!” Jan Willem Nijman of Vlambeer said yesterday on Twitter. “Everybody else: get your hands on some crunch-free games…” In came replies from developers behind games including MinitLoot RascalsGuacamelee!WandersongCultist SimulatorSunless SeaLieve OmaRegency Solitaire… good stuff. [SIMON’S NOTE: This is inspiring, isn’t it?]”

A Game About Staying In Bed All Day (Keza MacDonald / Kotaku – ARTICLE)
“For a couple of months I’ve been dipping in and out of #SelfCare, a game about deciding to not get out of bed. It’s nominally designed for people who don’t really like video games, but as someone who has played them all my life, I’ve found it a fascinating experiment in game design.”

How the Red Dead franchise began (Blake Hester / Polygon – ARTICLE)
“The story of the Red Dead series, one of the biggest and most renowned in gaming, starts long before its current home at Rockstar Games. In fact, it starts in the ’80s in Carlsbad, California, at Angel Studios — a company initially not known for video games, but for 3D work in films and music videos.”

 

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected] MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Reminder: Wii Shop closes January 30, 2019

Reminder: Wii Shop closes January 30, 2019

Dear Nintendo fans,

As previously announced, the Wii Shop Channel will close for good on January 30, 2019. The ability to add Wii Points was removed earlier this year, but if you still have any Wii Points that you wish to spend, you must do so before January 30, 2019.

If you have any questions, please see our Q&A.

Please also note that as the Wii Shop Channel closure date approaches, remaining video-on-demand services on Wii will be ending as well.

Thank you for supporting Wii Shop Channel and for being such great fans of Nintendo.

Sincerely,

Your Friends at Nintendo

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Rockstar states overtime is ‘optional’ for studio that sometimes pulled 50-hour weeks

Rockstar Games, after a week of fending off concerns its employees were overworked, has told Kotaku it’s making overtime “optional” at its Lincoln UK studio, which has been doing quality assurance tests for Red Dead Redemption 2. 

According to Kotaku’s Stephen Totilo, Rockstar provided the site with workplace data showing both hours requested and hours worked by QA at this specific office, which has been corroborated by some reports from other sources. While some reports earlier this week clarified the average workweek at Rockstar was 42-45 hours, workers at the Lincoln office were asked to work 45-57 hours per week depending on the month. 

During that time period, workers were asked to fulfill those hours by working two and a half extra hours for 3/5 days of the week, and work one 7.5 hour weekend day every four weeks.

Jenn Kolbe, Rockstar head of publishing, told Kotaku that “requested scheduled overtime felt like an obligation to some, if not many of the team,” and management informed workers that “OT is not mandatory.” 

This news comes with something of a skewed perspective depending on if you’re a Rockstar employee or a manager. Totilo says that sources have told Kotaku that this marks an actual shift from mandated overtime to optional overtime, while Kolbe’s characterization indicates that written policy was that this overtime was optional even if that’s not what workers were told. 

Rockstar North employee Flik Green appeared to indicate on Twitter that this news also impacts QA at other Rockstar studios as well. She also characterizes her time at the studio in a complex light, discussing how she and her coworkers felt respected by company HR, and still chose to work extra hours on a consistent basis.

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Video: The development process of Klei Entertainment’s Shank

In this GDC 2011 talk, Klei Entertainment’s Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage.

Cheng discusses how Klei was at the verge of bankruptcy during development of its ultra-violent action game Shank, explaining that the situation was so dire the studio introduced temporary (and optional) employee wage reductions with interest in order to finish the game.

Thankfully, after striking a deal with EA Partners which would allow Klei to retain creative freedom and IP, the risk paid off when Shank was released in August 2010, selling 41,000 units within the first week.

It was an insightful talk that’s still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.