For those uninitiated, Super Mario Maker just released on the Wii U a couple of weeks ago, at least in North America. SuperPhillip Central reviewed the game with high marks. The game allows users to create, design, play, and share each others' levels with a worldwide audience in an official capacity. The interface is way well done, making it easy to tinker around with and create a level in a fast amount of time. Now, of course, whether that level is actually good or not is totally subjective.
With this planned reoccurring segment, I will be sharing the levels SuperPhillip Central has created and spent time on trying to make as great as they can possible be.
For this second edition, there are nine more levels to share. I'll include the name, some screenshots, a description, and of course, the code to find and play the level online. After you've seen SPC's creations, please share your own in the comments section!
Check out part one here.
Level 2-4: Bowser Jr.'s Elite Fleet - F72E-0000-003A-8AD0
Bowser Jr. is getting away, but Mario won't let him as he makes chase in both air and land in this slow auto-scrolling level. Avoid cannonballs, Rocky Wrenches, and fire jets as you make your way to Bowser Jr.'s chamber.
3-1: Make Note of Note Blocks - 7990-0000-005E-1CF6
Previously much harder than this newer version, Make Note of Note Blocks introduces note blocks into the fold, offering many opportunities for bouncing from both you and enemies. This newer version of Make Note of Note Blocks removes various gaps from the level and adds new note blocks and pipe formations to make it more manageable.
3-2: Cheep Cheep Lagoon - B768-0000-0048-A03B
The first water level of this series of creations, Cheep Cheep Lagoon lacks a central gimmick. It's more of an introduction to swimming, offering schools of Cheep Cheep to worry about, stalking Bloopers, and a hidden exit for those skilled in exploration.
3-3: Boo Roulette's Horror House - 7918-0000-0042-D173
Be careful of the carousel of Boos haunting this horror house! Patience is indeed a virtue for getting passed these ghostly creatures. Can you find the way to the exit? Otherwise you might return to the same room over and over again!
3-4: Kamek's Magical Castle - 4DF3-0000-0054-46D3
Kamek is third in command in Bowser's Koopa ranks, and his castle full of Magikoopas makes for a very dangerous place to stand around in. Use the Magikoopas to your advantage to get through this chaotic chaos so you can take on Kamek at the end.
4-1: They Might Be Giants - 94F5-0000-005A-1367
There's no question-- they ARE giants! Full of giant enemies, this level requires you to use their gigantic proportions to move through the level, all the while making it so you don't find yourself on the wrong end of a spinning shell.
4-2: Waltz of the Giant Wigglers - 60CB-0000-005B-5272
This garden and cave system are what the giant wigglers call home. Be careful to not disturb them, but at the same time, sometimes it's impossible to avoid them. Maybe you can even jump on their backs to get across otherwise hazardous areas?
4-3: Aerial Antics - E248-0000-005E-43B7
Aerial Antics is an aerial obstacle course where falling down is generally a great way to lose a life. Moving platforms, careful jumps, and pinpoint precision are what Aerial Antics is all about! Be sure to watch out for spikes that seem to want to do nothing but ruin a play-through of this level.
4-4: Bowser's Thwomp Room - EDE5-0000-006D-B910
It's been four worlds before Thwomps are introduced? Maybe that's a good thing, as they're placed in some truly tricky locations in this castle obstacle course. Deal with Thwomps both normal and big in this daunting castle leading up to a grand showdown with Bowser.
As you probably noticed, it's like SPC's making its own version of a Mario game with Super Mario Maker. Level creation is something that has always fascinated, so it makes sense that there'd be an addiction somewhere with creating and building levels, right?
But we're not done here yet! We want to play YOUR levels! Share your creations in the comments section below, and we'll give them the once-over! Heck, if we REALLY like them, we'll give them a twice-over! Seriously!
Friday, September 25, 2015
Wednesday, September 23, 2015
SPC Interviews: Adrian Barnello (Hellbound)
I am a part of the local St. Louis indie developer scene, so when I can highlight other local developers, I do so. Adrian Barnello is a part of the scene as well, and his RPG, Hellbound, is currently on Steam Greenlight, able to be recommended by Steam users across the globe. If this interview with Adrian appeals to you, why not take the few minutes to look at Hellbound's Steam Greenlight profile and contribute a recommendation?
With this new SPC Interviews entry, I talk to Adrian about the obvious inspiration between Hellbound and Nintendo's EarthBound, the story, the cast, the battle system, and a lot more in the span of a series of questions.
Phil Stortzum (PS): What can you tell us about the story, main characters, and villains of Hellbound?
Adrian Barnello (AB): The main four characters in Hellbound are Eyor (whose name can be changed at the beginning of the game), Maurice, Valerie, and Jay. All of the characters are pretty well developed, and can't be summed up very accurately in a short burst. At least, I can't do it, but then again I've thought about and built these characters from the ground up, so I'm probably over-thinking it.
Here's my four sentence summary of the plot:
A group of teenagers, after a string of mysterious disappearances, holds a séance to try and get in touch with whatever force is responsible. Instead, they accidentally contact Satan, and end up getting wrapped up in a holy war between Heaven and Hell. After getting infused with demonic powers, the team sets out on a mission to take down the Archangel Gabriel's top dogs, and stop the angels from taking over Hell and Earth. Hijinks ensues.
The game is partially a send up of the traditional set up of RPGs. In most RPGs, you play as a noble character, sometimes even chosen by God or some sort of holy spirit, and fight against evil. In Hellbound, you play as a group of characters that have sold their souls to the devil and fight angels. The main villains of the game are the Archangel Gabriel, the “Three Wise Men (who aren't so wise, naturally),” and the mega-church pastor Reza.
PS: How many people helped with the development of Hellbound? What were their tasks?
AB: I designed, wrote, and did all the grunt work on RPG Maker for Hellbound. I also drew most of the sprites, wrote most of the music, and did most of the testing that has been done on the game so far. Besides myself, my friend Devin Dessieux also did some testing and wrote a few songs for the soundtrack. I commissioned a friend of mine, Paige Andrews-Johnson, to make the title screen for me.
Besides that, there have been a few testers that have not completed the game yet, but that's it. The game really was a pet project of mine, and it shows in the fact that I was responsible for almost everything the player experiences when playing Hellbound.
PS: What program did you use to develop and design Hellbound?
AB: I used RPG Maker VX Ace. The program is laughed at by some, but I think it's a powerful and mostly underused resource that is capable of making quality content, all without requiring tons and tons of programming knowledge. I don't know a computer language. I don't know how to program anything. I am a game designer, not a programmer. RPG Maker VX Ace allowed me to make the game I wanted to make without having to spend months bug testing my poorly-written code. I'd like to take this chance to thank (and recommend) Yanfly to anyone out there that might be using RPG Maker. Yanfly is amazing, and has tons of free code for use on their website. It's really worth looking into, and can take your RPG Maker game to the 'next level.'
PS: How long was development of Hellbound? Did you hit any snags during development?
AB: I started making Hellbound in January 2015, and worked on it pretty much non-stop until the rough draft was completed in June the same year. I worked on the game a lot, staying up until four or five in the morning regularly to get it done. I say the game is a 'rough draft,' but really all that needs to be done is testing and editing (which is easier said than done, apparently). Once I completed the 'rough draft' I made the Greenlight page. There weren't any huge snags in development, other than the lack of support on the Greenlight page and the difficulty finding reliable testers.
PS: What was the most difficult part of development for Hellbound?
AB: The most important part of developing Hellbound, and going forward, has been my inability to find game testers that are interested, and have enough time to complete the game. Hellbound is a pretty long game, spanning about 15 hours. 15 hours is considered, by some, to be epochal for an indie game. The kind of people I'd like to test the game, I find, don't generally have a lot of free time, and when they do their time is already dedicated to other interests. It can be hard to peel people away from Facebook, League of Legends, and Netflix to test my indie game when I don't have any money to throw at them.
PS: Is there anything you’d do differently with development of Hellbound looking back?
AB: If I could go back in time, I'd try to find a stronger network of people to work on the game with me. I really appreciated what help I did get, but taking charge of almost every aspect of the game was a daunting task. I'd also spend a little bit more time refining the battle system, and attempt to secure some sort of funds that I could use on advertising and/or paying people to test the game.
PS: What can you tell us about the battle system for Hellbound?
AB: The battle system for Hellbound is really old school. The combat is most similar to Earthbound, or the old Dragon Quest games for the NES. If I could go back and rework the battle system I would (and perhaps I will before I eventually get to release the game to the public), but I think it's functional and I like the simplicity.
PS: Hellbound obviously has a lot in common with Nintendo’s EarthBound on the Super Nintendo, no doubt inspired by it. What did you do to try to make your game stand out in comparison?
AB: EarthBound was, undeniably, the biggest influence on Hellbound. Everything about EarthBound is fantastic; the graphics, the music, the story, the game play... It's a flawless game, in my opinion. Hellbound could never hope to live up to that, so I tried to make the game in a way that would set it apart from EarthBound, while still embracing the influence. The comparison between EarthBound and Hellbound is 100% justified (I mean, just look at the names), but I think there's a couple things that really set my game apart: The music, the tone, and the characters.
EarthBound's soundtrack is fantastic, and I didn't try to replicate it for Hellbound. Instead, I used a lot of real instruments, and samples that featured real instruments, when making the soundtrack. Earthbound's tone is fairly lighthearted throughout the whole game, with deeper meaning and existential questions lurking underneath the surface. Hellbound is fairly goofy throughout, as well, and features plenty of blue humor, but I would argue that Hellbound eventually goes places that EarthBound doesn't go. I won't spoil anything, but I think once people play the game they'll know what I'm talking about. Lastly, I think the characters in Hellbound really make the game stand out. Ness is great, but he's great because he's a foil of a speechless protagonist. The other main party members in EarthBound are fine, but they don't say much, and most of their personality is implied. I think this is a strength of the game, actually, but I decided to go about it differently in Hellbound. The four person party in Hellbound is full of developed, circular characters that I think players will be able to relate to and appreciate.
So, there are a lot of similarities between EarthBound and my game, but I think they're discernible enough that they're not the same game, and people wont get the same experience from both games. If that were true, I'd instruct people just to play EarthBound.
PS: What games other than EarthBound did you draw inspiration from for Hellbound’s development?
AB: I'm a huge fan of Chrono Trigger, and the Shin Megami Tensei series (both Persona and the SMT games themselves), so I think these influences shine through. I have to give a shoot out to Space Funeral as well, which got me into RPG Maker in the first place. I also drew a lot of inspiration from music (mainly the band Direct Hit!), and a handful of movies. I'd say my biggest film influences, in regards to Hellbound, were “House / Hausu” (the Japanese horror movie) and “Scott Pilgrim vs. The World.”
PS: Hellbound is currently on Steam Greenlight. What do you like and dislike about the process of being greenlit?
AB: The Greenlight process is great in some respects and really lame at the same time. I feel like there's a lot of potential to build a community around your game, and release it to a crowd of people that already want to play it, and have been following it from day one. This potential is definitely there, but I feel like most of the time people only leave a comment when they have something negative to say, and often times their negative opinions are pretty ill-informed. I received a lot of negative comments on my game, and my game's trailer, in the first couple weeks of my Greenlight campaign. This was really disheartening to me, and I consider myself to be someone with a steely resolve when it comes to things like this. I could see the stress of the Greenlight process being a big turn off for small-time game devs who just want people to play their game.
Besides this, there's a lot of content that gets onto Steam Greenlight that gets attention, and really doesn't deserve it whatsoever. Things like simulators of using the toilet, blatantly offensive games, or games that feature extreme copyright infringement tend to get a lot of attention. Of course, usually this attention is negative, but it's still attention that your game (that you spent hundreds of hours making) isn't getting. This can also be disheartening.
I think Greenlight is a good thing if you've got a network of people, and a budget. I don't think it's a good idea for a small-time dev to jump right in expecting magic to happen. Also it costs a hundred dollars. Ouch.
PS: Do you have a personal favorite character in Hellbound? If so, who and why?
AB: My favorite character in Hellbound is definitely Valerie Kaplan. She's one of the main characters, and might actually have the most lines in the game. She's the party's black mage, basically. She's got a really fun personality; she's really tsundere, and was a blast to write. I feel like I got in a really good groove with Valerie, and made a really likable and memorable character. If I ever make a sequel, I'd like to work Val into it somehow. Maybe I'll just make a spin-off centered around her, like “The Misadventures of Tron Bonne” or something.
PS: Which enemy sprites in Hellbound are you most fond of? Why?
AB: This is the Angel of Death, a very late game boss. I really like this sprite, and based it off off a Renaissance painting, which can be found here. I had a little input on this sprite via my Tumblr page, and I think it ended up looking really cool.
I like this one a lot too. I like the ghostly texture, and the way its face came out. It looks pretty creepy, for a goofy sprite that I drew in Gimp. This sprite is actually based on a reoccurring nightmare I had when I was a kid. My parents used to have a weird Victorian plaster bust in our house, which was obviously phony and not from the actual Victorian era. The bust was of some queen, but I'm not sure which one. Anyway, I used to have nightmares about it coming alive / being possessed and terrorizing me in various ways. This nightmare was, in large part, probably caused by me watching the “Haunted Mask” episode of Goosebumps when I was really, really young. If you've ever seen that episode, you'll know what I'm talking about. Yikes!
PS: What was the most fun part about developing Hellbound?
AB: Pretty much everything about making Hellbound was fun. I really liked talking about the game with my friends, and drawing the characters over and over again. I'd say the funnest thing was drawing the enemy sprites. I got markedly better at drawing the sprites as production of the game went on (the two sprites picked as my favorites were actually made quite late into production), so it was cool to see me getting better as time went on. I had such a good time making the sprites that I actually went back and redrew some of the early game sprites. I'd say a close second would have to be writing the dialogue, especially Valerie's lines.
PS: Do you have any words of encouragement for other people wanting to make their own games or RPGs?
AB: Making a game, especially an RPG, is very fulfilling. Writing the characters, designing the game, drawing sprites, composing music, all of these things can give a game developer that warm, fuzzy, job-well-done feeling during and after the project is complete. I think game making can be an exceptional emotional outlet for people, and I'd recommend it to anyone who can commit themselves to sticking with it. Making games can be tough, and at times discouraging, but I'd urge anyone trying to make a game never to give up. Work on your game at least a couple times a week, and always keep the project moving. The feeling you get when someone actually does play your game, and enjoys it, is unreal.
PS: Anything else you’d like to say to the readers of SuperPhillip Central who might be interested in pursuing Hellbound?
AB: Be sure to throw me a yes vote on Greenlight, since finally passing through would be a great inspiration for me to finish editing the game. Other than that, leave a comment on this post, or on the Greenlight page, or on the game's Facebook page telling me that you'd like to play it. If I can get some positive attention, I'll be motivated to complete the game. At the moment, I'm busy with law school and haven't had much positive feedback on the game, so it's hard to find the motivation to edit it and complete it. If I have the positive energy, but still don't get through Greenlight, I'll likely post the game on Gamejolt or something like that.
My thanks to Adrian Barnello for his time and thoughtful responses to my questions. If you like what you've read, definitely give a "yes" vote to Hellbound on Greenlight. Stay tuned for future installments of SPC Interviews with even more fresh faces of the independent gaming scene both local and worldwide!
With this new SPC Interviews entry, I talk to Adrian about the obvious inspiration between Hellbound and Nintendo's EarthBound, the story, the cast, the battle system, and a lot more in the span of a series of questions.
Phil Stortzum (PS): What can you tell us about the story, main characters, and villains of Hellbound?
Adrian Barnello (AB): The main four characters in Hellbound are Eyor (whose name can be changed at the beginning of the game), Maurice, Valerie, and Jay. All of the characters are pretty well developed, and can't be summed up very accurately in a short burst. At least, I can't do it, but then again I've thought about and built these characters from the ground up, so I'm probably over-thinking it.
Here's my four sentence summary of the plot:
A group of teenagers, after a string of mysterious disappearances, holds a séance to try and get in touch with whatever force is responsible. Instead, they accidentally contact Satan, and end up getting wrapped up in a holy war between Heaven and Hell. After getting infused with demonic powers, the team sets out on a mission to take down the Archangel Gabriel's top dogs, and stop the angels from taking over Hell and Earth. Hijinks ensues.
The game is partially a send up of the traditional set up of RPGs. In most RPGs, you play as a noble character, sometimes even chosen by God or some sort of holy spirit, and fight against evil. In Hellbound, you play as a group of characters that have sold their souls to the devil and fight angels. The main villains of the game are the Archangel Gabriel, the “Three Wise Men (who aren't so wise, naturally),” and the mega-church pastor Reza.
PS: How many people helped with the development of Hellbound? What were their tasks?
AB: I designed, wrote, and did all the grunt work on RPG Maker for Hellbound. I also drew most of the sprites, wrote most of the music, and did most of the testing that has been done on the game so far. Besides myself, my friend Devin Dessieux also did some testing and wrote a few songs for the soundtrack. I commissioned a friend of mine, Paige Andrews-Johnson, to make the title screen for me.
Besides that, there have been a few testers that have not completed the game yet, but that's it. The game really was a pet project of mine, and it shows in the fact that I was responsible for almost everything the player experiences when playing Hellbound.
PS: What program did you use to develop and design Hellbound?
AB: I used RPG Maker VX Ace. The program is laughed at by some, but I think it's a powerful and mostly underused resource that is capable of making quality content, all without requiring tons and tons of programming knowledge. I don't know a computer language. I don't know how to program anything. I am a game designer, not a programmer. RPG Maker VX Ace allowed me to make the game I wanted to make without having to spend months bug testing my poorly-written code. I'd like to take this chance to thank (and recommend) Yanfly to anyone out there that might be using RPG Maker. Yanfly is amazing, and has tons of free code for use on their website. It's really worth looking into, and can take your RPG Maker game to the 'next level.'
PS: How long was development of Hellbound? Did you hit any snags during development?
AB: I started making Hellbound in January 2015, and worked on it pretty much non-stop until the rough draft was completed in June the same year. I worked on the game a lot, staying up until four or five in the morning regularly to get it done. I say the game is a 'rough draft,' but really all that needs to be done is testing and editing (which is easier said than done, apparently). Once I completed the 'rough draft' I made the Greenlight page. There weren't any huge snags in development, other than the lack of support on the Greenlight page and the difficulty finding reliable testers.
PS: What was the most difficult part of development for Hellbound?
AB: The most important part of developing Hellbound, and going forward, has been my inability to find game testers that are interested, and have enough time to complete the game. Hellbound is a pretty long game, spanning about 15 hours. 15 hours is considered, by some, to be epochal for an indie game. The kind of people I'd like to test the game, I find, don't generally have a lot of free time, and when they do their time is already dedicated to other interests. It can be hard to peel people away from Facebook, League of Legends, and Netflix to test my indie game when I don't have any money to throw at them.
PS: Is there anything you’d do differently with development of Hellbound looking back?
AB: If I could go back in time, I'd try to find a stronger network of people to work on the game with me. I really appreciated what help I did get, but taking charge of almost every aspect of the game was a daunting task. I'd also spend a little bit more time refining the battle system, and attempt to secure some sort of funds that I could use on advertising and/or paying people to test the game.
PS: What can you tell us about the battle system for Hellbound?
AB: The battle system for Hellbound is really old school. The combat is most similar to Earthbound, or the old Dragon Quest games for the NES. If I could go back and rework the battle system I would (and perhaps I will before I eventually get to release the game to the public), but I think it's functional and I like the simplicity.
PS: Hellbound obviously has a lot in common with Nintendo’s EarthBound on the Super Nintendo, no doubt inspired by it. What did you do to try to make your game stand out in comparison?
AB: EarthBound was, undeniably, the biggest influence on Hellbound. Everything about EarthBound is fantastic; the graphics, the music, the story, the game play... It's a flawless game, in my opinion. Hellbound could never hope to live up to that, so I tried to make the game in a way that would set it apart from EarthBound, while still embracing the influence. The comparison between EarthBound and Hellbound is 100% justified (I mean, just look at the names), but I think there's a couple things that really set my game apart: The music, the tone, and the characters.
EarthBound's soundtrack is fantastic, and I didn't try to replicate it for Hellbound. Instead, I used a lot of real instruments, and samples that featured real instruments, when making the soundtrack. Earthbound's tone is fairly lighthearted throughout the whole game, with deeper meaning and existential questions lurking underneath the surface. Hellbound is fairly goofy throughout, as well, and features plenty of blue humor, but I would argue that Hellbound eventually goes places that EarthBound doesn't go. I won't spoil anything, but I think once people play the game they'll know what I'm talking about. Lastly, I think the characters in Hellbound really make the game stand out. Ness is great, but he's great because he's a foil of a speechless protagonist. The other main party members in EarthBound are fine, but they don't say much, and most of their personality is implied. I think this is a strength of the game, actually, but I decided to go about it differently in Hellbound. The four person party in Hellbound is full of developed, circular characters that I think players will be able to relate to and appreciate.
So, there are a lot of similarities between EarthBound and my game, but I think they're discernible enough that they're not the same game, and people wont get the same experience from both games. If that were true, I'd instruct people just to play EarthBound.
PS: What games other than EarthBound did you draw inspiration from for Hellbound’s development?
AB: I'm a huge fan of Chrono Trigger, and the Shin Megami Tensei series (both Persona and the SMT games themselves), so I think these influences shine through. I have to give a shoot out to Space Funeral as well, which got me into RPG Maker in the first place. I also drew a lot of inspiration from music (mainly the band Direct Hit!), and a handful of movies. I'd say my biggest film influences, in regards to Hellbound, were “House / Hausu” (the Japanese horror movie) and “Scott Pilgrim vs. The World.”
PS: Hellbound is currently on Steam Greenlight. What do you like and dislike about the process of being greenlit?
AB: The Greenlight process is great in some respects and really lame at the same time. I feel like there's a lot of potential to build a community around your game, and release it to a crowd of people that already want to play it, and have been following it from day one. This potential is definitely there, but I feel like most of the time people only leave a comment when they have something negative to say, and often times their negative opinions are pretty ill-informed. I received a lot of negative comments on my game, and my game's trailer, in the first couple weeks of my Greenlight campaign. This was really disheartening to me, and I consider myself to be someone with a steely resolve when it comes to things like this. I could see the stress of the Greenlight process being a big turn off for small-time game devs who just want people to play their game.
Besides this, there's a lot of content that gets onto Steam Greenlight that gets attention, and really doesn't deserve it whatsoever. Things like simulators of using the toilet, blatantly offensive games, or games that feature extreme copyright infringement tend to get a lot of attention. Of course, usually this attention is negative, but it's still attention that your game (that you spent hundreds of hours making) isn't getting. This can also be disheartening.
I think Greenlight is a good thing if you've got a network of people, and a budget. I don't think it's a good idea for a small-time dev to jump right in expecting magic to happen. Also it costs a hundred dollars. Ouch.
PS: Do you have a personal favorite character in Hellbound? If so, who and why?
AB: My favorite character in Hellbound is definitely Valerie Kaplan. She's one of the main characters, and might actually have the most lines in the game. She's the party's black mage, basically. She's got a really fun personality; she's really tsundere, and was a blast to write. I feel like I got in a really good groove with Valerie, and made a really likable and memorable character. If I ever make a sequel, I'd like to work Val into it somehow. Maybe I'll just make a spin-off centered around her, like “The Misadventures of Tron Bonne” or something.
PS: Which enemy sprites in Hellbound are you most fond of? Why?
AB: This is the Angel of Death, a very late game boss. I really like this sprite, and based it off off a Renaissance painting, which can be found here. I had a little input on this sprite via my Tumblr page, and I think it ended up looking really cool.
I like this one a lot too. I like the ghostly texture, and the way its face came out. It looks pretty creepy, for a goofy sprite that I drew in Gimp. This sprite is actually based on a reoccurring nightmare I had when I was a kid. My parents used to have a weird Victorian plaster bust in our house, which was obviously phony and not from the actual Victorian era. The bust was of some queen, but I'm not sure which one. Anyway, I used to have nightmares about it coming alive / being possessed and terrorizing me in various ways. This nightmare was, in large part, probably caused by me watching the “Haunted Mask” episode of Goosebumps when I was really, really young. If you've ever seen that episode, you'll know what I'm talking about. Yikes!
PS: What was the most fun part about developing Hellbound?
AB: Pretty much everything about making Hellbound was fun. I really liked talking about the game with my friends, and drawing the characters over and over again. I'd say the funnest thing was drawing the enemy sprites. I got markedly better at drawing the sprites as production of the game went on (the two sprites picked as my favorites were actually made quite late into production), so it was cool to see me getting better as time went on. I had such a good time making the sprites that I actually went back and redrew some of the early game sprites. I'd say a close second would have to be writing the dialogue, especially Valerie's lines.
PS: Do you have any words of encouragement for other people wanting to make their own games or RPGs?
AB: Making a game, especially an RPG, is very fulfilling. Writing the characters, designing the game, drawing sprites, composing music, all of these things can give a game developer that warm, fuzzy, job-well-done feeling during and after the project is complete. I think game making can be an exceptional emotional outlet for people, and I'd recommend it to anyone who can commit themselves to sticking with it. Making games can be tough, and at times discouraging, but I'd urge anyone trying to make a game never to give up. Work on your game at least a couple times a week, and always keep the project moving. The feeling you get when someone actually does play your game, and enjoys it, is unreal.
AB: Be sure to throw me a yes vote on Greenlight, since finally passing through would be a great inspiration for me to finish editing the game. Other than that, leave a comment on this post, or on the Greenlight page, or on the game's Facebook page telling me that you'd like to play it. If I can get some positive attention, I'll be motivated to complete the game. At the moment, I'm busy with law school and haven't had much positive feedback on the game, so it's hard to find the motivation to edit it and complete it. If I have the positive energy, but still don't get through Greenlight, I'll likely post the game on Gamejolt or something like that.
===
My thanks to Adrian Barnello for his time and thoughtful responses to my questions. If you like what you've read, definitely give a "yes" vote to Hellbound on Greenlight. Stay tuned for future installments of SPC Interviews with even more fresh faces of the independent gaming scene both local and worldwide!
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Tuesday, September 22, 2015
All-Star Franchises, Underrated Entries - Part Five
If you've been around SuperPhillip Central for a little while (it's still okay if you haven't, so no harm done), then you know that I like talking about underrated and overlooked games. I've done various series on the subject. However, most of the time, the games mentioned in these articles are from wholly new or overlooked franchises themselves.
There are also a multitude of series that I can think of that have one, two, or a handful of games in it that aren't viewed as highly as the others, whether just or not.
These ideas are where the concept of All-Star Franchises, Underrated Entries comes from, and since part four, I've come up with six more underrated entries to big-time franchises, some bigger than others. If you'd like to see past parts of this now long-running series, check them out here:
God of War - God of War: Ascension (PS3)
Perhaps better saved for the PlayStation 4 than releasing so late in the PlayStation 3's life, this seventh mainline installment of Sony Santa Monica's highly popular and iconic God of War series (and prequel to the entire series) follows Kratos who starts out in the game as chained up by the Furies, tormented and tortured for breaking his bond with Ares, the current God of War. What follows is an action-packed, intense series of set pieces, scenes, and boss battles across a wide variety of locales and areas. God of War: Ascension played it safe with the formula (perhaps too much so), but it did add new aspects like elemental abilities and a generally enjoyable online multiplayer piece that allowed big battles across a collection of maps. Yes, it might have been too safe of an entry, but the quality that the God of War series is known for was ever-present in God of War: Ascension.
Kingdom Hearts - Kingdom Hearts 3D: Dream Drop Distance (3DS)
After a thousand side titles (okay, I might be exaggerating a little bit... a LITTLE), the final chapter leading up to the upcoming Kingdom Hearts III was released with the Nintendo 3DS's Kingdom Hearts 3D: Dream Drop Distance. Bewildering as usual subtitle, the game features both Sora and his best friend Riku as main playable characters, exploring myriad Disney worlds (including new worlds such as ones from The Hunchback of Notre Dame and The Three Musketeers) to decide who will become a Keyblade Master. The combat uses Flowmotion, a mechanic that allows Sora and Riku to bounce off walls, swing from poles, and other acrobatic acts to assist in battle. Also, the two can collect Dream Eaters, magical beasts that can be taken care of and help out in combat situations. Perhaps the only part aside from the nonsense story that many critics including myself didn't like was being timed with each character. Once the Drop Gauge emptied, you were kicked out (or dropped) from one character and forced to play as the other. Still, I look forward to returning to the world of Dream Drop Distance with the HD version, releasing on the PlayStation 4 next year.
Super Mario - Super Mario Sunshine (GCN)
It's the last full day of summer in some parts of the world, so it only makes sense to talk about a game that screams summer, and then launches itself from the bill of a Cataquack, Super Mario Sunshine. Returning to this game several years ago after the nostalgia had faded away like a summer tan in the winter months, I was greeted with a camera that caused plenty of problems for me, some objectives and levels that were a total pain to play (hello, river of poison and pachinko board!), and an endless sea of blue coins that were required to seek out and collect to get all 120 stars in the game. However, there is plenty to like about Super Mario Sunshine, too. The FLUDD on Mario's back opens up a whole new arsenal of moves for the portly plumber to utilize and unleash, the majority of levels, despite all being tropical-themed, are engaging to play in, and the summer theme of the game is nailed to great lengths. It's an imperfect game, but Super Mario Sunshine shows that the plumber for summer is definitely Mario.
Kirby - Kirby and the Rainbow Curse (Wii U)
The announcement two E3s ago that a sequel to one of the best examples of touch screen usage on the Nintendo DS, Kirby Canvas Curse, floored me with excitement. While the actual game, the Wii U's Kirby and the Rainbow Curse, did not fully live up to my expectations when it released earlier this year, it did, however, remain a great game regardless. One of the biggest issues with Rainbow Curse is that the gorgeous and colorful HD graphics were wasted unless you had the sixth sense power of looking at the TV screen while playing on the GamePad. An impossible task for most. Thus, many had to use the GamePad's inferior screen to play the game. Still, drawing lines to move Kirby through fabulous worlds of hazards and obstacles is an amazing gameplay aspect of Rainbow Curse. Throw in exceptional boss battles, great level designs, and one of the better original soundtracks of the year, and you have three sizable reasons to check out this overlooked and underrated Wii U title.
Final Fantasy - Final Fantasy: Crystal Chronicles - The Crystal Bearers (Wii)
Layle stands as one of the great Final Fantasy protagonists of recent memory due to him not being obnoxious by any stretch of the imagination, neither looking like a Japanese boy band member, and just in general being cool when compared to other protagonists in recent years in the Final Fantasy series. Final Fantasy: Crystal Chronicles - The Crystal Bearers doesn't follow the same gameplay style of past games in this spin-off series. Instead of patrolling dungeons, defeating enemies with hack-and-slash gameplay, The Crystal Bearers is more about using Layle's magical lifting abilities to chuck enemies and objects into one another to create fascinating results. In addition to that, The Crystal Bearers focuses more on side quests and mini-games throughout its relatively lengthy story. Couple all this with a wonderful soundtrack and environments, and you have a Final Fantasy spin-off that while criticized for straying too far away from the dungeon-exploring formula of past Crystal Chronicles games, is still worthy of those attentions that are a bit more open-minded.
Wild Arms - Wild Arms XF (PSP)
Not actually pronounced "XF" but instead "Crossfire" (I now have the lyric "you'll get caught up in the... crossfire!" in my head from that one board game commercial that aired in the States in the 90's), Wild Arms XF went in a different direction than its console brethren for its PlayStation Portable debut. The game went for a tactical RPG route. Think of it like chess with anime RPG characters in the wild west, and yes, it's as awesome as that sounds. Combined with expansive battlefields and arenas to combat in, multiple types of party members to add to your ranks, and a myriad of mechanics to spice battles up and make them interesting, Wild Arms XF delivers a lesser experience than the best in the franchise-- say, Final Fantasy Tactics-- but the game is far from a disappointment. If you're into the series, then this tactical take on Wild Arms should surely excite you and be enjoyable.
There are also a multitude of series that I can think of that have one, two, or a handful of games in it that aren't viewed as highly as the others, whether just or not.
These ideas are where the concept of All-Star Franchises, Underrated Entries comes from, and since part four, I've come up with six more underrated entries to big-time franchises, some bigger than others. If you'd like to see past parts of this now long-running series, check them out here:
God of War - God of War: Ascension (PS3)
Perhaps better saved for the PlayStation 4 than releasing so late in the PlayStation 3's life, this seventh mainline installment of Sony Santa Monica's highly popular and iconic God of War series (and prequel to the entire series) follows Kratos who starts out in the game as chained up by the Furies, tormented and tortured for breaking his bond with Ares, the current God of War. What follows is an action-packed, intense series of set pieces, scenes, and boss battles across a wide variety of locales and areas. God of War: Ascension played it safe with the formula (perhaps too much so), but it did add new aspects like elemental abilities and a generally enjoyable online multiplayer piece that allowed big battles across a collection of maps. Yes, it might have been too safe of an entry, but the quality that the God of War series is known for was ever-present in God of War: Ascension.
Kingdom Hearts - Kingdom Hearts 3D: Dream Drop Distance (3DS)
After a thousand side titles (okay, I might be exaggerating a little bit... a LITTLE), the final chapter leading up to the upcoming Kingdom Hearts III was released with the Nintendo 3DS's Kingdom Hearts 3D: Dream Drop Distance. Bewildering as usual subtitle, the game features both Sora and his best friend Riku as main playable characters, exploring myriad Disney worlds (including new worlds such as ones from The Hunchback of Notre Dame and The Three Musketeers) to decide who will become a Keyblade Master. The combat uses Flowmotion, a mechanic that allows Sora and Riku to bounce off walls, swing from poles, and other acrobatic acts to assist in battle. Also, the two can collect Dream Eaters, magical beasts that can be taken care of and help out in combat situations. Perhaps the only part aside from the nonsense story that many critics including myself didn't like was being timed with each character. Once the Drop Gauge emptied, you were kicked out (or dropped) from one character and forced to play as the other. Still, I look forward to returning to the world of Dream Drop Distance with the HD version, releasing on the PlayStation 4 next year.
Super Mario - Super Mario Sunshine (GCN)
It's the last full day of summer in some parts of the world, so it only makes sense to talk about a game that screams summer, and then launches itself from the bill of a Cataquack, Super Mario Sunshine. Returning to this game several years ago after the nostalgia had faded away like a summer tan in the winter months, I was greeted with a camera that caused plenty of problems for me, some objectives and levels that were a total pain to play (hello, river of poison and pachinko board!), and an endless sea of blue coins that were required to seek out and collect to get all 120 stars in the game. However, there is plenty to like about Super Mario Sunshine, too. The FLUDD on Mario's back opens up a whole new arsenal of moves for the portly plumber to utilize and unleash, the majority of levels, despite all being tropical-themed, are engaging to play in, and the summer theme of the game is nailed to great lengths. It's an imperfect game, but Super Mario Sunshine shows that the plumber for summer is definitely Mario.
Kirby - Kirby and the Rainbow Curse (Wii U)
The announcement two E3s ago that a sequel to one of the best examples of touch screen usage on the Nintendo DS, Kirby Canvas Curse, floored me with excitement. While the actual game, the Wii U's Kirby and the Rainbow Curse, did not fully live up to my expectations when it released earlier this year, it did, however, remain a great game regardless. One of the biggest issues with Rainbow Curse is that the gorgeous and colorful HD graphics were wasted unless you had the sixth sense power of looking at the TV screen while playing on the GamePad. An impossible task for most. Thus, many had to use the GamePad's inferior screen to play the game. Still, drawing lines to move Kirby through fabulous worlds of hazards and obstacles is an amazing gameplay aspect of Rainbow Curse. Throw in exceptional boss battles, great level designs, and one of the better original soundtracks of the year, and you have three sizable reasons to check out this overlooked and underrated Wii U title.
Final Fantasy - Final Fantasy: Crystal Chronicles - The Crystal Bearers (Wii)
Layle stands as one of the great Final Fantasy protagonists of recent memory due to him not being obnoxious by any stretch of the imagination, neither looking like a Japanese boy band member, and just in general being cool when compared to other protagonists in recent years in the Final Fantasy series. Final Fantasy: Crystal Chronicles - The Crystal Bearers doesn't follow the same gameplay style of past games in this spin-off series. Instead of patrolling dungeons, defeating enemies with hack-and-slash gameplay, The Crystal Bearers is more about using Layle's magical lifting abilities to chuck enemies and objects into one another to create fascinating results. In addition to that, The Crystal Bearers focuses more on side quests and mini-games throughout its relatively lengthy story. Couple all this with a wonderful soundtrack and environments, and you have a Final Fantasy spin-off that while criticized for straying too far away from the dungeon-exploring formula of past Crystal Chronicles games, is still worthy of those attentions that are a bit more open-minded.
Wild Arms - Wild Arms XF (PSP)
Not actually pronounced "XF" but instead "Crossfire" (I now have the lyric "you'll get caught up in the... crossfire!" in my head from that one board game commercial that aired in the States in the 90's), Wild Arms XF went in a different direction than its console brethren for its PlayStation Portable debut. The game went for a tactical RPG route. Think of it like chess with anime RPG characters in the wild west, and yes, it's as awesome as that sounds. Combined with expansive battlefields and arenas to combat in, multiple types of party members to add to your ranks, and a myriad of mechanics to spice battles up and make them interesting, Wild Arms XF delivers a lesser experience than the best in the franchise-- say, Final Fantasy Tactics-- but the game is far from a disappointment. If you're into the series, then this tactical take on Wild Arms should surely excite you and be enjoyable.
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