Echoes of the Fey Out TOMORROW! (And new trailer)

We’re just one day away from the release of my first visual novel in fully collaboration with Woodsy Studio, Echoes of the Fey: The Fox’s Trail. So today we have a release trailer, inspired by classic noir detective films.

If you’re interested in the world of Echoes of the Fey, check out the Woodsy Studio blog, where I’ve been publishing (in installments) a short story/novella that takes place before The Fox’s Trail. This story introduces a number of characters that will be important in the first two Echoes of the Fey visual novels.

You’ll be able to buy The Fox’s Trail tomorrow at woodsy-studio.itch.io, which will get you a steam key when we release on steam (with trading cards and achievements) as soon as we’re through Greenlight!

Echoes of the Fey – Vocal Theme

Yesterday, we debuted the vocal theme for Echoes of the Fey: The Fox’s Trail. Check it out!

This is the first time I’ve ever (co)written a song for a game, so I thought I’d write a bit about the thought process that went into it. It all starts way back at the beginning of development, when we were brainstorming about the aesthetic of the project. For some important story reasons (specifically the motivation behind the Human/Leshin war) there was always going to be a light steampunk element to the world. Traditional steampunk is a little played out/a bit of a cliche, so we aimed for a variation on the idea.

The fledgling machinery of our world isn’t powered by coal or literal steam, but magic drawn from Fey rifts. It’s clean energy. The world isn’t (visibly) polluted by its use. So I guess our aesthetic is Clean Steampunk? I don’t know, that sounds like a bad Skyrim mod so maybe I just need to come up with a new term.

ANYWAY, we aimed for a musical style that would reflect fantasy with an ethereal sci-fi touch. And we immediately seized upon Tangerine Dream’s soundtrack for Legend as an inspiration. Now, I realize this is a somewhat controversial work to cite. Legend was originally scored by Jerry Goldsmith, who was replaced by the studio near the very end of production on the film. Tangerine Dream was chosen to (bizarrely) appeal to a more youthful audience, because apparently the kids were way into new age electronica in 1986. A lot of people prefer the Jerry Goldsmith score and think the TD score (completely in only a few weeks to meet the deadline) is dissonant with the visuals of the film. Jenny (my co-writer, artist, and composer on this project) think those people are crazy.

A few months into production, we watched Legend again and I was struck by the over-the-top cheesy ballad that closes out the film.

Is it a good song? I’m not even sure. But it evokes a certain time in fantasy/action film making that is incredibly distinct. Legend wasn’t the first film or the last to end on a dreamy ballad that casually drops the title throughout. The Neverending Story and The Last Unicorn, for example. And if you widen the definition of the credit song ballad to take out the requirement of naming the title, you draw in Robin Hood: Prince of Thieves, The Princess Bride, and a ton of other films made from the mid 80s through the 90s.

Video games have their own version of this phenomenon. Final Fantasy games starting with VIII have prominently featured jpop ballads, and the Kingdom Hearts spinoffs have followed suit. Final Fantasy IX is probably the best one.

Final Fantasy XV is going to have a cover of Stand By Me by Florence and the Machine instead, if you want to know how bizarre things have gotten over at Square-Enix.

Thinking about these traditions gave me an idea: why couldn’t we do something like this for Echoes of the Fey? We were already shooting for a sound that invoked the fantasy films of the mid-80s. Why shouldn’t we have a vocal theme song.

This should have been a hell of an undertaking, since neither of us can sing. But we were lucky. The voice actress who plays Sofya in Echoes of the Fey, Amber Leigh, is also a singer. Once she said she was down to record the song, we knew we had to do it. Jenny wrote the composition and a version of the lyrics that, unfortunately, could have been seen as a spoiler for some of the events of The Fox’s Trail. That was fine for a song that played over the credits, but we decided that we wanted to use it as a promotional tool as well.

So I took a crack at songwriting. Let me tell you, it is not as easy as my previous experiences with penning lyrics: swapping words around in popular songs to make twitter jokes.

My first pass had the correct number of syllables on each line, but apparently it matters where you put the vowels (especially in a slow paced song) because I was trying to force Amber to hold some really terrible sounds.

So I did a second pass, and with Jenny’s help (and patience) we arrived on the lyrics we are using today. And we’re really happy with it! Our final product feels like a mix between the cheesy fantasy ballads that inspired us and the eerie Julee Cruise/Angelo Badalementi collaborations of the same era. Which is a fantastic result for me, since this project is all about mashing together fantasy and noire and making them kiss.

Hopefully you enjoy the song and I look forward to everyone playing the game that inspired it in (hopefully) a month!

Echoes of the Fey Greenlight Campaign and Update

I’m happy to announce that yesterday we officially launched the Steam Greenlight campaign for Echoes of the Fey: The Fox’s Trail. If you want to check that out (and vote yes!) the page is here. We’re hoping to be able to release later this summer simultaneously on all PC platforms, but Greenlight is a mysterious black box so fingers crossed!

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We touched on our progress in the Greenlight page, but I thought I’d give a bit of a wider picture the current state of development. Our engine (the framework we use to put in scenes, GUI elements, items, and choices) was completed–except for some minor polish–several months ago. We’re using GameMaker Studio for the first time, so this was a fairly significant step. GameMaker can work for pretty much anything 2d, but it’s not hardwired for a lot of text input/drawing. Once that was done, we were basically just been working on content–writing, art, music, and the such–for a while. Of course, that’s what people come to visual novels for.

As of today, the script is basically done. And almost all of it is in the game. You can play through from beginning to end and pretty much the only thing you’ll miss out on is the end of one side quest and the optional epilogue scene with a character of your choice. The soundtrack is finished except for some polish on a few older songs and a vocal song that will play over the credits. We’ve received but haven’t processed/put in all of the voice acting (that’s actually a very late step in development because when we do that we have to fork off a new branch of development for the mobile version, which will have significantly less voice work).

All the character portraits are complete and in-game. The only thing left to do on them is optional dyes for Sofya’s outfit, which will be rewards for getting gold pieces from side quests. Backgrounds and the overworld are mostly complete. One building that’s part of a side quest isn’t fully interactive yet, but that’s about it. Several CGs are complete and in the game, but there are more to do. And of course there’s testing! With over 100 choices in the game, testing will be something of an ordeal but (of course) we’re going to do it to make sure we launch as bug-free as possible.

I also promised a short story prequel and that’s started but I definitely need to get to work when I have the time (thanks, Overwatch). We’re hoping to be ready in the next month, then take a couple weeks to focus on marketing and release in the very near future! Of course I’m being completely vague about release dates because (especially with a two person team) things happen and I really don’t want to set a date then miss it.

In the meantime, follow development over at the new official twitter for Woodsy Studio, and just in case you missed it before, vote for us on Greenlight!

Final Kroenke: A Game About Stan Kroenke

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Like many folks in St. Louis, I was pissed off by the NFL and Rams owner Stan Kroenke earlier this week. Losing the team, trashing the city, all that stuff. I thought about making a blog post but plenty of people have written rants that are better than anything I’d come up with.

So instead I made a game about it, Final Kroenke. It’s free and playable in your browser. It should even work on your phone but because of a lack of keyboard keys, a couple things can freeze the game: trying to use items on enemies or trying to use the “Money” or “Coaching” skills before you level up and learn them.

Enjoy!

PLAY FINAL KROENKE BY CLICKING THIS LINK
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My Apparently Annual Top 10 Games of the Year List – 2015

Last year, I hopped on the internet end-of-the-year zeitgeist by making a top 10 games of 2014 post. I’m not sure how many people care about my opinion–and probably far fewer do now, seeing that I had a sports game at #1 and a visual novel at #2–but hey, why not do it again? #content

I played a lot of video games this year, which is nothing new, but I also released my first game and contributed significant dialog writing to another. I’ll be releasing my second game in a few weeks, and another visual novel in collaboration with Woodsy Studio in the late spring. I don’t know whether any of this makes my opinion more or less valid, but working on games has certainly informed and changed how I approach them. Which is weird, because this list is probably way less eclectic than last year’s.

The Annual Disclaimer: A shitload of video games came out in 2015. More games that I wanted to play than in any year I can remember. There’s a lot I still haven’t gotten around to playing that I could see making it on this list: SOMA, Rise of the Tomb Raider, Just Cause 3, AC: Syndicate (yes), Axiom Verge, Nuclear Throne, and Pillars of Eternity, just to name a few off the top of my head.

I’m also leaving off MLB: The Show 16 to keep things interesting

And as usual, large gifs ahead.

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26 gy Update – Box Art and Trailer

A few months ago, I’d planned on releasing 26 gy by mid-December. It’s not out yet, so it’s update time.

A few things things kept me from my planned release. Jury duty and a brutal flu hit me at the same time and pushed me back. The closer my intended date got to Christmas, the more I wanted to wait a bit longer. 26 gy is hardly a holiday game and releasing while everyone is on vacation and playing big games sounds like a death sentence.

But here’s the good news! First up, I have official box art.

26GyCoverFull

Now, granted, there isn’t going to be a boxed version of 26 gy. It will be up on my itch.io page and (with any greenlight luck) Steam at a later date. But, hey, the industry keeps calling it box art so here we are.

Second, I have a trailer featuring a bit of gameplay and some of the original music. No official date yet–testing could take one week or three and I’m not ready to commit–but I can say it will be released in JANUARY. And this time I mean it.

https://www.youtube.com/watch?v=m5fiGHuaajg

I’m also returning to this damn blog, which I’ve largely neglected over the last month. Not only was I trying to make up for lost time with 26 gy, I was playing a lot of Fallout and I let that take away from blog-time rather than dev-time. So even if you’re more interested in my jokes, baseball, or video games thoughts rather than a low-fi horror game, I’ll have stuff for you here!

Announcing My Next (Full) Game, 26 gy

So, now that The Closer: Game of the Year Edition is out (go play it!!!), and I’ve patched up all the major bugs that have been reported so far, what’s next? That’s a good question and, fortunately, I already have an answer for you. My next game is in a very early state, but far enough along that I plan to live demo it in a couple weeks and think it’s fair time to announce it, so here goes.

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First off, this is not a follow-up to The Closer. I am going in a completely different direction with this project, eschewing wacky comedy for atmosphere and horror. But if you like the silly stuff and have no interest in anything else, don’t worry! I’ll still be doing dumb single-day projects like The Ascension of Randy Choate too. But that’s enough in the way of disclaimers.

Now I’m going to talk about 26 gy.

If you follow me on twitter, you’ve probably heard me sing the praises of Final Fantasy VIII, relative to the Final Fantasy series and even jRPGs in general. I’ll write an overlong, in-depth post about this eventually but what I love about VIII is how it plays with the most fundamental gameplay loops of the RPG–earning experience points and leveling up. Killing monsters for XP is secretly counter-productive and grinding for levels can make the game almost unbeatable. It’s entirely bizarre and works with the (equally bizarre) themes of the game.

I wanted to do something similar.

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26 gy is a horror/RPG in which you do not gain levels. You lose them. At the beginning of your game, your character suffers a lethal dose of neutron radiation which leaves them in the “walking ghost” phase of acute poisoning. She is going to die and cannot be saved, but for the moment she feels just fine.

Your character (there will be three options to start) is recruited to explore a mysterious labyrinth beneath the military base where the radiation accident occurred. You believe that this labyrinth is somehow connected to the accident and the experiments you were running when it occurred, so you agree to investigate. After all, you have nothing left to lose.

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With every hour you are in the labyrinth (represented by one game minute) you lose a level. Your stats are decreased in kind, and you are one hour/minute closer to death. There is no extending the time limit, there is only descending deeper into the labyrinth so that you will learn as many of its secrets as possible before the radiation poisoning runs its course.

There’s more to the story–a  lot more, and I hope to make the narrative the major draw, since the gameplay systems are (intentionally) oppressive–but that’s all I’m going to say about it since I want players to discover the mysteries of the labyrinth and its monsters for themselves.

Monsters? Yes, unlike The Closer, this is an RPG. Right now, it uses the standard RPG Maker battle system (which is the early Dragon Quest battle system FWIW) but in the coming months I’ll be playing around with other options. Killing monsters earns currency, which can be exchanged for items or indulgences from the mysterious stranger who appears throughout the labyrinth. These will serve to offset the stats lost by the slow level drain.

26 gy is, though, above all a horror game. But not the kind full of jump scares and gore. The monster that is going to kill you isn’t hiding behind a corner, in a closet, or even really in the next random battle. It is the poison inside of you; there’s no finding it but there’s also no escaping it. The clock in the corner will always tell you how much time you have in the winding, unnatural dark hallways of the labyrinth.

Again, all of this is in a fairly nebulous stage. The art style–which I hope invokes the stark abstract nature of C64 and black-and-white PC games–is probably the only thing set in stone. I’m not much of an artist, so I gotta go as simple and abstract as possible.

Despite that, I wanted to get it out there. I work fast, and I expect 26 gy to be done by the holidays (what a cheerful holiday title) though I’m not sure when I’ll release it. But for now, if you happen to be in St. Louis and want to attend a video game convention, I’ll be demoing the early build of 26 gy at Pixelpop Fest.

And if you want to see my other stab at horror, check out my novella, Room 127 for an idea of how I handle more serious and grim subjects. I’d like to think I can do more than tell dumb jokes!

The Inscrutable, Brutal Bloodborne

I killed four bosses yesterday. The first was a giant, shambling pile of corpses. It had given me fits late Saturday night, obliterating me in one with a flash of red light that was only telegraphed if the game camera was pointed in the right direction. Its name was The One Reborn. I had to grind out a few levels of vitality to be able to withstand the red flash. Once I could do that, he went down in one try.

The second boss was a towering man with a scythe who lives on top of a castle. With a swing of his blade, he tosses bloody skulls my way like he’s a Mortal Kombat character. He wears a crown but I don’t think he’s a king, because his name is Martyr Logarius. I summoned help to beat him. Ringing a bell just outside of his domain brought another player into my game. We took turns drawing the ire of Logarius while the other tore into his back.

LOGThe third boss was the smallest one yet. Smaller even than my character. It looked like the classic alien gray, with an oversized head and withered body. As it shambled around its domain, it summoned identical-looking minions to attack and protect it. They swiped at me and then they shot lasers at me. This one was called the Celestial Emissary. It was probably the easiest boss I’ve faced so far and I still died a couple of times. My bad. I was doing so much damage to it that I got careless. I thought I could end the battle quickly. I did end the battle quickly, but not the way I wanted to.

The fourth boss was a man with his head in a cage. He yelled at me about how I could open his eyes. His arm turned into a swarm of tentacles when he was cornered and he summoned skeletal marionettes to fight on his behalf. I had to chase him through a series of cloudy hallways and drop down on him from above when he tried to put a gate between us. His name was Micolash, Host of the Nightmare. He caught me off guard a couple times with a new attack that staggered me and nearly left me for dead. But in the end I put my blade through him. Maybe that was what he wanted. I still don’t know.

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MathenyQuest, a Playable Teaser

MathenyQuest

If there is any creed that I strive to live by, it is this: do as Hideo Kojima would do.

So when I was presented with the question of how to continue to promote my upcoming game, The Closer: Game of the Year Edition, there was only one thing to do. I needed to make a playable teaser.

Last year, Hideo Kojima rocked the world of video games with P.T., a brief and mysterious free game released on PS4 with little-to-no explanation.

Despite the fact it was only a promotional tool, P.T. was so effective and weird that numerous reviewers ended up naming it one of the best games of the year. It’s a great idea for promotion: a short game that is entirely divorced from the story of the main title, but can express the themes and ideas in an easily accessible (and free) manner.

To follow in Kojima’s footsteps, I had to distill the humor and existential weirdness of The Closer into something that could be played and understood by anyone. A text adventure, maybe. Or just a Twine game.

I made a Twine game. Go check it out.

MathenyQuest

 

Explaining My New Venture, BAD GAMES PLAYED BADLY

Everyone knows the tale of E.T. for the Atari 2600. The film took the world by storm and Atari rushed to develop a licensed game to ride the coattails of its success. Atari spent millions acquiring the rights, churning out a game in under six months, and printing out as many copies as possible. It was supposed to be a smash hit but the game was bad and poorly tested, so instead it was an expensive failure that became the figurehead of an industry-wide crash.

Mulder, it's a bomb!

Mulder, it’s a bomb!

While E.T. was a disaster, video game companies kept coming back to the same idea: strap a successful license onto a bad game and the bad game will sell tons. They were probably right, at least up to a point, because the history of video games is littered with mediocre-to-awful licensed brawlers, shooters, adventure games, and action/platformers. There are games based on The Sopranos, CSI, Prison Break, Rocky, Jaws, The Godfather, Deadliest Catch, The History Channel, and Reservoir Fucking Dogs. Among others.

And X-Files.

And X-Files.

So I’m going to be streaming them. And writing about them.

I’m doing this for a lot of reasons: to promote my own upcoming game, to learn from the mistakes made by sloppy or bad games, to make gifs to post to twitter, to indulge in masochism, and because a lot of these games are dirt cheap these days. After all, like E.T. they were probably produced well in excess of demand.

I’ve already started up with X-Files: Resist or Serve as you might guess from the gifs I’ve interspersed throughout. And I already have a few more games lined up after that. It will be mostly a mixture of PS2/PS3 titles, but I have all sorts of systems available if I stumble upon the right game. If you’re interested in following me live, my efforts can be found at twitch.tv/RedbirdMenace but there will be gifs posted on twitter after each session, and write-ups here (probably with video) as I go along.

I do not remember this episode

I do not remember this episode

I don’t have a microphone yet, so for the moment the streams won’t have commentary. But I’m looking to maybe expand into doing commentary as well, and for now it’s all the easier to hear the bad voice acting. Generally, I will be playing blind but, in full disclosure, I will not stop myself from using in-game cheats to complete games with restrictive save points if they’re available. No one wants to watch me beat my head against a wall forever, and I’m more interested in seeing all the terrible content rather than the challenge. I’ll

Games up ahead will (probably) include The Sopranos: Road to Respect, Star Trek (starring Zachary Quinto), 24, and others! If you have any requests, feel free to let me know.

And God help me.