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Icons dev Wavedash Games lays off ‘majority’ of staff

Oakland-based indie studio Wavedash Games published a blog post today announcing it has laid off “the majority of the development team” after failing to hit some (unspecified) goals.

It’s a rough blow for Wavedash, which set up shop in 2015 and launched its free-to-play platform fighter Icons: Combat Arena on Steam’s Early Access service earlier this summer.

How many people remain at the studio is yet unclear, but the post makes it clear that the game is meant to continue in some form.

“Sadly, we have fallen short of our goals,” reads an excerpt of the post. “Having learned this day was approaching, the team has been hard at work on a ‘Definitive’ version of Icons that will continue to live on, fully playable, for the community. We’ll post about what that looks like next week.”

Gamasutra has reached out to Wavedash for more details on how many jobs were lost and whether or not those who were laid off today will receive appropriate severance. As always, if you or someone you know has been affected by this closure you can email Gamasutra to share your story confidentially.

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Watch us play The Light Keeps Us Safe with lead developer Jim Rossignol

Next week, developer Big Robot launches the game The Light Will Keep Us Safe on Steam Early Access. It’s a return to familiar ground for the studio, which found massive success in 2013 with one of the first Early Access hits Sir You Are Being Hunted

Since October is a spooky month for mysterious and odd things, we’ve decided to check in with Big Robot boss Jim Rossignol to talk about the development of The Light Keeps Us Safe, and what its plans for Early Access are. You can now watch our full conversation in the video above. 

If you’ve got questions about how developers are faring in Early Access or why procedural level generation is making Rossignol’s life easier, click on the video and watch the interview! 

And while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary. 

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Video: Building Brink’s SMART parkour traversal system

Remember Brink?

This talk, delivered at GDC 2012 by Splash Damage’s Arne Olav Hallingstad​, presents a detailed programmer-oriented overview of the freedom of movement implementation in the studio’s 2011 multiplayer shooter Brink.

From initial prototype to the shipping-quality implementation three years later, Hallingstad went into detail on how generating a list of all freedom of movement possibilities via an analysis of the world geometry in a precomputation phase can drastically reduce run-time cost, as well as avoid the need for manually placed hint objects by level designers.

It was surprisingly interesting, and Hallingstad also gave devs a deep look at the studio’s lightweight run-time implementation for real-time ledge detection, ensuring a Brink player enters the correct physics states and correctly connects with world geometry as they move.

Brink‘s traversal system was one of its most talked-about features at the time, so if you missed seeing Hallingstad’s talk live, take advantage of the fact that you can now watch it for free over on the 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 company Informa

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Weekly Jobs Roundup: Nerd Kingdom, Plarium Michigan Studio, and more are hiring 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.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Hamburg, Germany

New Moon Production is looking for a dev that considers HTML5, JavaScript, and CSS3 their passion to join its studio and develop new strategy games to expand its portfolio. The company is after someone with 1 to 5 years professional experience creating games with HTML5 and CSS3 as well as strong knowledge of JavaScript and TypeScript.

Location: Irving, Texas

Nerd Kingdom is looking for an adept lead gameplay programmer to be a key part of its core development team, overseeing and managing the operations of several gameplay programmers, while prioritizing the development of critical game systems. You will also work closely with key stakeholders and production personnel to ensure efficient game development on a studio-wide basis. This position calls for exceptional programming skill, boundless enthusiasm for making games, and the ability to guide and mentor a team of very talented, passionate programmers.

Location: Madison, South Dakota

Dakota State University is accepting applications for an Assistant Professor of Computer Game Design in the Beacom College of Computer and Cyber Sciences. Responsibilities include teaching a variety of courses based on specialization. Applicants are expected to have a strong background and publication record (or potential to publish). Examples may include game analytics, game engine development, gameplay programming, projects classes, and special topics courses in the area of the candidate’s specialty.

Location: Venice, California

Spatialand is looking for a developer to translate high level concepts into holistic user experiences that are developed and validated through prototypes and testing, focus on creating lasting connections and deep emotional ties between consumers and brands, communicate within the company to ensure UX is top of mind at all levels, and create an environment that breeds best in class user experience as a member of its team.

Location: Portage, Michigan

Plarium is after a passionate, product-focused game designer with a background in free to play mobile games with the ability to work within a number of systems and tools over with a wide range of content. A dev in this role must be able to iterate and refine their content given many different development challenges and be someone that is undeterred by impediments, and capable of self-managing daily tasks in pursuit of larger long term goals.

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Don’t Miss: 6 ways that the Final Fantasy series continues to influence devs

When the first Final Fantasy game was released in 1987, no one could have realized what a misnomer that “final” in the title was, or what a profound effect the title would have on game developers all over the world.

Final Fantasy is one of the longest-running franchises of all time, and the latest entry in the series is one of the longest-awaited titles in games. With Final Fantasy XV finally, finally arriving today, it’s a good time to take stock of several key ways that Square (Enix)’s preeminent role-playing series has introduced innovations to gaming and influenced other designers.

We reached out to several developers and afficionados for whom the franchise has been a touchstone, and got their input on what makes FF games so unique. Thanks to Bill Steirnberg, Andrew Allanson, Alexa Ray Correia, and Greg Kasavin for their input.

***

There’s a saying that only a few thousand people bought the first Velvet Underground album, but everyone who did went out and started their own band. Millions of people played the early FF titles, and many of them were so inspired by their mechanics and storylines and characters and presentation that they paid homage to the franchise in their own work.

Korean developer Yang Bing is the latest example. He was so enthralled by the trailer for Final Fantasy XV that he single-handedly made a prototype for an entirely new game, Lost Soul Aside. After two years of work, he released his own trailer, which prompted a massive response; publishers such as Sony and Epic have even reached out, hoping to help make the game a reality.

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Lost Soul Aside

Final Fantasy has inspired generations of creators to make their own games.

Zeboyd Games is well-known for its old-school takes on JRPGs such as Breath of Death VII and Cthulhu Saves the World, and Ackk Studios’ upcoming title YIIK uses prerendered backgrounds in a way that invokes the PS1 classic Final Fantasy VII.

YIIK

“I have this distinct memory of getting home from Blockbuster and trying out Final Fantasy IV [FF2 in the west],” says Bill Steirnberg, programmer, Zeboyd Games. “I remember thinking, ‘Man this isn’t like Legend of Zelda at all.’ At first I was put off because I was a kid and it wasn’t what I was expecting. But then I got sucked in.”

“I loved how the creators were courageous enough to create new worlds each time, and to make characters who were empathetic and nuanced… In short, I want to make games that can make people feel the way the classic Final Fantasy games made me feel.”

“I have a very fond memory of getting Final Fantasy IX,” says Andrew Allanson, co-founder, Ackk Studios. “I didn’t get games very often so I always made sure when I got a game it was the longest game available. So the idea of a game that was four discs really excited me. After I beat it, I quickly bought FF7 and FF8. And I bought a Super Nintendo to get FF6. And so on and so on. Within two years, I’d beaten every Final Fantasy game available aside from Final Fantasy Tactics. I was 13 at the time.”

Supergiant’s first two games, Bastion and Transistor, transported players to new worlds steeped in lore and an idiosyncratic energy familiar to fans of Square’s famed series.

“I distinctly remember playing the original Final Fantasy for the Nintendo Entertainment System as a kid,” says Greg Kasavin, creative director, Supergiant. “Even when I wasn’t playing it I would be theory-crafting new ways to play it: ‘What if I create a part with four Black Belts, or two Black Mages, a Red Mage, and a White Mage?’ This sounds silly now, but at the time it was incredibly refreshing to have a game that afforded me this level of freedom.”

Final Fantasy is a huge inspiration to me personally, as those games helped open my eyes as to what could be achieved with interactive storytelling in games,” adds Kasavin. “I cared so deeply for those characters and their stories, and I loved how the creators were courageous enough to create new worlds and casts of characters each time, and to make characters who were empathetic and nuanced…In short, I want to make games that can make people feel the way the classic Final Fantasy games made me feel.”

In a genre where you’ll spend upwards of 80 hours with certain party members, it’s important that they make for good company. The designers and localization teams who have worked on the Final Fantasy series have created innumerable memorable teammates throughout the years. Like any celebrity worth their salt, we know them by a single name: Cloud. Squall. Lightning. Aeris. Vivi. Zidane.


The series has presented players with memorable characters ever since Garland first threatened to knock us all down.

As a developer or writer, you’re lucky if you create any one character that stands the test of time. Final Fantasy’s cast is rich enough to support multiple Best Of lists, with different publications and fan sites naming their top 20, 25, and even 100 greatest characters.

“I think a lot of people gravitate toward the Final Fantasy series because of the characters,” says Steirnberg. “Some of them you root for and some of them are kind of goofy and some of them are annoying to be honest. But the diversity of personalities in the cast stick out for me.”

“There’s a scene in Final Fantasy IV (originally released as II in North America) where a vengeful old man called Tellah sacrifices himself in a desperate attempt to avenge his daughter,” says Kasavin. “While this wasn’t the first time in an RPG where a playable character dies as part of the story, that his quest ends in failure made it very impactful, and served as an important point in a memorable story.”

Final Fantasy XV is not a continuation of Final Fantasy XIV, just as Final Fantasy II did not pick up where the original left off. Each main title in the series is its own self-contained story with a new world to explore. A game succeeds if the player wants to spend time there. In most every case, Final Fantasy creates a world worth discovering.

“When I think of Final Fantasy, I think of these grand experiences: long, epic journeys and pilgrimages with new faces and places at every turn,” says Alexa Ray Corriea, who is working on an upcoming book-length examination of Square Enix’s Kingdom Hearts II. “I turned to the series as a means of escape. I was that nerdy girl in school that was always bullied, always the outcast because I didn’t follow what was popular and didn’t fit the mold, and I still think of the series that way. It’s my safe space…the place I go to hear a beautiful story and to challenge myself.”

Final Fantasy, for me, was the first game that really made you feel something, in terms of feeling for characters and feeling that the world meant something,” says Allanson. “When you play Final Fantasy VII, you feel compelled to save the world because you enjoy being in it so much. Between the art direction and the characters and the music, there’s something very inviting about it.”

“I loved how the Final Fantasy games used music to deliberate effect,” says Kasavin. “They had musical scores, not just soundtracks.”

Composer Nobuo Uematsu enriched this simple role-playing game with a sound that lingers decades on; his themes have been played at concert halls (and fans’ wedding ceremonies).

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The series’ lasting impact and its music are inextricably linked. Even when the two are separated, success follows. Few game franchises could get away with releasing a game based entirely around its signature sounds. But that’s exactly what Theatrhythm: Final Fantasy for Nintendo 3DS (and later iOS) is.

“They did a reorchestration of [the famous Opera Scene in Final Fantasy VI] for one of the Distant Worlds CDs (an official album compilation of FF songs) and if you listen to the music and compare it to something like Wagner, which is real opera, the music is just as sophisticated,” says Allanson. “There’s just as many complex moving lines and intricate harmonies. In a way, video games have moved away from this now. Everyone seems to be going toward a film score direction–it’s all just so harmless now. Uncharted 4 plays it so safe with [music] you feel could be playing in the background of a ‘Law & Order’ episode. Whereas Final Fantasy really always has been scored like an opera.”

Beyond this winter’s 15th mainline game, the Final Fantasy franchise has expanded beyond the traditional role-playing with dalliances in other genres. In addition to the rhythm games and the Chocobo handheld spin offs, there’s Final Fantasy Tactics (a strategy game from the folks behind Tactics Ogre) and Dissidia Final Fantasy, a 3D fighting game, among many others. With what was supposed to be a one-off adventure, Square succeeded in building the ultimate renewable resource: a Brand Name in its own right, able to be grafted onto new, tangential ideas. 

Perhaps the best example of the series’ malleability is in Kingdom Hearts, which enmeshes two unlikely universes–Final Fantasy and Disney–together. Whether this is smart evolution or cynical capitalism depends on how much you value survival in an increasingly hostile marketplace. 

“Kingdom Hearts works because it looks like it shouldn’t,” says Corriea. “Disney is sweet and cuddly and Final Fantasy is dark and complex. But both of these properties offer a depth of storytelling and emotional power seen so little in other media. Final Fantasy has always been an idea: heroes on an epic journey with a few repeating elements, like cactuars and moogles and crystals and Phoenix Downs. You can build anything in any which way from that idea. Maybe that was the intention of its creators. Or maybe it was just a happy accident.”

The upcoming Final Fantasy XV is a quest 10 years and untold millions of dollars in the making. It has a lot to live up to–the franchise has long sought to dazzle players with game experiences that are more detailed and grand than anything they’ve seen before.

“I think the reason FF took off compared to Dragon Quest is that, even though DQ did well, Squaresoft were able to push not just the story but get ahead of everybody else in the scope of production values and [get] into people’s minds just what this genre is and how big it can be and how beautiful it can be,” says Steirnberg. “FF6 is probably a lot of people’s most memorable favorite in the series. Once that took off, they just cranked it up to 11 with FF7, and everyone else was left playing catch up. Once you have a franchise that can sell millions of copies, you can afford to spend millions of dollars making everything bigger and better and more impressive.”

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It‘s difficult to convey how revolutionary this commercial seemed in 1997 if you weren’t around then

With Final Fantasy VII on the Sony PlayStation, Square found a receptive audience in the west enamored by the grandiose visuals and storytelling rarely attempted elsewhere.

“Ever since Final Fantasy VII, I’d say the series has exemplified big-budget gaming from Japan: lots of imagination, lots of production value, all with a specific point-of-view,” says Kasavin. “I think it’s always represented a certain type of blockbuster game, one more focused on world-building and storytelling than straight-up action.”

And yet in the decades-long wait, other franchises have taken the mantle of Event Games that promise spectacle never yet seen. In Japan, Dragon Quest became the de facto mega-release that people cut class and took sick days to buy and play.  Some question whether creating the most ambitious spectacle possible is still a valuable goal for the franchise.


Can Final Fantasy still overwhelm players with its spectacle? Should it try to?

“I’m not sure that just going bigger, bigger, bigger with each installment is that important in the grand scheme of things,” adds Kasavin. “I would love to see new games in the spirit of Final Fantasy VI or Final Fantasy Tactics. I admit I’m likely not in the majority on this but I care more about the tone and quality of the storytelling, and the underlying game systems, than the fidelity of the presentation.”

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Leaving the comforts of linear design behind to create the first Assassin†™s Creed

When you give freedom to people, it’s more about systems, and the system will take care of a bunch of narrative moments.”

– Creative director Patrice Désilets recalls the early development of Assassin’s Creed.

Polygon has published an extensive oral history that speaks with developers across several disciplines to chronicle the origins of Ubisoft’s flagship series Assassin’s Creed. The game itself was born from the Prince of Persia series, but would eventually go on to become its own entity during development.

Still, moments from Prince of Persia, specifically the latest entry (at the time) Prince of Persia: Sands of Time, inspired moments and elements that would eventually make their way into Assassin’s Creed. For example, creative director Patrice Désilets recalls how two concepts that were cut from Sands of Time for technical reasons, a crowded palace and rooftop to rooftop traversal, became cornerstones of Assassin’s Creed thanks to the leaps in tech that came with the PlayStation 3 and Xbox 360 console generation. 

But even with technology on their side, transitioning from the more linear gameplay and acrobatics of Prince of Persia to an open-world game like Assassin’s Creed introduced a fair amount of challenges to the team. 

“We spent [a] lot of time building and designing the game on paper. We knew that we were good to build levels that required traversal, but we had no idea how to make [the game] open wide,” recalls lead level designer David Chateauneuf. “A linear level full of traversal is easy to do because we were controlling the path and the pacing. Creating an open world is much harder because we were not controlling every time where the player wanted to go.”

Chateauneuf notes, in the ‘A Living World’ section of the oral history, that this required the team to approach level design differently than it had with linear games in the past. The solution, he says, on paper was to highlight critical places and objectives and then focus on polishing the fluidity of movement in the paths players would take between each of those landmarks.

“We were used to placing all the athletic ingredients at specific points to match the animation of the hero,” says Chateauneuf later on in the conversation.  “And we were used to controlling the sequence of gameplay. With Assassin’s Creed, we had to think in full 3D. Think as a 3D grid. We had to fill the streets [and] the façades of buildings with lots of objects in order to give lots of option to the player, so he would never get stuck in his path. Also, we had to think about objects that would make him go up, objects to make him go across big gaps and objects that would allow the player to go down — like the famous haystacks.”

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Die, die, die: Boss battle design in Death’s Gambit

Death’s Gambit literally began as a google doc of boss ideas. It’s what we like making the most, and it’s always been the highlight of the game,” says Alex Kubodera, co-founder of Death’s Gambit developer White Rabbit.

Death’s Gambit casts the player as the right hand of Death, a being tasked with taking down some nasty immortals. These beasts have no intention of going down easy in a world where everything intends to put up a hard fight, so, for these bosses to stand out to the player, they have to be something truly special and difficult.

With their love of the boss battle, though, Kubodera and fellow White Rabbit cofounder Jean Canellas aimed to create some ruthless battles against unforgiving enemies. Should those prove too easy for players, the pair had further tricks up their sleeves, aiming to continually increase the difficulty in unique ways that would make the fights interesting and involved for players.

Unique foes

Players coming to action RPG Death’s Gambit could expect a handful of things with its bosses, as Kubodera and Canellas had some important guidelines in place when they created them.

For starters, it was important that each boss feel unique, standing apart from all other major enemies. “Each boss must have something that makes it stand out from all other bosses in the game. If possible, it should be as prominent in the encounter as possible. For example, the dark phase during the Dark Knight, or the tilting platform during the Tundra Lord fight,” says Kubodera.

This variety should not only exist between bosses, but also within each individual fight, offering new mechanics to learn and adapt to. “Each boss must keep you entertained and constantly throw new things at you as the fight progresses,” says Kubodera.

These moves that the boss uses must also work to counter someone who’s dodging willy-nilly, demanding the player take care with their movements. “Each boss must have a level of strategy to it. Dodging and blocking at the right time should not be the only determinant factor of success,” he continues.

While Kubodera would want the player to be careful, it was important not to punish them for making a single mistake. “Minimize the possibility for the player to get killed in one hit or in one combo. Going from max health to death due to one mistake feels pretty bad in most games. This is why every stat increases health by a little bit, to try and minimize glass cannon builds.”

Finally, these core rules would also need to be tweaked based on where each boss would be met within the game’s world. “Each boss must be designed with its placement within the world in mind. The first boss in the game needs to be designed differently than the final boss. We asked ourselves, what makes a GOOD first boss? What makes a GOOD final boss?” says Kubodera.

Each of the bosses in Death’s Gambit was given their set of abilities and maneuvers based around these core rules. “The Owlking has all the characteristics of a good first boss. The mechanics aren’t overwhelming, and there is enough attack variety to keep the player on edge. Its phase change is simple, but still surprising and daunting. The Tundra Lord capitalizes on positioning based on the teetering platform. The ice pillars can block you in an unfavorable position, so dealing with them quickly, or positioning yourself well, is really important,” says Kubodera.

“The Dark Knight requires you to have a light source, particularly in Heroic mode, and his large attack radius makes it all the more important to be able to see him. The Forgotten Gaian introduces the two phases of the fight separately, first with the Gaian, and then with Ione, eventually combining the two in a deadly ballet. The point with each one of these bosses is to set up strategic encounters that don’t necessarily rely on reflex,” he continues.

They could also work on telling a story with each boss, bringing in their personal histories to create a memorable, unique fight. “Thalamus’ attacks are built on messing with the player’s head. He thrives on fear and the unknown, taking many players by surprise. The fact that he doesn’t have a health bar reinforces this idea, where you have no idea if you’re doing any “damage” to him. He splits the screen, makes clones of the player, forces you to read and pick up positive emotions. It’s a totally different encounter from anything else in the game. Not to mention an important story beat concludes the fight. By the end of it, you shouldn’t feel secure or comfortable, ignorant as to whether or not you won,” says Kubodera.

Through sticking to these rules about how bosses behaved, they could ensure battling them would be interesting for the player. 

Systems of war

Having complex, fun bosses is only part of the battle in creating memorable fights. The systems and mechanics the players use against bosses would need to be appealing as well, offering players room to find their own strategies and tweak their fighting styles to make combat more involved.

“We wanted to design the combat in such a way that there was always room for the player to improve. That core philosophy is what we think makes us stand apart from the Dark Souls and Castlevania games we were inspired by. The focus is on optimizing your play style. We’ve done our jobs when the player has fought a boss several times, and still feels like they haven’t fully mastered the encounter,” says Kubodera.

“We accomplish this by adding mechanics on top of the hack and slash combat that typically rewards players for playing in a mindless way. Spamming the main attack is not the optimal way to deal damage in Death’s Gambit. For example, the 3rd attack in the halberd combo deals a lot more damage if you have a halberd ability on cooldown. We also have a talent that makes the next air attack after a combo finisher deal 4x damage,” he continues. 

White Rabbit didn’t just want players to have complicated bosses that they could defeat using a handful of possible movesets. Through their combat system, they aimed to open battle up for the player, giving them an opportunity to fine-tune their fighting style in small, but powerful ways. Through this, the player could find quicker, more effective ways to win, deepening the strategy involved in their fights. It wasn’t just about countering boss moves with their own, but what things they could change on their character to make battles move faster. 

“Learning these systems provide many of our players with a “lightbulb” moment, who then want to try out their new strategy. As you progress, more abilities and talents become available to you that add thought and dynamism into your play style. We strive to set up situations with enemy and trap placements that keep the engagement fresh with multiple viable options. We’ve done the same with defensive tools, typically making one better depending on the situation. The options are; deal enough damage to stagger them, dodge roll, parry, or block. People who solely rely on dodge rolling will eventually figure out that many attacks are actually better to block,” says Kubodera. 

Battle-tested

With a variety of player mechanics in place and bosses roughed out, the immortal beasts went through a series of iterations and testing to see how well they would work in Death’s Gambit. “The boss designs went through a constant state of iteration. Most never played like we originally thought they would, so it was a matter of refocusing on what made it fun,” says Kubodera.

As an example, Kubodera brings up the boss Bysurge. “Bysurge initially took place on a moving train that would flip, so your gravity would constantly be shifting. Imagine the current fight taking place in an environment like that. Conceptually it’s awesome, but mechanically it would be a nightmare and ridiculously overwhelming. There were also enemies that would switch your polarity when killed, so it became a matter of maintaining opposite polarities to Bysurge in order to deal the most damage. Highly complex when you’re also fighting a hulking mechanical lizard that wants to maul your face. We simplified this so players can choose which polarity they want before the fight, either to negate damage on a phase they don’t feel comfortable in, or to capitalize on damage for phases they are confident in.”

The complexity laid out here makes the Bysurge fight sound incredibly intense and engrossing, yet, in practice, it turned out to be a bit much to have to deal with. It was far from the only fight that changed over time, though, as the developers felt out when what they wanted to do might be a bit too much for players to handle comfortably, even with a solid strategy.

“The current Heroic Phoenix fight used to feature a climbing section where you would hop on the back of the Phoenix and fight in the sky,” says Kubodera. “Again, conceptually it’s awesome, mechanically, not so much. Pacing for those kinds of boss fights can get tricky. If you fall off the Phoenix, do you die and reset the fight? Does that mean going back and doing the climb again? The Phoenix didn’t have enough space for the fight to feel fun, nor did falling off feel deserved or fair. People can complain about cut content all they want, but at the end of the day, what was settled on is the best version of the fight.” 

“The Gaians were also an interesting challenge. The bigger they are, the harder it is to design them. We have 3 in game, and had ideas for a couple others, but no prototypes. The first we tried making was the Ice Gaian, which used to utilize the hookshot. In that, players would reach points to be able to shoot weak points (this was when Death’s Gambit only had guns). Conceptually cool, mechanically boring,” says Kubodera.

“So, we took a different approach with the Forgotten Gaian. It was a climbing puzzle a la Shadow of the Colossus. Weaken its foot so you can climb on its thigh and remove a sword to deal massive damage. The Gaian would swipe his arm to try to knock you off. This animation is still in the game. Once that was done, the player would then have to time a jump to climb on its sword, at which point the fight with Ione would ensue. Defeating her would let the player safely remove the next sword upon the Gaian’s head. It had very distinct phases, but didn’t play to the strengths of what we wanted with the combat. We made climbing the boss optional (it’s still possible to get on his sword and deal with Ione alone up there without the worry of being smashed). But now disabling his foot is what gives you the safety to be able to focus on bursting down Ione. If you don’t deal with the foot, you end up fighting both at the same time,” says Kubodera.

The goal was not to make something so complex that players would be frustrated in dealing with it, but something that was just complex enough that it would push the player to find deep strategies while giving the boss its own battle personality. It would stand out and provide a unique fight with many combat options, yet not feature so many different attacks and phases that it became dizzying, or worse, irritating.

Building on brutality

Death’s Gambit features a highly challenging Heroic mode for players who wish to truly test their mettle. One might assume that this would be a good time to bring out those truly-frustrating mechanics that had been cut before, as they would undoubtedly provide trouble for all but the most skilled players. However, the fact that these old iterations were not fun or were too complicated still remained, and even at high difficulties, were not really what the developer wanted.

Here, White Rabbit would need to find means to challenge the player that would not draw upon these frustrating challenges, but very carefully build upon what the developers felt worked before. It would require even more care, rather than tossing in more health, damage, and moves. It involved an even further refinement of what they had created.

“The way we designed the Heroic fights was to modify the foundation we set up with normal, and add a few twists, or crank up the element that makes them unique,” says Kubodera.

“A good example is Origa the sniper. The encounter remains largely unchanged, save for a few key twists. She gains 6 bullets to shoot instead of 4, increasing the time before she has to reload, leaving herself vulnerable. One of these bullets is now an explosive shot that can destroy any gravestones close to the player. This forces the player to think about her main attack differently, and position themselves accordingly. Timing dodge rolls becomes a much more important part of the fight,” says Kubodera.

Adding two more shots and an explosive strike was enough to create a significant difference in challenge, giving the player far fewer breaks during the fight. It doesn’t seem like an extreme change on paper like many of the earlier designs, and yet it makes the boss fight much more difficult. 

“The Tundra Lord also changes in subtle ways, and is probably on the easier spectrum of the Heroic fights. The addition of a timed explosive that rolls on the teetering platform means you can no longer keep the platform perfectly stable, and it is in fact to your benefit to keep it off kilter. They can still be blocked in by the ice pillars if the player isn’t diligent in removing them too,” says Kubodera. 

“The Soul of the Phoenix is also a great example. The normal fight has you simply fighting against her in a close room. For the Heroic version you fight her in a huge room with platforms you can stand on. This would make it an easier fight, except you are now in the open where the Phoenix itself can come and rain fire over the battlefield. When this happens, you have to hide below the platforms to avoid the fire. But the Soul of the Phoenix’s main combo with 2 attacks, now has a 3rd long range swing, and her cyclone pulls you towards the center, towards the fire,” he continues.

The point is to make subtle changes that give the player one or two more things to juggle, putting a bit more pressure on them to do something different, rather than having to repeat the same actions for a longer time for bosses with increased health and damage. Through some small but clever tweaks, White Rabbits were able to add even more challenge to their bosses, creating memorable battles for skilled players to enjoy.

“At the end of the day, beating bosses should flood you with a sense of euphoria,” concludes Kubodera. “We’ve received plenty of messages from people saying Death’s Gambit is the first game to have done that to them in a long long time.”

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A closer look at the malware that masquerades as Fortnite cheats

Malware that lures unsuspecting people into giving away personal information by promising cheats or free currency for big online games is not a brand new concept, and the age-old scams are currently running amok with Epic’s free-to-play battle royale game Fortnite.

The company behind the anti-malware software Malwarebytes, for example, has tracked down one particular scam that’s been making the rounds while disguised as a Fortnite cheat. The scam itself is similar to one unearthed earlier this year by the streaming platform Rainway, as well as several others that can be found online at any given moment.

But what makes Malwarebytes’ report particularly interesting is its dive into how the malware itself actually operates. The specific malicious program the company tracks has grabbed a little over 1,200 downloads to date and attempts to steal information from infected systems about everything from cookies and Steam sessions to Bitcoin wallet info.

This particular “cheat” originates from a YouTube video that grabbed over 2,000 views in its first day live and promises an undetectable Fortnite aimbot, Fortnite hacks, loot detecting tools, along with other cheats. A link in the description sends would-be cheaters to a page that promises to deliver a link to the cheat download in exchange for a YouTube channel subscribe, something that Malwarebytes notes is slightly different from the more survey-focused route most malicious programs take. From there, the site directs people to a second site that offers Fortnite cheats, and then a file hosting site to download  the “cheat” itself, which Malwarebytes’ software IDs as a ‘trojen.malpack’ that aims to take info on browser sessions, cookies, Bitcoin wallets, and Steam sessions to an IP based out of the Russian Federation.

The site’s blog post has a full breakdown that’s worth checking out about how this specific bit of malware targets the systems and personal information of Fortnite players looking for an illegitimate leg up on their competition.

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The Weekender: Universal Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. We’ve got a couple new games, a couple updates to great games, and a whole bunch of sales for you.

In case you missed it on the site this week, we also reviewed Where Shadows Slumber, Stockpile and One Hour One Life.

Out Now

Civilization VI (iOS Universal) (Review)

Yes, iOS Universal. Now you can play the latest installment of the turn-based classic franchise not only on your iPad but your iPhone. The game has been completely reworked to work well on a much smaller screen. The result is surprisingly good. The menus are well-optimized for a smaller screen and it’s easy to see what’s going on in your empire, albeit with a bit more panning around. In celebration of going universal, Civilization VI is also 60% right now, making it a great time to pick it up if you haven’t yet, or if you don’t have an iPad on which to play it. Be aware, however, Aspyr says the game requires a more recent iPhone, 7 or newer. I did install it and poke around on my 6S Plus, however, and it seemed OK. 

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Chroniric XIX (iOS Universal)

The interactive-fiction genre is a popular one on mobile. Phones are the perfect platform to deliver these modern Choose-Your-Own-Adventure like content. Chroniric XIX is the latest title in the genre and features real-time conversations with an entity from an alternative past. The game imagines “what if” scenarios—like what if a scientist discovered an inexhaustible supply of energy way back in 1889—and drops you into the story. I didn’t get a chance to play Chroniric XIX, but if you’re a fan of interactive fiction it seems to have plenty of promise.

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Harvest Moon: Light of Hope (iOS Universal and Android)

The pastoral-based franchise Harvest Moon is celebrating 20 years and now Light of Hope is out on iOS and Android. After a monsoon and ship wreck, the game’s protagonist recovers from injury in an all-but-abandoned town. Your job is to grow crops, herd animals, gather materials and rebuild the town. Light of Hope appears to be a direct port of the PC and Switch version and might scratch that farm-simulation itch.

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Barbearian (iOS Universal) (Review)

One of my favorite games of the year is the action hack-and-slash fest Barbearian. At launch the game was universal, but without iCloud support there was no way to share game saves, effectively forcing you to choose your device. That hole has been closed with a recent update and Barbearian now includes iCloud support. If you haven’t tried the game and enjoy explosive combat games I highly recommend grabbing it. You can read my 5-star review for much more on why.

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Sales

A Dark Room (iOS Universal and Android): $.99

Minimalist, text-based RPG A Dark Room was a viral hit in 2014 and is on sale for just a buck. It’s entertaining and well worth the price if you enjoy text adventures.

Ensign (iOS Universal and Android): $.99

The prequel to A Dark Room, Ensign, brings more of the same great RPG feel. Also just a buck.

Evoland 2 (iOS Universal and Android): $1.99

Adventure your way through the history of video games in Evoland 2. It came out earlier this year and is at its lowest price ever.

Evoland (iOS Universal and Android): $.99

You can also get the original Evoland for just a buck.

Planescape: Torment (Review) (iOS Universal and Android): $1.99

Classic post-apocalyptic RPG Planescape Torment‘s special enhanced edition—with remastered music, updated graphics, and a new user interface—is at its lowest price ever, down from $10.

Project Highrise (Review) (iOS Universal and Android): $1.99

Skyscraper simulator Project Highrise puts you in charge of the growth and management of a building. You decide how to grow—office space, shops and restaurants, hotels, and more—and work to attract visitors and keep your tenants happy by offering the right mix of amenities. It came out earlier this year and is at its cheapest price ever.

Seen anything else you liked? Played any of the above? Let us know in the comments!