What better way then is there to celebrate such an occasion than to remember the heroines in the games we love so much? Below, we’ll be listing games and series where their different heroines have made a lasting impact in gaming history. These games make for the perfect gaming experience to celebrate Women’s Month.
Most people will know of Lara Croft one way or another. The older generations will remember her iconic time on the stage when the original Tomb Raider games were released on PS1 back in 1996. Sleek, stylish, and unique, the older Tomb Raider games have been remastered for those willing to try them. They feature a confident, headstrong Lara Croft diving into abandoned tombs and squaring dinosaurs and monsters. Tomb Raider: Remastered has all three original PSX games and is available on Steam, PS Store, Xbox, and the Nintendo Switch.
Tomb Raider Remastered | Courtesy of Steam
By comparison, newer audiences will remember Square Enix’s Tomb Raider reboot series instead. The first game, Tomb Raider, features a greener, more inexperienced Lara thrust into a dangerous survival situation where she is alone and underequipped. Unlike her original counterpart, this version of Lara Croft is more grounded in its portrayal, showing off a gritty side to the heroine as she struggles to survive. Later games in the reboot series, Rise of the Tomb Raider and Shadow of the Tomb Raider, still have this same Lara, now =better equipped to deal with the world-ending calamities she faces.
Rise of the Tomb Raider | Courtesy of Steam
Both are solid interpretations of Lara Croft and show that no matter what you prefer, Lara is still a bad-ass heroine out to uncover treasure and save the world.
Who can forget this iconic character? Metroid’s Samus is another fan-favorite heroine out to save the universe and fight off the alien menace she encounters. The original Metroid was so popular it spawned its own genre, the Metroidvania. Featuring tight platforming, a thorough focus on exploration, and level design that encouraged backtracking, Metroid was a smashing hit for the NES.
Metroid | Courtesy of gifer
Is it any wonder that people were curious as to who was behind the mask? In one of the endings of the original Metroid, Samus sheds her armor and waves at the player, revealing that the character they’d been playing as the whole time wasn’t your typical rambo-esque protagonist but a true run-and-gun heroine who could fight with the rest of them.
Metroid | Courtesy of Termian Hero
Metroid’s popularity is undeniable, both as an enjoyable game and as a tribute to an iconic character. Its popularity still remains strong to this day, with the latest game in the Metroid series, Metroid Dread, reaching critical acclaim. Samus’s history as an icon lasts long and reaches far, and based on her continued popularity, she’ll likely remain in the public eye for a very long time to come.
Samus | Courtesy of Nintendo
Who can forget the beloved horror series Resident Evil? While Alone in the Dark created the survival horror genre, Resident Evil popularized it. Zombies, bio experiments, monsters, and more lurked behind the doors of Spencer Mansion, leaving the STARS team unprepared for the dangers to come.
Resident Evil | Courtesy of Capcom
Of course, Resident Evil isn’t just known for being scary. It’s also known for having some kickass heroines. STARS member Jill Valentine remains the series' most iconic heroine, appearing in the original Resident Evil and in later games, Resident Evil 3 Nemesis, Resident Evil 5, and Resident Evil: Revelations. Cool, calm, and collected, Jill Valentine’s survived horrors people can barely comprehend and looks good doing it, too.
Jill Valentine | Courtesy of Capcom
Of course, we can’t count out the other heroines of Resident Evil either. Resident Evil 2’s Claire Redfield and Ada Wong aren’t to be forgotten, being the next most prominent heroines in the series!
Claire Redfield appears in Resident Evil 2, Resident Evil Code Veronica, and Resident Evil: Revelations 2. The sister of hero Chris Redfield, Claire isn’t afraid of monsters and sticks up for her friends and her family. She’s survived zombies before and isn’t afraid to take the lead when it counts.
Claire Redfield | Courtesy of Capcom
Meanwhile, clandestine spy Ada Wong appears in Resident Evil 2, Resident Evil 4, and Resident Evil 6. While seemingly shifty, Ada’s altruistic side comes out when it comes to dealing with hero Leon Kennedy. She’s the cool spy in his rookie cop routine, and while their relationship is rocky, she never fails to leave an impression.
Ada Wong | Courtesy of Capcom via Shirrako
These fantastic heroines take center stage in their various games and showcase that when the going gets tough, the women get tough and kick some ass.
Final Fantasy is a series with a whole slew of memorable female heroines to choose from. It only makes sense when the series has had more than 16 titles and is still going strong. However, these three come to mind as the series' most iconic heroines.
Little needs to be said about Tifa Lockhart. Being one of the main love interests of Final Fantasy 7’s Cloud, Tifa’s a brawler who’s not afraid to let her fists do the talking when they need to. While she does exude a headstrong attitude, she’s also got a softer side to her, reserved only for her friends and family.
Tifa Lockhart | Courtesy of Square Enix via Reddit
The same can be said of Final Fantasy XIII’s Lightning. While she may be named after lightning, she’s more of a cool and collected ice queen who hides her emotions behind a mask of fatality. Always ready for battle, Lightning rushes into combat with her sword, outwardly cold and detached but slowly opening up to her companions.
Lightning Farron | Courtesy of Square Enix’s Final Fantasy 13: Lightning Returns
What makes Lightning notable isn’t just that she’s the star of two games and appears in at least; it’s that she herself has appeared in a Louis Vitton advertisement. It turns out that this heroine isn’t just a fighter but also a fashionista.
Lighting Farron | Courtesy of Square Enix and Louis Vuitton
And of course, if we must talk about heroines, we should talk about Final Fantasy 6 as well. While this game has a brilliant, diverse cast of characters, the first one you play is also one of its strongest.
Heroine Terra Branford takes center stage in Final Fantasy 6. She is initially a mind-controlled soldier who breaks free from her chains. While she wants nothing more than a peaceful life, she isn’t afraid to fight for it and wields sword and magic to beat her foes into the dust. She remains the heroine of the first half of the game and is instrumental in starting the revolution. While she has a kind heart, she’s never afraid to put her life on the line.
Terra Branford | Courtesy of Square Enix
If these types of heroines interest you, why not check out Lethal Wedding? This new top-down RPG shooter for the Sega Genesis and Mega Drive features the bride, Joanna, who is out to save her darling-in-distress future husband. If the premise sounds interesting, follow the campaign on Kickstarter and try the demo out for yourself.
Lethal Wedding
Hopefully, the discussions of these games and their heroines have piqued your interest and encouraged you the games out for yourself. They’re icons of their series, and their games perfectly celebrate Women’s Month.
If this article has proved entertaining, consider subscribing to our newsletter! We at Mega Cat love celebrating the rich history and culture that video games can provide. We’re always eager to share our passion for video games with our audience.
This article was written by Alexander Cuaycong.
]]>Knowing all this, why even play a retro? Why not stick to modern gaming?
Not all games need to be complicated to be fun. Retro games are the prime example of this, being easy to get into, even if you’re a newcomer to the genre. There are not a lot of new mechanics to learn, and while they’re not as intense as most modern games, they still have the capability to be engrossing.
For instance, the original Doom might seem dated compared to its 2016 reboot, but the visceral rush of shooting down demons never gets old. Its simplistic nature means even people who don’t play FPS games will be able to appreciate its gameplay and what it sets out to do.
Id Software’s Doom | Courtesy of Steam
Similarly, while Super Mario Odyssey is a fantastic 3D platforming game, the original Super Mario Brothers is still as timeless as ever. While Odyssey has you zipping and diving around with some all-new tricks, the down-to-earth approach of the original Mario game is still hard to beat.
Super Mario Bros. | Courtesy of Nintendo
While these games may have aged as well, their challenges remain relevant. While the original Contra might have been released nearly four decades ago, the challenges it presents are no less grueling than they were back in 1986. It’s still a mechanically demanding game that asks the most from its players, with one-hit deaths and tons of enemies to dodge and mow down.
Contra | Courtesy of Steam
The same goes even for titles with modern reimaginings. The newer Ninja Gaiden games might be in 3D and allow for more fluid, fast-paced combat, but the original Ninja Gaiden is still infamous for being brutal and unforgiving. Deadly enemies lurk beyond screen transitions, and hits can send you careening into bottomless pits, but the fluid pace it sets keeps you going and coming back for more.
Ninja Gaiden | Courtesy of Nintendo
If that doesn’t convince you to play retro, maybe the convenience will. On Steam itself, plenty of retro games are available to play all under the retro tag. Whether it’s playing remastered versions of retro games or the originals put up on the store, their system requirements are incredibly low, and most modern PCs can run their requirements. Alternative stores like GOG and Epic Game Store also have a huge library of retro games to choose from, and even consoles like the Nintendo Switch and PlayStation Store have their own selection of older games.
If you can’t find any of the games you’re interested in, you can always emulate them as well. Emulators like Dolphin Emulator and RetroArch allow players to play their favorite retro games on devices like cellphones and computers.
RetroArch | Courtesy of Steam
There are just many different ways to experience the classics.
If the ease of playing them doesn’t convince you, maybe the nostalgia will. Studios like Nightdive have tried to bring the best classic on Steam. They recently released Star Wars: Dark Forces Remaster, an upscaled version of the classic Star Wars: Dark Forces. To many people, this game had been nearly impossible to run on modern computers, but the recent release has finally let people reexperience this gem after nearly 30 years of waiting.
Star Wars: Dark Forces Remaster | Courtesy of Steam
The same goes for games like the Classic Tomb Raider or the original Turok. Through their remasters (Tomb Raider Remastered and the rereleased Turok), people finally have a chance to replay these classics and the games they treasured during childhood.
There’s the added replayability and convenience of modding retro games to look forward to. These games have a huge community of people who adore them, so plenty of mods have arisen to give these old games new ways to play them. Some of them are simple patches, like the Final Fantasy 6 GBA Music Patch, which changes up the game’s music to be more in line with the original release.
However, other modifications have far bigger aspirations. For instance, The Legend of Zelda: Ocarina of Time has a fully-fledged randomizer meant to change item locations, enemy spawns, room layouts, and even boss locations. This turns what was originally a linear game into a wild romp with tons of replayability due to the added variance.
Ocarina of Time Randomizer | Courtesy of ootrandomizer.com
Intelligent System’s Fire Emblem mods go as far as adding entirely new content to play with. Coming in the form of romhacks, many talented modders and romhackers create their new content over at feuinverse, with brand new storylines, characters, graphics, and missions to look forward to.
Fire Emblem: Genesis - a Prugressian Tale | Courtesy of feuniverse
Some of these are just quality of life, giving people ways to experience the game for themselves. A notable example is Nintendo’s Mother 3, which has never been officially released outside of Japan. While it is playable on a virtual console on the Nintendo Switch Store, an article from Polygon notes that there were no intentions to release it to the West.
Mother 3 is natively unplayable in English, but dedicated fans have released their translation patch for it, giving people who want to experience the end of the Mother series some closure.
This is just the tip of the iceberg. Fans of retro games will continue to find new ways and new reasons to play their old favorites once more. While modern games are fun, the classics are still just as good as they were years ago.
If this has convinced you to try your hand at playing some retro games, consider checking out our collection of published games. We at Mega Cat Studios love retro games and pride ourselves on developing and enjoying the classics. There’s nothing more we love than sharing that love!
This article was written by Alexander Cuaycong
]]>Image | Courtesy of Touhou FDF via Steam
Yet, at times, it plays remarkably safe, basking in simpler, more understandable titles like Nuclear Throne and Enter the Gungeon.
Let’s examine the SHMUP genre and see how it’s evolved through the years.
The first game in the genre was a game in 1962 called SpaceWar! This little game had a simple concept. Two spaceships set against a starry sky would battle it out, in all in an effort to destroy one another. It was a simple genre involving two players and was notable for its popularity. This simple little game is arguably one of the most influential games of all time. Not only did it inspire countless programmers to try their own hand at making games, but it also made people realize the potential this little shooter game had in it.
Image of SpaceWar! | Courtesy of Kenneth Lu via Flickr
While other similar games in concept to SpaceWar! would eventually release; Taito's 1978 release of Space Invaders would be the true birth of the genre.
Image of Space Invaders | Courtesy of XanderBakker
Set against a 2D background, Space Invaders had players maneuver their ships around to defend Earth against the alien menace. It was a simple, highly addictive concept, emphasizing player skill and strategy to win the day. Take too long, and the enemy ships would reach the bottom where the player was defenseless. Play too fast, and you’ll run the risk of getting hit by the enemy’s projectiles.
It was a massive hit because it was a great balance of offense and defense. Hundreds of clones of Space Invaders would come out, seeking to capitalize on its popularity. Eventually, games like Gradius would try to innovate the genre, changing the perspectives from top-down shooting to side-scrolling action.
Image of Gradius | Courtesy of Gamedevelopers.com
Other SHMUPs grew in popularity over time. Titles like Asteroids in 1979 and Galaga in 1981 were already proving popular, and other similar titles would soon come to rise.
Asteroids | Courtesy of Atari
However, while copycats did exist, divergences in the genre also became prevalent. Most notably, Konami’s own run-and-gun arcade shooter Contra took the world by storm. It was a massive success and was the genre at its height.
Screenshot of Contra | Courtesy of Nettvshumen via YouTube
Things peaked with Contra, and while other titles in the same vein would come out, few would shake up the genre as much as Contra did. Games like Seibu Kaihatsu’s Raiden looked technologically impressive and played well. However, compared to previous successes, it didn’t hit the popularity the developers hoped for.
Raiden
Other titles continued to be released, especially sequels to other classic SHMUPs, like the various sequels to Gradius, such as Gradius II and Gradius III, but none would really change things up. It seemed like the genre had stagnated and would never recover.
And yet, the genre did recover. Live Wire’s Radiant Silvergun is what most fans would call a revitalization of the genre. It’s a design classic that shook up the genre, featuring multiple different weapons, memorable bosses, and a variety of ways to tackle your foes into dust.
Radiant Silvergun | Courtesy of Steam
Radiant Silvergun proved that the genre still had some life in it, and while this arcade title never saw the light of day outside of Japan, its legacy is not forgotten, finding a home on the Xbox 360 and the Nintendo Switch. It was a breath of fresh air that kept the genre alive and kept its fans hoping for more.
Today, SHMUPs are a classic genre with many different sub-genres to look forward to. It’s evolved and can be enjoyed in many different ways.
Games, like Enter the Gungeon and Binding of Isaac’s modern designs may resemble little of the initial genre. However, these twin-stick shooters are an enjoyable romp for any fans of the Shoot ‘em Up, featuring their own twists and gimmicks to keep things interesting.
Binding of Isaac: Rebirth | Courtesy of Steam
Fans of a more classic style of SHMUP may enjoy the bullet-hell nature of games like Bullet Heaven 2 or Touhou Unconnected Marketeers. There are tons of projectiles to dodge and a wide variety of bosses to beat down. They require precise movements to beat their gameplay's chaotic, mesmerizing nature.
Touhou Kouryudou, Unconnected Marketeers | Courtesy of Steam
If you want a more classic SHMUP experience, you may take a look at something like ZPF. This retro-inspired SHMUP promises the classic gameplay of games like Gradius.
Inspired by the 16-bit Sega Genesis games of old, this neat little game promises the best nostalgic side-scrolling action you can look for. ZPF Team’s ZPF will dazzle you with its charm, style, and gameplay. Check out the trailer here if you’re interested, and try out the demo for yourself! ZPF is coming soon to Kickstarter, so make sure to follow the campaign now!
SHMUPs have certainly come a long way, and it’s interesting to see just how much the genre has changed over time. From being a multiplayer-only experience to being one focused on fast, intense, exhilarating movement and combat, SHMUPs prove you don’t always need a deep story to be engaged. Sometimes, you just want an intense, enjoyable experience.
If you are interested in these types of retrospective articles, consider dropping by our Discord or subscribing to our newsletter for our latest updates! We’d love to share all the gaming nostalgia and history we treasure with you.
This article was written by Alexander Cuaycong
]]>He shared his insights and issues with the community as well as some motivations for those who are aiming to enter this community! Here’s how our interview went!
How did you discover speedrunning?
I came across speedrunning, and hard gaming accomplishments as a whole, when I was around 9 years old. I had owned a demo of a game called Marble Blast Ultra, a tough platformer which often focused upon beating levels as fast as possible. Later on, I’d also be interested in the hard speedrunning levels within Super Mario Maker, and eventually, I was interested in all the world records for most of the games I played.
What made it interesting for you to check it out?
Combined with being extremely bored at home, I spent a ton of time improving my skills and records on numerous levels within Marble Blast Ultra. At the time, I never even had any access to things like leaderboards and communities surrounding the game. I never knew if my records were actually good or not. My passion for improving at the game came purely from the self-gratification I received when improving myself. In a way, my interest in speedrunning formed purely on it’s own.
What were the biggest issues you encountered in the community?
For Geometry Dash specifically, it is common to encounter numerous people trying to put you down and treat your accomplishment as trash. The community has grown substantially, bringing in a lot of good people, but also negative ones who downplay accomplishments they don’t even understand.
What would be the best memory or moment you’ve experienced?
There’s been numerous moments in the past which I would consider the best for their time. Getting new records in Marble Blast Ultra always filled me with joy. Beating the hardest levels in Super Mario Maker, such as U-Break, was also exceptional. But if I had to choose one which I remember the most fondly, it would be my world record for The Tower any%. After zoning out for a long while when speedrunning it, the realization of how truly good the run was hit me like a truck. It not only reached my goal for the category, but went completely beyond it, and that’s a very rare feeling.
Should other people also try to check out speedrunning? Why so?
Anyone who has a game they enjoy, and simultaneously feel the need to improve their skills at it, should absolutely look into speedrunning. It’s a passion beyond gaming itself; it turns into a long journey of self-improvement and self-gratification.
What makes the speedrunning communities special?
There is almost no other place where you will find people truly testing the limits of what is possible within their respective games, and it goes beyond that as well. The process of being as fast as possible brings in opportunities like programming, glitch-hunting, routing, optimizing, and more, all coming together to work on the simple objective of beating the game as fast as possible.
Who do you think would enjoy speedrunning as well?
Those who are willing to spend as much time as needed to improve their skills, and are ready for the setbacks and difficulty that comes from it, will find speedrunning extremely enjoyable.
How would you describe your experience and stay in the community?
Before the new update, I had grown my presence in the community through attempting some of the hardest levels within the game, even if I wasn’t able to beat them. My efforts to attempt these levels pushed the limits of what I could do far more than any game previously. I knew for a long time that platformer mode would bring in a wave of speedrunning potential, so when it finally released, I quickly began testing the limits of it as well.
Working together with others to find new strategies and ultimately learn enough to get the world record in all categories was extremely satisfying. This entire time, I have met many people who I have shared my accomplishments and setbacks with. I have had many negative experiences, but also met some of the best friends I’ve ever had. Regardless of failed achievements and hard times, it has been worth it.
What made you stay long in this community?
The game has almost no limit when it comes to skill, and what can be accomplished. Even if the records for The Tower are optimized to perfection, there are still hundreds of thousands of other levels waiting to be explored and speedrun. The community will never run out of things to attempt and improve upon, and they are not going to stop pushing the limits of the game anytime soon.
What is your message to those who admire and watch you?
There are a lot of ways you can contribute to a community even if you don’t think you can. For any game or hobby that you enjoy, the limit of what you can do is infinite. Your satisfaction does not have to rely on anyone else. In any hard task you attempt, think about how much you have improved, and how much farther you can go. No matter how you compare to others in your community, the progress you have made on yourself is worth it.
Check out sinc0s on Speedrun.com and follow them on Twitter and YouTube to get more updates on their Speedruns!
---
Want to see more of things like this? Or maybe you like cats or the Game Boy or the NES? If you do, let's have a catjam together! Join Mega Cat Studios on Discord for more fun and excitement!
]]>Image courtesy of Freepik
But what’s the best way to play these retro games in 2024? Is it picking up a retro console of your own? Or are there other alternatives to explore?
Believe it or not, the retro market is still going strong. Old consoles might not be produced by their companies anymore, but there's still a market if you know where to look.
Part of it is because there’s a demand for these retro consoles. An article on CBC highlights part of the reason why these are still popular. Video game preservation is important, and a notable part of the community has taken it upon themselves to keep these physical media intact. It helps preserve these items as a part of video game history and guarantees that they won't be forgotten.
Image courtesy of Raffi Asdourian via Flickr
However, not everyone who participates in it does it for history. There are some people who simply find the nostalgia and simplicity of older games to be preferable. These retro enthusiasts are the main lifeblood of the retro market, and plenty of them become long-time collectors and retro game enthusiasts, causing there to still be a sizable demand for these retro consoles.
Be warned that buying a legitimate console may cost a lot, especially if the consoles are rare and the video games are hard to find.
If you're not able to cough up the cash to play these classics on a legitimate console, you can always go for the next best thing. Emulating these old consoles tends to be easy, and there's a wide variety of reliable emulators to pick from.
Popular examples are the accessible Dolphin emulator for Gamecube and Wii games, Kega for Sega Genesis, and Retroarch for a variety of games from the NES to the PSX.
Image courtesy of RetroArch via Steam
These emulators tend to be lightweight on your PC usage as well, so even more portable devices like Laptops and Steam Decks can run these emulators without a problem.
Be warned that while emulation is legal, finding the games for your emulators can be a problem. What’s more, companies like Nintendo and Sony tend to have a negative opinion of these free emulators, with plenty of articles detailing the bad blood that these.
Never fear, though, for if you want to buy directly from the game developers themselves, some company-sanctioned emulators are often repackaged as their own consoles. Companies like Nintendo have finally realized just how lucrative the retro market is and are putting out their own emulators and retro games for sale, packaged and shipped off on accessible little shells for the avid collector
Image courtesy of Nintendo
If neither of these options seems interesting, you can always go direct for the remasters and rereleases. Instead of playing the games through original hardware or through emulation, why not go on Steam or GOG and play the remasters instead? Companies like Capcom and Square Enix understand that there's still a market for these retro games and have made some of their classics available for purchase. Remasters of Final Fantasy, Castlevania, and other similar titles are easily accessible on Steam if you take a moment to browse.
Image courtesy of Final Fantasy Pixel Remaster via Steam
Classics like Golden Axe and Phantasy Star are incredibly easy to boot up and play, and rereleases of titles like Dungeons and Dragons: Chronicles of Mystara are a great way to relive the classic games of yore with all the conveniences of modern gaming.
If these still haven’t sated your fill for retro-gaming, one can always play retro-inspired games as well! Airdorf’s retro-inspired horror game Faith is sure to creep you out despite its art style, mimicking the old classic Sierra adventure horror games with its dark atmosphere and unnerving story. If you fancy something far more active, New Blood’s Ultrakill takes clear inspiration from the boomer shooters of olde, asking you to dodge, duck, dive, and die as needed.
Image courtesy of Airdorf’s FAITH: The Unholy Trinity via Steam
Similarly, Space Pants Games’ Rocket Panda channels the classic gameplay of old-time platformers. Complete with all the charm and frustration the genre brings, it’s a throwback to a simpler time, asking its audience to evoke fond memories of games like Sonic and Super Mario. With plenty of levels to experience and different challenges to overcome, Rocket Panda might be the video game you need.
Rocket Panda
A lot of these retro-style games tend to be found on Kickstarter. These smaller indie devs cater directly to their audience, with rewards of cartridges, artbooks, and all sorts of prizes given to fans generous enough to support them in their campaign. Any retro fans who love these retro games should consider supporting these Kickstarters, especially if they’re fans of the physical media. It’s the best way to ensure that more games of this nature come out.
These are the best ways to play with the classics once again. There’s no wrong answer to it either. Whether you’re emulating a classic on the go or playing a throwback game on a console, these games prove the timelessness of the genre’s quality. You just can’t beat the tried-and-tested.
Want to experience more retro games? Join us at our Discord or follow us on Twitter, Facebook, or Instagram. Retro games are our passion, and there’s nothing more we love doing than getting others to love the same games we love.
This article was written by Alexander Cuaycong
Image courtesy of Santa Monica Studio’s God of War via Steam
It all begs the question of whether this new trend is here to stay. Is this focus on cinematic experience and the intense focus on storytelling an important part of gaming, and if so, just when did it begin?
The earliest video games released typically prioritized gameplay over story for a multitude of different reasons.
One such reason was just the physical constraints of the hardware at the time. Early video games, especially those in the 1970s and 1980s, simply did not have the luxury. The technology at the time was unable to house sophisticated graphics. Some games barely even had room for text, often resorting to supplementary materials like game manuals, books, and other physical media to get their story across. Games like Wasteland Classic and Akalbeth: World of Doom show firsthand how resourceful devs need to be to incorporate a story into their game.
Image courtesy of Interplay’s Wasteland Classic via GOG
Another reason was that games simply had different priorities at the time. Classic games like Contra and Mega Man needed no real story or setup to be great hits. Just pick up the game and play. John Carmack of Id Software, one of the creators of the iconic Doom game, even infamously once said that the story wasn’t that important. It was expected to be there but wasn’t the main focus for most gamers.
John Carmack | Image courtesy of Drew Campbell via Flickr
And how could he be wrong? Early video games simply had to go to great lengths to get any amount of its story across. So why bother? Games could be played with just a minimal story setup and didn’t need an esoteric narrative to keep audiences interested.
So, are games best played without a story?
Some game developers simply did not believe that to be true at all. Sierra adventure games were one type of video game people at the time remembered. These adventure games were infamous for their difficulty, often outright killing players for making minor mistakes during gameplay.
What made them special was that they specifically relied on their story and atmosphere to hook their audience. Games like King’s Quest, Dark Seed, and Death Gate were an important part of early video game history and cemented the popularity of narrative-driven games having a place and audience.
Image of Dark Seed courtesy of user Mellomarke at r/vintagecgi via Reddit
The prominence of RPG games also worked against this. Games like The Elder Scrolls: Daggerfall proved that combining a fleshed-out story and good gameplay could become massively popular with its audience. JRPGs such as Final Fantasy and Dragon Quest heavily relied on their story to contextualize their adventures, and the act of beating dragons and defeating gods would not be the same without the overarching narrative at play.
Even more action-oriented games started to throw their own hat in the ring. Kojima’s Metal Gear Solid in 1998 was a resounding success in part due to its witty writing. The franchise would not be the same without its dramatic cutscenes or over-the-top narrative.
And that’s not even talking about more recent games, either. With the advent of better technology, an entire genre of “story-only” video games has come about. Called “Walking Simulators,” this game genre focuses exclusively on its story-driven component. In a way, it’s like the adventure games of old, with games like Layers of Fear and Firewatch relying solely on good storytelling to leave its audiences satisfied.
Image courtesy of Bloober Team’s Layers of Fear via GOG
For what it’s worth, John Carmack has since retracted his own statement. In a tweet, he has since clarified that their stories can carry games. He just feels that gameplay is far more important in the end. He’s not wrong to think so, either. Recent years have proven that a good game can succeed even with poor storytelling. An overarching narrative does help enhance games but isn’t always needed to make a game good.
A tweet made by John Carmack via Twitter / X
For instance, Postal 2, one of gaming’s most offensive franchises, needs no deep story to get players into the game. You’re just a man doing everyday errands, and how you do these errands depends solely on how you feel at the moment. Whether it’s sowing chaos and blowing everyone away or doing it safely and slowly and following the law, the choice is in your hands, and the story doesn’t really care. The game is all about expressing yourself and nothing more.
Image courtesy of Running with Scissors’ Postal 2 via Steam
However, Games can be carried by their story as well. Until Dawn was a well-known horror game mostly played through choices and playing out QTEs. While the gameplay was minimal, its story kept people at the edge of their seats, and an entire franchise of similar games called The Dark Pictures Anthology has proven that there is an audience for it.
If anything, it seems that a good mix of storytelling and gameplay is the ideal balance to strive for. Larian Studio’s Baldur’s Gate III was 2023’s Game of the Year and blended an interesting story of redemption and betrayal with some solid RPG gameplay. Older games like Hotline Miami emphasized its psychedelic, brutal violence with a twisted narrative about nihilism and desensitization. Even something like Spec Ops: The Line was a fun subversion of the third-person military shooter, twisting a routine tale of military men taking out terrorists and turning it into an exploration of guilt and pointlessness.
Image courtesy of YAGER’s Spec Ops: The Line via Steam
We at Mega Cat Studios think the same. The narrative is as important as the gameplay, and while we specialize towards a more retro style of game, our releases like WrestleQuest spare no effort in blending turn-based combat with a fun, light-hearted tale of a wrestler coming into his own and saving the world.
WrestleQuest
At the end of it all, how important a game’s story is depends on what kind of expectations your game sets and what your audience expects from you. While it’s important to some, it isn’t to others. This debate might rage on for years to come, but it does at least allow other gamers to find out for themselves if they think the story really does matter. In the end, the answer they come up with is as right as anyone else’s.
If you have your own personal input on just how important you think narratives are in video games, feel free to drop by our Discord and tell us all about it. We love these game discussions and would like nothing more than to hear your side. Don’t forget to subscribe to our newsletter as well for our updates!
This article was written by Alexander Cuaycong.
]]>My Familiar is a comedy noir, inspired by games, movies and media from the late 80s to early 90s era. In this buddy-cop isekai RPG, wake up as a fresh familiar on the mean streets of Wish City, where the denizens are dark and corruption is king. Fight, flee, and aggressively rap your way through a vibrant inner-city gauntlet of dysfunctional demons.
Flashy, over-the-top turn-based combat with optional timed attack mechanics
Playable cast of six surreal familiars, each with their own troubled pasts
Features a linear story across two magically interwoven worlds
Pretty cool, I guess?
My Familiar is developed by Chintzy Ink.
All assets used in this blog belong to the rightful owner.
Contact Chintzy Ink via their Twitter and Website!
Check My Familiar on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>Following the grisly murder of a man in an unassuming hotel, a woman vanishes without a trace while traveling on a cross-country train. The catch? Nobody on board remembers her ever existing in the first place - nobody, except for you.
Can you solve the mystery of the missing woman before the end of your trip abroad?
Detective Instinct: Farewell, My Beloved is a brand new Detective Adventure Game/Visual Novel, in the style of classic adventure games from Japan. Investigate areas and interrogate witnesses on the path towards solving the mystery and uncovering a sinister conspiracy!
KEY FEATURES:
Detective Instinct: Farewell, My Beloved is developed by Armonica LLC.
All assets used in this blog belong to the rightful owner.
Contact Armonica LLC via their Twitter!
Check Detective Instinct: Farewell, My Beloved on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>Create your fully customizable army of dwarves and lead them to victory! Strategize with up to 10 individual beardlings in this combination of classic RPGs, roguelikes and auto-battlers. Decimate orcs, fight trolls and battle dragons - There will be Glory, Death and humongous amounts of Loot!
As a novice commander of the dwarf legion, your journey begins with two dwarves. They start out with rudimentary gear and weak combat abilities. Only by defeating enemies, gaining experience and gold, fully equipping them, honing their battle skills, and recruiting more warriors to your ranks can you triumph.
Every dwarf warrior can be customized to your liking. Equip them with different gear, and they'll take on vastly different roles. Some will become sturdy tanks able to withstand heavy damage, some will become agile assassins or archers, and some will become high damage output, yet fragile mages.
By adjusting your dwarves' gear and formation, you can alter your legion's lineup and combat style on the fly. Design your ideal battle strategies and build a Dwarf Legion that is truly your own.
After each battle, players can choose one of three branches to follow. You can choose to slay monsters to level up, buy equipment, or hire new warriors. Each choice carries its own opportunities and risks.
Also, as you play more, you'll acquire gems that unlock various skills in your skill book, providing bonuses for all your future battles, and further enhancing your preferred combat style.
As your Dwarf Legion becomes increasingly powerful, the number and strength of your enemies will rise correspondingly, turning the battlefield into a highly intense arena.
Facing different enemy configurations, adjust your legion's equipment and positions in a timely manner. Increase your frontline defenses if the enemy is launching a lot of assaults. If the enemy has numerous mages, focus on disrupting their backline. Only with correct tactics can you increase your chances of winning.
If you blindly focus on improving your stats and fight with an unsuitable formation, you may be led around by the enemy or have your backline cut off. The result might not be optimistic, so please make sure to learn from your experiences, think strategically, and utilize your tactics fully!
Although players can already jump in and enjoy commanding their Dwarf Legions, the game is still in the Demo phase. More new gear, professions, maps, and bosses are coming to heat up the battle even more!
It won't be too long. Stay tuned!
Dwarves: Glory, Death, & Loot is developed by Ichbinhamma.
All assets used in this blog belong to the rightful owner.
Contact Ichbinhamma via their Twitter!
Get Dwarves: Glory, Death, & Loot on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>Follow Ruby a princess who has escaped from the Scarlet Kingdom, embarking on a journey of revenge to reclaim her kingdom.
Battling the Blood Recipients
Ruby's blade cannot easily harm them; only by finding their weaknesses and delivering critical attacks can she carve a way out.
Pure Blood: Blessing or Curse
In her quest to reclaim the Scarlet Kingdom, Ruby will confront various blood recipients – ancient enigmatic cults, undead possession entities, and the source of the plague. She challenges one perilous existence after another.
Exquisite Pixel Environments
Step into beautifully crafted pixelated scenes, where the poignancy and grandeur of the Scarlet Kingdom come alive in every hazardous battle.
Absorbing Pure Blood, Crafting Talismans
With each blood recipient defeated, Ruby absorbs their power, enhancing her abilities for the upcoming fights. Crafting diverse talismans allows you to shape your unique combat style.
Rubinite is developed by CupDogGames.
All assets used in this blog belong to the rightful owner.
Contact CupDogGames via their website!
Wishlist Rubinite on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>The world of Devil's Hideout is pure horror - narratively, aurally, and visually. Playing as Lauren, explore an abandoned hospital and a nearby town to find her young sister. Solve puzzles with the help of her friend Atticus, as you delve the insidious shadows of Devil's Hideout.
Game Features
Devil's Hideout is developed by Cosmic Void.
All assets used in this blog belong to the rightful owner.
Contact Cosmic Void via Twitter!
Wishlist Devil's Hideout on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>Roleplaying as a concept has existed as far back as the ancient times, with things like gladitorial reenactments of history, theater plays, and even games. However, what we know as roleplaying games only truly came to be around the 1970’s, with the creation of the Dungeons and Dragons franchise. An article elaborates just how influential it was, and it makes sense why. Dungeons and Dragons didn’t just ask you to play - it asked specifically for players to play a “role.”
This little tabletop game was an instant hit, and asked its players to play as different characters in its own unique setting. Knights, Clerics, Wizards, and Warriors battled against all sorts of creatures and monsters that lay in the darkness. Limited as its scope was, it nevertheless became a hit and would inspire what most people would call “The First RPG games.”
Image courtesy of Richard Garriot’s Akalabeth via GOG
These would be games like Akalabeth: World of Doom in 1979 or Sir-Tech’s Wizardry in 1981. They were simple, yes, using simple text and ASCII characters to represent foes and obstacles, but their creation was a proof of concept that showed that roleplaying games could actually work with enough effort.
The creation of these games eventually inspired newer, better ones to come out, and all of them took the initial concept these beginning RPGs made and expanded upon it.
This is when games called “blobbers” became popular: dungeon crawlers in first perspectives, where parties of players traveled around a map, slaying foes and looting treasure. Their first-person style perspective made them easy to identify, and while they were relatively simple, their core gameplay loop was addictive enough that people began to innovate on it as well.
Image courtesy of Forgotten Realms: Archive 1 via GOG
In time, however, these simpler experiences like what Akalabeth did, where combat and exploration took centerstage, soon began to give way. Franchises like Might and Magic popped up, combining tales of magic and technology in an ever-changing fantasy world. Games like Eye of the Beholder and Elder Scrolls: Daggerfall saw a more intimate focus on story-telling. Perspectives started to shift, with games like Blizzard’s Diablo and Interplay’s Fallout going isometric. It wasn’t just about the gameplay anymore; it now focused on telling a tale worth hearing.
Bioware’s Baldur’s Gate II: Shadows of Amn is what I could call the grandfather of all modern RPGs. It has the tropes of every modern RPG you can think of - companion quests, romances, and a home location you can go back to. It let you influence the story, changed up how you interacted with party members, and, above all, it strived to give players a sandbox experience where their choices truly mattered and their actions had meaning.
Image courtesy of Baldur’s Gate II: Enhanced Edition via GOG
When RPGs are brought up, it’s arguable that the DNA of Baldur’s Gate II can be found in it. Who would’ve guessed that this wasn’t thanks to a new push in technology or a new style of game development? It was all thanks to Final Fantasy VII.
In an interview with Rock Paper Shotgun, Bioware writer James Ohlen talked about how this hit JRPG single-handedly made Bioware reevaluate their Baldur’s Gate characters. The initial cast they had envisioned had nowhere near Final Fantasy VII’s depth, and so efforts were made to match its writing. A push was made to change how Baldur’s Gate II approached its characters, and that change made RPGs what they are today.
Image courtesy of Final Fantasy VII ( Classic ) via Steam
Games like Knights of the Old Republic and Dragon Age took this to heart, and the trend soon followed. Eventually, every RPG game tried to emulate the same ideas and focused on player choice.
That didn’t stop RPGs from falling out of favor, though. While games like Mass Effect and Skyrim still proved to be popular, the genre’s popularity was slowly fading. Like other genres before it, RPGs were slowly being phased out as people leaned towards other titles. While developers like Obsidian and CDPR kept the flame going with titles like Pillars of Eternity and Witcher 3, RPGs were not the landmark genre they once were.
Image courtesy of Witcher 3: Complete Edition via GOG
All that might change, though. The recent success of the genre has given fans some newfound hope. Larian Studio’s Baldur’s Gate III has met universal acclaim, showing that RPGs can still appeal to modern audiences. Likewise, upcoming RPG games like Dragon’s Dogma 2 and Avowed have managed to stir some interest in the public eye.
While future prospects remain unclear, one thing is certain. The interest is still there. Companies are slowly testing the water once again, and veteran developers like Josh Sawyer still remain eager to try their hand at the genre. The future of RPG gaming hinges on these different factors, and a possible resurgence might just be in the cards, as long as the quality of its games remains high.
If you want to hear more about the history of past game genres, join us on Discord, where we love having these types of discussions. Retro games and genres are our passion, and our studio is all about keeping people interested in the classics!
This article was written by Alexander Cuaycong.
]]>
Long ago peace rested on this land. The islanders lived in union and harmony. One day, however, there was a terrible storm. The waves were so high that entire islands were flooded. Due to the enormous pressure of the waves, the gate to the underworld broke open.
As the storm calmed down, an eerie figure appeared in the midst of the waves. It was the dark demon king Octo. He belonged to the evil demons of the underworld and could now unleash his limitless power on the land. Any means were fine with him to gain power: Destroying islands, attacking other demons and destroying anyone who stood in his way. The islanders split into Octo's followers and his opponents. No one has ever managed to defeat Octo.
One day, two unknown warriors confronted Octo and a devastating fight began. Neither of the two brave warriors was ever seen again...
Maki's Adventure is developed by Zoroarts.
All assets used in this blog belong to the rightful owner.
Contact Zoroarts via their website!
Get Maki's Adventure on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>In this article, we'll discuss some of the more popular retro genres still well-loved in 2024 and look at what modern games emulate that style today.
Retro FPS games tend to be lovingly called the “boomer shooter.” Unlike modern first-person shooters, boomer shooters are a bit on the story but heavy on the action and atmosphere. There’s an emphasis on fast movement, good gunplay, and resource management to win the day.
Games like Doom, Wolfenstein, and Quake all embody the classic boomer shooter genre. While other modern shooters have supplanted this genre, it doesn’t remain out for the count.
Image courtesy of Id Software’s Doom via GOG
Modern reimaginings involve titles like Cultic, Warhammer 40 000: Boltgun, and Viscerafest. Their pixelated aesthetic may seem low-budget, but this callback to the classic graphic style is deliberate, as is the fast-paced nature of their combat. These modern games channel the same energy their predecessors did, and their quality shines through the retro-style.
Image courtesy of Jasozz Games’ Cultic via Steam
First-person Dungeon Crawlers were all the rage back then. Games like Might and Magic and Wizardry were top-dog and affectionately called “blobbers” because the player’s party “blobbed” and moved like a singular person. These RPGs emphasized the adventure, taking players to far-flung continents and having them dive into dungeons and face off against demons.
Image courtesy of Sir-Tech’s Software’s Wizardry 6 via GOG
Titles like Legend of Grimrock and Vaporum are all modern takes on the age-old blubber. The controls have been improved, but the spirit of the genre lives on, with plenty of games taking up this classic dungeon-crawling mantle.
Image courtesy of Fatbot Games’ Vaporum: Lockdown via Steam
Who can forget games like Mario, Metroid, Castlevania, and the classic Prince of Persia? These iconic platformers weren’t just great games; they also spawned multimillion-dollar franchises that exist up until today. Their legacies were built on the fundamentals of jumping and shooting, and while this genre can be a little simplistic, nothing beats a classic side scroller done right.
Image courtesy of Nintendo’s Super Mario Bros.
Games like Hollow Knight and Cuphead understand just how important this genre is and take hold of the market with their high polish and smooth, responsive gameplay.
Image courtesy of Studio MDHR Entertainment Inc’s Cuphead via Steam
Even Ubisoft can see the potential of a good platformer and has thrown its own hat into the ring with the rebooting of the Prince of Persia franchise. Prince of Persia: The Lost Crown is their own take on the side-scrolling platformer and channels the speed and flow of the classic games.
The survival horror genre started with games like Alone in the Dark and Resident Evil and peaked with the PS1 and PS2 horror games like Resident Evil 3 and Silent Hill 2. With a focus on managing limited inventory spaces, the survival horror genre is a good mix of risk and reward gameplay with horror aesthetics. It asks players to manage their ammunition and healing while creepy, crawly horrors stalk them from the shadows.
Image courtesy of Capcom’s Resident Evil 2 (Classic)
While this type of horror game fell out of favor, modern survival horror titles still exist, with a very dedicated cult following anticipating every new release. Games like Song of Horror, Alisa, and Signalis are all new takes on the genre, combining the very best parts of survival horror with their own unique spins on what can truly frighten an avid horror gamer.
Image courtesy of rose-engine’s Signalis via Steam
RPGs will never die. That much is certain. Whether it’s the engaging story that keeps players at the edge of their seats or the fun, interesting combat keeping players hooked, RPGs have always had a place on a classic gamer’s shelf. Household titles like Final Fantasy and games like Dragon Quest, Fallout, and Baldur’s Gate are well-known. All of them play differently and ask for different levels of roleplaying to immerse yourself in them, but all of them have the traits that an RPG gamer loves—a unique, interesting world to explore and immerse themselves in.
Image courtesy of Interplay’s Fallout via GOG
Today, there are plenty of modern RPGs. While the genre might not be as popular as it once was, entire generations of gamers still look fondly back on RPG franchises like Mass Effect. 2023’s own GOTY award winner as an RPG title - Baldur’s Gate 3 - and games like Pathfinder: Wrath of the Righteous and Divinity: Original Sin still have a market to tap into.
Image courtesy of Larian Studio’s Baldur’s Gate 3 via Steam
Our very own WrestleQuest is a testament to how much we believe in the genre. Mixing turn-based gameplay with a wrestling hero into the unknown, WresteQuest is our personal love letter to the RPG genre as a whole.
WrestleQuest
WrestleQuest is available on PC (via Steam, Epic Games, and GOG), Xbox, PlayStation, and Nintendo Switch.
Thinking back on these titles is a blast from the blast and a proper nostalgic look at what gaming once was and how it is today. If you think any more retro genres deserve to be remembered, join our Discord, and let’s reminisce on these classics together.
This article was written by Alexander Cuaycong.
]]>After a mysterious explosion over Victorian London, Cummerbund Bandersnatch (a likeable, if dim-witted twit) visits his uncle's laboratory and discovers an experimental new formula guaranteeing a "good time" for whoever drinks it. Seduced by the promises in his uncle's journal, Cummerbund decides that it is probably safe to drink and discovers his life will never be the same again.
What may seem like a curse at first, leads Bandersnatch on a thrilling, love-torn adventure through the back alleys of Old London Town as he uncovers a sinister plot involving a secret society, the royal family, copious amounts of dog hair and his uncle at the very centre.
Key features of Heir of the Dog, include:
Hilarious dialogue and narrative
Atmospheric and nostalgic pixel art style
Play as man, beast or dog and experience the extra senses and dirty habits they entail
Manipulate time to solve puzzles and discover new abilities
Uncover Victorian London’s most mysterious secret society
Single player gameplay
Choose between classic point & click or intuitive character-based movement
Heir of the Dog is developed by Tall Story Games.
All assets used in this blog belong to the rightful owner.
Contact Tall Story Games via their website!
Wishlist Heir of the Dog on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
]]>Within the park, you will meet allies that will help you on your journey. Fight and level up to get stronger. As the saying goes, "a weak moustache cannot conquer the park!" Also, don't forget to stack up as many passive skills as you can!
Game features:
- roguelike playstyle! you only have 1 life!
I do hope you enjoy punching the garden!
Punch the Garden is developed by Devlawg.
All assets used in this blog belong to the rightful owner.
Contact Devlawg via their website https://linktr.ee/devlawg!
Wishlist Punch the Garden on Steam and watch the trailer here:
Follow our #8DaysofPixelFeature showcase on our Twitter account!
One only needs to look at Hideo Kojima's Metal Gear games to know that his approach to game design can be somewhat unique. His Metal Gear games aren’t just some run-and-gun first-or-third-person shooter you can breeze through. Instead, it’s a series that's well known for its narratively complex, symbolism-heavy plot. It’s unafraid of combining its over-the-top elements of humor with its dystopian tale of shadowy political figures and wartime profiteers. All of this coalesces into an unforgettable experience of stealth, action, and fun.
Such a design did not come easy, though. The birth of the Metal Gear series came from humble origins, dating back to the 1990s when Kojima had intended to subvert conventional game design. As he was a fan of movies, he had been pushing for a more cinematic film quality to his work. While this was initially denied, he eventually had his way with the original release of Metal Gear for the MSX, which sold very well.
Image courtesy of Aaron Yip at HardwareZone.com
He was always pushing for this type of design, even to the chagrin of those around him. While he had intended to do more, the technology back then had been far too simple for what Kojima had planned. He found himself routinely frustrated by the limitations of the hardware, which would only find relief in the release of Metal Gear Solid on the PS1.
The shift from 2D to 3D gaming finally allowed Kojima to bring his vision to life. Snake punched, snuck, and shot his way to international acclaim in no time. It was brilliant and unforeseen, so much so that even Kojima himself did not realize how impactful it would be.
Another unlikely success story comes from John Romero and the beginnings of his hit FPS, Doom. Doom is called the grand-daddy of FPS games for a reason: it popularized it to the world at large. Other FPS games had come before it, of course. Games like Wolfenstein 3D and Catacomb 3D (both also made by iD Software) were a few years older, but none would have the lasting impact Doom would have. It was Doom that changed how the world would view FPS games. It was Doom that pushed for future games in the genre to become faster, more intense, and more visceral in nature. Who would’ve guessed this all came about because of design disagreements during game development?
Image courtesy of user Jotokun at Reddit
The original concept of Doom was that of a sci-fi horror story, slow, steady, and creeping in design. Its initial incarnation had the player slowly unraveling the origin of Doom’s hellish denizens, all while the levels changed, warped, and grew twisted over time. While Romero had liked this initial idea, technological limitations and internal disagreements ultimately made him reconsider. Romero wanted a more personal, brutal feeling to his game. He wanted it to feel fluid and frantic and was so determined to make his vision come to life that he spent hours designing its most memorable levels over and over again.
Today, Doom stands as one of the most iconic FPS franchises to date, with its latest game, Doom Eternal, having been released in 2020.
Few can doubt that Demon's Souls' initial launch was an absolute failure. To its audience in Japan, Demon's Souls felt sluggish and unfinished. Its characters moved too slowly, its combat far too clunky, and death too punishing for what it asked for its players. Sony's then-president had even tried it for himself and would later remark that he had found it to be unbelievably bad.
And who can really blame him? Game designer Hidetaka Miyazaki had such an alien vision for his game. He had wanted to emulate a difficulty level found in a bygone era of video game history. He wanted the game to feel like an actual struggle so those who triumphed would feel emboldened by having conquered an obstacle. To Miyazaki, victory had to be earned, and those who fought tooth and nail to win would find it sweet and intoxicating.
And he was right. Demon’s Souls was a punishing game, but for the few who persevered, that sense of victory kept them going.
Image courtesy of Playstation
Demon's Souls did not fare well in Japan and found very little success in its home country, but those who heard about it overseas were excited. It became a hit in the West, prompting its eventual sequel, Dark Souls, to reap the glory Demon's Souls did not get.
Like its predecessor, Dark Souls’ combat, world, and design shared that same vision, and people loved it. It had finally become a success, and the Dark Souls franchise was born, all because Miyazaki had persevered and refused to give up his vision.
All these stories are successes beyond anyone's wildest dreams. These game designers have come to influence gaming and game genres through their unique visions, all of which came from their innate passions put into video game form. By persevering against all odds, these genius minds have shown that a singular idea executed well can still be enjoyable. Weird, difficult, or hard to understand, all that matters is that the mind behind them wanted to make it happen and found a way to make it come true.
These are the gaming industry's modern leaders, game design icons proving nothing is impossible. And if their humble origins are a sign of anything, it’s that those who have the will will find a way.
We’d love to keep you updated on other game-related stories and hear what other gaming-related trivia you know, so be sure to join our Discord and subscribe to our newsletter!
This article was written by Alexander Ryan Ong Cuaycong
]]>The biggest help these communities provide is all on the fact that they help with player retention. Places like Discord and Twitter house hundreds of avid gamers eager to discuss their favorite games. As humans are social creatures, the ability for your fans to connect keeps them constantly invested. When they can also share their positive experiences with other like-minded individuals, your games change from being a creative outlet into a social avenue they can enjoy. This, in turn, ensures that they keep playing and returning to these same communities, especially when they can bond with other community members.
This phenomenon is seen even in primarily single-player games like Dark Souls, Total War, and The Elder Scrolls. These titanic franchises all have loyal communities that share helpful posts with one another. They bond over their gaming interests, which translate to higher player retention and long-term player loyalty. They have an avid interest in your future games.
Don’t make the mistake of assuming that these groups are just social outlets, either. Many of these gaming communities take it upon themselves to help spread information about their favorite games. They pay close attention to your games' updates, follow whatever news you release, and help redistribute patch notes and updates when possible. Moreover, they even comment on their feelings about it, making them an important source of feedback. Not only do you get your players excited, but you also have the added benefit of collating their responses and seeing firsthand what they think about it. You’ll get to see what parts of the game they enjoyed the most and what parts they're looking forward to, both incredible boons in the game development process.
There's also the added benefit of them helping you find bugs and exploits much easier. Communities like these are often the home of a game's most dedicated players. If anyone among them is going to find issues, it'll be the ones who've played your game the most. Their experiences will prove vital during bug-fixing, especially when your Q&A team uses their feedback.
The population of a gaming community isn’t to be underestimated. Having big communities is the sign of a popular game and these same communities house active fan bases you can market your future games to. In turn, the members of this same community will gladly help promote products to friends and loved ones. These word-of-mouth recommendations are powerful tools, as glowing reviews from trusted sources can easily sway newcomers into trying out your games.
And that's just the start of it. Social media figures who enjoy participating in your game are likelier to recommend it to their fanbase. The presence of influencers, cosplayers, and artists can give you a wider reach, as their spreading of original content can go viral and sway someone into giving your products a look. Even something as simple as videos on a YouTube channel can be the first step in turning curious onlookers into loyal fans.
These things are possible only if you keep your gaming communities alive. But how do you do it?
The easiest way to maintain an active community is to engage with them whenever possible. Be willing to hold events that benefit the community as a whole. Find a way to give back to them for their loyalty. Giveaways, contests, and prizes go a long way toward making your fans feel appreciated. It also makes for good promotional material, encouraging them to stay invested and to check your social media for new content and prizes. Your personal connection with your fans will pay off in the long term, especially if you manage to earn their goodwill.
However, don't forget that the primary rule for these events is always good communication, even for something as simple as distributing news and advertisements. Hiring a good community manager goes a long way, as they’ll be able to help you with growing your fanbase. Your community manager will help smooth things over with disgruntled fans, facilitate interest by starting discussions, and be a useful filter when sorting through fan feedback. Their presence will show that you, as a developer, care about their input and keep your fans satisfied for your future releases.
Image courtesy of Christin Hume at Unsplash
Don't underestimate the strength of a gaming community. Their influence might seem limited, but they're a great way of keeping your games visible to the public eye.
If you want to stay up to date with development tips and news on keeping your gaming community alive, subscribe to our newsletter at Mega Cat Studios or join our Discord.
This article was written by Alexander Ryan Ong Cuaycong
]]>
Octopus City Blues is a story-driven adventure game. It's the tale of cowardly tentacle trimmer Kaf Kafkaryan, who lives in a city built on an octopus. Plagued by recurring nightmares, Kaf stumbles upon dark secrets as the line between dream and reality begins to blur.
With a unique pixel art aesthetic and a unique concept, Octopus City Blues blends various genres—placing emphasis on exploration, real-time daily simulation, and complex encounters that encourage multiple playthroughs.
Features:
Octopus City Blues is developed by Ghost in a Bottle. All assets used in this blog belong to the rightful owner.
Contact them via their email: contact@ghostinabottle.com
Check out Octopus City Blues' website. Follow Ghost in a Bottle on Twitter, and join their Discord or more updates and fun!
Watch the trailer here:
]]>Alan Goldberg is a frustrated slasher movie screenwriter in the Hollywood of 1985 who feels his career is at a standstill, but his luck is about to change: Helen Westmore, an eccentric millionaire, will grant him anything he could wish for if he is able to find genius horror director Edward Keller's last, unpublished work, which is said to be the scariest film of all time.
Alan will find his way amongst B-films production companies, VFX workshops, religious cults, and a small haunted town called Serena, the dark reputation of which began when Keller was last seen there.
Key Features
Nightmare Frames is developed by Postmodern Adventures. All assets used in this blog belong to the rightful owner.
Contact them via their email: postmodernadventures@gmail.com
Follow them on their Twitter for more updates and fun!
Watch the trailer here:
]]>
Play with over 250 Artifacts, 100+ Spells, and dozens of Magic Weapons to unlock and use. After every death, you'll respawn in a different world. There are no checkpoints...
An Amazing Wizard is developed by Jakub Dąbrowski. All assets used in this blog belong to the rightful owner.
Contact them via their email: anamazingwizard.info@gmail.com
Check their Website, Twitter, and Facebook! Join their Discord and follow them on Kickstarter!
Watch the demo trailer here:
Watch the gameplay trailer here:
]]>Below the Stone is a punishing pixel-art roguelike about dwarves on the quest for the deepest depths. A place where each and every descent will lead to new adventures -- and where only the most determined players with many lost lives will be rewarded by the hidden world lying below the stone.
Every dwarf starts their adventure with two things in mind: How deep they can go, and what shiny new things they can bring up to their fellow dwarves. Each adventure will lead to new adventures as a procedurally generated underground leads you through danger, treasure, and most of all adventure. Extra resources may be brought back for one’s own use on future expeditions as well!
Below the Stone takes inspiration from old games we’ve all played growing up, as well as new twists and turns that can be compared to the caves you explore! If you love spending hours, or short breaks on mining, exploring, and progressing to the deepest depths of a fantasy world, Below the Stone is the game you should dig into!
Game Features:
Dozens of biomes to explore with unique creatures, fauna, and resources to explore and log.
Multiple layers to explore.
Mining precious resources to progress your dwarf.
Full character customization.
A Dwarven Kingdom with many cool characters to meet.
Custom Cave missions for every descent.
Roguelike experience (If you die, you lose everything you brought with you!)
Safely store extra loot and resources at the Dwarven Kingdom.
An hour long soundtrack to immerse yourself into a fantasy spelunking experience.
Future plans for potential Co-op mode.
Multiple Gaming Systems!
Dwarves!
Digging holes!
Below the Stone is developed by Strollart Studios and is published by Apogee Entertainment. All assets used in this blog belong to the rightful owner.
Contact the team via their email: Belowthestoneofficial@gmail.com
Check their Twitter, join their Discord server, and support them via Patreon!
Watch their Kickstarter trailer here:
You are the Elder. You had a vision of a doomed future, so you took a handful of Pips, your fellow villagers, and led them to an empty valley to start anew. They need your guidance to survive the events foretold by the Prophecy, so make sure your Pips work hard!
History:
Digital Boardgame: classical town-builder gameplay in a turn-based fashion, with a claustrophobic map reminiscent of European-style board games.
Endless Content: dozens of buildings to research, with full production chains from raw materials to finished products.
The Prophecy Looms: the complex Fate system will throw more than 500 events at you to fight off. From simple coughs to earthquakes, from tornadoes to plagues, from volcanoes to inondations, from taxes to kittens, from diseases to furious murders.
The world changes: life becomes harder and harder as you play, keep an eye on the current levels of Fear, Sickness, Heat, Cold, and Cataclysm!
Cute yet merciless pixels: the cute pixel art details all the harsh realities of these Dark Ages. Don’t get fooled by the happy colors!
All different playthroughs: Play a different game and a different story each time thanks to the Fate system and a dynamic research tree
Listen to the Montpellier Codex: real medieval music rearranged in a retro game style is waiting for you
An Apocalyptic goal: reach the end of these dark times and fight the Apocalypse to win the game.
dotAGE is developed by CKC Games - Michele Pirovano. All assets used in this blog belong to the rightful owner.
Contact Michele Pirovano via their website: https://www.michelepirovano.com, or their email: info@michelepirovano.com. Check their Twitter here.
]]>
Engage in a captivating gameplay loop that revolves around money and societal struggles. Tend to your crops, cultivate a flourishing farm right next to the castle, and sell your harvest for profit. Immerse yourself in the art of fishing, honing your skills to reel in a bountiful catch that can be used for cooking delicious meals.
Yet, as a vampire, your responsibilities extend beyond mundane chores. Manage your cult, restoring the once-forgotten church and conducting regular sermons to gather the lifeblood you crave. Venture into the treacherous depths of the everchanging forest, an enigmatic dungeon teeming with monstrous creatures and valuable treasures, ripe for the taking.
Experience the rich tapestry of Brocula's world through stunning visuals showcased in our screenshots and cinematic trailer. Will you rise against the perils of capitalism, reclaim your heritage, and forge your own destiny? Unleash the immortal within and embark on an unforgettable quest!"
*
Brocula is developed by Prateek Jadhwani. All assets used in this blog belong to the rightful owner.
Contact Prateek Jadhwani via their website: https://www.linkedin.com/in/prateek-jadhwani/, or their email: info@brocula.com.
Check the presskit here!
Wishlist Brocula on Steam and watch the trailer here:
]]>Mega Cat Studios had the amazing moment to interview Elden Pixels, the team behind the adventure game. A Void Hope! A Void Hope takes you on an atmospheric puzzle platforming adventure to find a cure for a collapsed city. Follow the story of a tormented couple as they try to decipher reality from nightmares and overcome the shadowy threats lurking in the dark.
Get ready to step into the light as we discover how this game was developed!
At its core the story is about a couple trying to navigate a world where external threats are lurking in every corner, so I took inspiration from the world we live in today with the pandemic and all. We started development at the start of 2021 and with everything going on that year it heavily influenced the direction of the game. But something pivotal happened mid development when we established our very dark art style and all of the sudden all the pieces fell into place and the story came to fruition.
Extremely different from our previous games we’ve made. Our first game was Alwa’s Awakening and we had so many classic platformers and adventure games to draw inspiration from, so designing that game was so much fun. And for our second game, which was the follow-up called Alwa’s Legacy, we didn’t really write a design document. Instead, we just made a list of the 10 most vital parts we wanted to improve on, and we just started working.
For A Void Hope, it was a much more complex development process since this game changed so much during the development process. And we tried a lot of different ideas, design, and mechanics before we landed in what we have now. Now with everything in place and we’re getting ready to finish the game it feels amazing and we’re having so much fun!
It’s a very unusual game and I can’t really think of any other game that does what we do. It’s not a traditional platformer since you can’t kill anyone or anything. It’s not really a puzzle game, nor an adventure game. I think it’s an adventure platformer with a lot of ambiguity and a story very much open for interpretation. The complete lack of violence is definitely unusual.
We didn’t look at any other games for inspiration, only movies and It Follows was probably the biggest influence. Other movies we looked at were The Road, Invasion of the Body Snatchers, Videodrome and They Live. If I have to say one game, I’d say the retro game Another World.
Well, originally the game was a 4-player co-op puzzle platformer where you could rewind time. So each character had a 10-second run to record their moves and then the challenge was to align them all to work together in the time loop, imagine Braid combined with The Lost Vikings. As much as that sounded cool on paper, actually making that game turned out to be quite challenging and as development progressed, we changed from four characters to three, and down to two and finally down to one. And then we removed the time rewind mechanic and changed the story and art style.
So basically, the original idea never happened and instead we made A Void Hope, which turned out to be a lot cooler and a better game.
N/A
Oh, there are so many! Two come to mind. Doing absolutely everything possible and getting every single achievement in Skate 1 to 3. I played the first one on my Xbox 360 and they had this feature where you could load mp3:s from a USB memory stick and I just played for hours and hours listening to the same album on repeat.
Another one was playing all the old Sierra text adventure games on my Amiga 500 and since English isn’t my first language and this was long before the internet, I always had my dictionary so we could look up words. Sometimes when I played at a friend’s house, I brought it to him so we could play Leisure Suit Larry 3.
Very good question. I know everyone is talking a lot about defining your target audience but due to how development looked for this game we didn’t really have a target audience in mind when creating this game. I hope and I think fans of our previous Alwa games will enjoy it and hopefully people that enjoy small indie games will find it interesting as well. We spent a lot of time crafting the game and I think it shows so hopefully it’ll find an audience.
Also, a very good question. Maybe as a good example of how you can create an interesting and fun game that doesn’t revolve around killing, collecting, and draining resources?
A Void Hope will be the sixth title we release from Elden Pixels, three of them are our own games we developed and the other are great retro titles we are fortunate to have been able to be involved with. So, I wouldn’t be surprised if our next title is a great looking retro title!
Thanks everyone for your support and in keeping retro gaming alive!
Check the trailer here:
Follow Elden Pixels on their Website, Twitter and Discord to get the latest updates from them and Wishlist the game on Steam!
]]>We had the fly-some moment to interview the team behind Bugaboo Pocket! A story-driven virtual pet game starring bugs from land, air and sea! Tuck your bug in at night and greet them in the morning with realtime gameplay. Spoil them with minigames, food and furniture. Discover how even the smallest action impacts your pet!
Get ready to flap your small wings as we discover the story on how this game is made!
How was this game born?
We started making Animal Crossing scenes during the pandemic so we could go on virtual dates. After that, we started brainstorming our own game ideas. A digital pet game about bugs had a message we believed in (bugs are good!) and also was something we could realistically finish.
What was development like?
Since we are also life partners, we talk about the game on and off throughout the day. We have a whiteboard in our office where we sketch out ideas. Every aspect of the game’s production is a collaborative effort.
We spent a lot of time figuring out which bugs we wanted to include in our games, and some were excluded simply because they were far too spindly for the pixel art style I was shooting for. Our native resolution is fairly low so we needed to choose bugs which could be clearly read.
What did you learn about yourself through this game?
We both come from technical backgrounds but we’ve never created a game on our own. Over time, we’re slowly gaining confidence in our game design abilities in addition to honing our technical skills.
I’ve always pushed for highly polished art at every point of production because I feel it keeps us motivated. That said, it’s a huge time sink and I’ll likely go about things differently next time around.
What makes this game special?
There aren’t many games that show bugs in a positive light (which is changing thankfully)! We showcase real world bugs that normally would not be protagonists and when you play the game you actually learn about their life cycles, habitats and food sources.
We have also challenged ourselves to go above and beyond what a classic digital pet game offers. Our game has a storyline, objectives, death mechanics and so much more!
What games influenced this one the most?
Since we’ve been together, we’ve introduced each other to so many games we normally wouldn’t have tried on our own. I have a vast knowledge of retro games, and Sarah plays a lot of modern indie titles. Both have greatly influenced us.
Bugaboo Pocket is inspired by digital pet games like Tamagotchi and Neko Atsume. Our minigames are inspired by classic twitchy arcade games. We’re hoping to appeal to both types of fans with our game.
Any fun stories or wild moments during development?
We’re always doing low-level research by observing the bugs around us, going to natural history museums and watching documentaries. We even went to Japantown in San Francisco and bought an insect guide book filled with beautiful photography to use as reference. One night, we walked along the beach to watch active sand fleas. I was able to get some pretty amazing footage, but paid the price after receiving some pretty wicked bites. Worth it.
Do you think preserving older gameplay mechanics in new games is important?
Oh, absolutely! I’m incredibly biased here given that I spent a great deal of my childhood in arcades, but I do feel like those twitchy games of yore helped develop my cat-like reflexes.
What's your favorite memory as a gamer?
I mentioned it briefly before, but a more recent memory I have is of Sarah and I going on virtual dates early into the pandemic. At the time, it was really our only option. We had just met and desperately wanted to go, well, anywhere. In Animal Crossing: New Horizons, I created a huge park for us to explore together and even built a seaside Taco Bell. (Nothing screams romance like Taco Bell.)
I also have a much older memory from childhood which I still remember vividly to this day. One Christmas Eve, my father called me downstairs to see “a special on TV about the Sega Genesis”. I ran downstairs and watched as footage of Sonic the Hedgehog played. I started to grow suspicious as the footage began to loop. Sure enough, it was just the in-game demo. Needless to say, that was the year I received my first 16-bit system.
Who will enjoy this game the most?
Digital pet fans and bug lovers will really enjoy playing this game. Our game also has a gay storyline so hopefully queer players will enjoy Bugaboo Pocket too.
Bottom Line, why must someone play this game?
You should play this game if you want to experience a fresh take on the digital pet genre and/or if you’ve always dreamed of having a pet bug. You’ll see beautifully animated bugs, some of which have never been depicted in pixel art before.
How do you want this game to be remembered?
We’re hoping that this game might help some people get over their fear of bugs or at least have a newfound appreciation for them. We also want bug lovers to feel validated with a game that’s made with them in mind.
What's next?
We’re working on a public Steam demo! Out later this year.
Anything else you'd like to add?
Love bugs, don’t be afraid! They are your friends.
Check the announcement trailer here:
Follow Bugaboo Pocket on their Website, Twitter and Tiktok to get the latest updates from them and Wishlist the game on Steam!
]]>There is a gap between those who know Ninja Gaiden and those who only know the notion challenge, and this video is here to fill the void left by this phenomenon.
Music credits goes to Patrick De Arteaga!
]]>
Mega Cat Studios had the amazing chance to interview Xavi Gomez the Producer of the up-and-coming fast-paced arcade game Murtop! Count your coins and get ready to hop as we check the development of the game!
How was this game born?
Murtop was born in 2019. But before being a game, it was an arcade cabinet which I built from scratch in my spare time, from 2015 to 2018, to play old arcade games. The name Murtop comes from “Murti” (a bunny that my partner and I had) and “Bartop” (an arcade cabinet without the base, or pedestal, which was the model I was building). Once I had the cabinet built, I decided that I wanted to create my own game to play on it, and that’s when Murtop, the game, was born.
What was development like?
Murtop was a hobby for me for almost 3 years. I was working from time to time, at night, on the weekends, mostly getting used to Godot (the game engine I use). Basically, I was just having fun learning about everything related to game development while creating a game. I didn't have in mind publishing at all. I was casually posting my journey on Twitter and Reddit and people seemed to like it, which encouraged me to keep going. But in a drastic turn of events (in a good way!), Flynn's Arcade, my publisher, contacted me in the summer of 2022 and they offered me a deal to publish Murtop.
From this point onward, I could say I turned into a "serious game developer" by force. First of all, Murtop didn't have any music nor sfx and I also needed some promotional art and such, so I hired a professional musician and an artist to help me. Now, I only had to finish the game, hehe! And having a full-time job, managing game development, work, family, hours of sleep... The last few months of development were challenging. But I made it through and now Murtop is going to be a reality!
What did you learn about yourself through this game?
That I need to learn to focus. Do one thing at a time, and do it properly. I tend to do multiple tasks at once and it nevers ends well. I also learned that I’m actually capable of creating pixel art, which was a new thing for me.
What makes this game special?
It’s a new take on the 80’s arcade games. It has more pace, better playability and controls. It’s also designed and programmed having in mind the restrictions those games had, so it could be easily ported to actual older systems. Murtop can run natively on a "potato computer" (e.g. a Raspberry Pi).
How does sound play a role in the game?
Sound is crucial in Murtop. Thankfully, Valen Haralambidis, a great musician, helped me with the music and sfx. He designed the whole sound to be resemblant of the old arcade sounds but with a modern twist. This type of games rely a lot on sound because the graphics are kind of basic.
What games influenced this one the most?
Murtop is mostly based on Dig Dug and Bomberman. I took the digging and killing subterranean enemies with rocks from Dig Dug and the bombs and their explosions in multiple directions from Bomberman.
Any fun stories or wild moments during development?
I would say that the wildest moment was when Flynn’s Arcade contacted me. I was in my bed, ready to go to sleep, scrolling through Twitter, when I received a DM asking if I would like to publish Murtop on the Nintendo Switch. I just couldn't believe it! First of all, someone wanted to publish my game, which was bonkers, and secondly, on none other than on a Nintendo console, which are the consoles I grew up playing with.
Do you think preserving older gameplay mechanics in new games is important?
Yeah, I think it is important because usually older gameplay mechanics are easy to understand and the players can pick up and play the game more quickly. But preserving older gameplay mechanics doesn't necessarily mean that new games can't introduce new mechanics or innovate in other ways or mix them with older ones. This can lead to a more enjoyable and satisfying gaming experience.
What's your favorite memory as a gamer?
In terms of arcade games, I remember fondly playing Pang and Puzzle Bobble with my father in the bar next to my childhood home. I spent so much money on it! I also remember having a blast playing multiplayer games with my friends, such as Age of Empires, Warcraft, and StarCraft. We also liked to gather to play GoldenEye 007, Perfect Dark, and later on, TimeSplitters 2.
Who will enjoy this game the most?
I believe that everybody will enjoy Murtop, but I think people who played arcade games in the 80’s and the 90’s will appreciate it the most.
Bottom line, why must someone play this game?
Because it’s so funny to see a cute little bunny poop bombs!
How do you want this game to be remembered?
I would like Murtop to be remembered as a “classic new arcade” game.
What's next?
I’m in talks with some companies to release Murtop on their platforms. I would love to see a physical release of Murtop and I would also like to have a dedicated “Murtop” arcade cabinet, with a vertical CRT monitor, its own art and controls and so on. So I will do everything that’s in my power to make those things happen.
Anything else you'd like to add?
Thank you all for having me. It’s been a pleasure. Let’s keep arcade games alive!
Check out Murtop on Steam
Check out trailer here:
Follow Hiulit on Twitter, Github, and Youtube to get the latest updates from them! Support them on Ko-fi and Patreon!
]]>Mega Cat Studios had the chance to interview the title holder of being the fastest person to finish Cuphead in Any% Version 1.1+ with a total running time of 28m 10s 040ms, in the speedrunning community, ClipBoardGuy! He shared his insights and issues with the community as well as some motivations for those who are aiming to enter this community! Here’s how our interview went!
How did you discover speedrunning?
I think it was a GDQ run of Super Meat Boy sometime around 2016 that I saw on Youtube.
What made it interesting for you to check it out?
Hearing that somebody can beat a game in such a short amount of time is cool when you first hear about it.
What were the biggest issues you encountered in the community?
I haven’t personally dealt with any big issues that have come up in the Speedrunning community. You have to deal with toxic people occasionally, but those people are the exception, not the rule.
What would be the best memory or moment you’ve experienced?
It would have to be when I got the Any% WR in Cuphead. It’s validating to finally achieve what you know you can do after so long.
Should other people also try and check out speedrunning? Why so?
Definitely. Watching a speedrun of one of your favorite games is a great way to blow your mind lol. Speedrunning as a player also feels good to improve on, even if you’re not top-level steadily.
What makes the speedrunning communities special?
Sharing the excitement of discoveries and personal achievements with your peers. Turning what would typically be an isolated endeavor into something you can connect with people over.
Who do you think would enjoy speedrunning as well?
Anyone who enjoys competition and self-improvement in other things, especially esports.
How would you describe your experience and stay in the community?
When I started, I didn’t interact much with the community for a while. I think I was afraid of being annoying or overbearing if I asked for help with anything. But the longer I’ve been in the community, the more I see how helpful and kind the people there are.
What are your suggestions for the Speedrunning community?
I always like seeing more events that unite people and highlight each other’s achievements.
What made you stay long in this community?
My own will to help myself and others improve at what they love doing.
What is your message to those who admire and watch you?
If you want to get into speedrunning, there’s no better time than now. And don’t feel like you need to do or achieve anything at all. Just enjoy the journey.
Anything else you’d like to add?
Nope.
----------------------
Check out his newest World Record for Cuphead here:
Check out ClipBoardGuy on Speedrun.com and follow them on Twitter, Twitch and Youtube to get more updates on their Speedruns!
Want to see more of things like this? Or maybe you like cats or the Game Boy or the NES? If you do, let's have a catjam together! Join Mega Cat Studios on Discord for more fun and excitement!
]]>
The player plays as a SCHiM, the soul and spirit of an object, thing, or living thing. Everything in the world has one. A SCHiM should NEVER be separated from their thing! This does happen to the SCHiM the player will play in this game. This SCHiM who is attached to a human being is separated from him early on in the game and you as the player will have to get back to him before it's too late!
Come out of the shadows quickly because here's how our interview with them went!
How was this game born?
The game was started out as a project for my college exam for my Game Development course. I was able to collaborate with my previous intern company, Extra Nice, after a lot of social media and press attention, we decided to make SCHiM a full fledged game.
What was development like?
During the development of SCHiM, I was able to get a real grip of what (indie) game development actually looks like, compared to my time back at school. I found out that it takes a lot more planning and a lot of concepting, testing and reiterating. Things that I wouldn't have gotten a lot of experience in otherwise.
What did you learn about yourself through this game?
Through the development of SCHiM I learned what kind of games I want to make and how I go about working on my own. The development of the game started during the pandemic so I had to adapt to working at home and staying productive.
What makes this game special?
I think what makes SCHiM special, is that it is a universally relatable concept. Almost everybody remembers jumping on the cracks in the pavement or the lines at a crossing, or in this case the shadows.
How does sound play a role in the game?
We are glad to work with a company called Moonsailor, who is producing the audio and music for the game. The audio in the game helps with the world building of the game, but we are careful to also implement visual cues, to better aid those with trouble hearing.
What games influenced this one the most?
A game that I took inspiration from in the beginning was Splatoon, even today we get many people referencing that same inspiration when they see the game in action.
Any fun stories or wild moments during development?
The biggest moments during development have been the reactions to the game online. The game has gone viral a few times, and the reactions from players were a big inspiration to keep going, and seeing that our hard work is being seen.
Do you think preserving older gameplay mechanics in new games is important?
Games are still a relatively new medium, I think it really is up to the developer to have the creative freedom to create their game the way they want to make. Of course there are basic mechanics and interactions that have matured along with generations of games (e.g. pressing a button to jump, using a joystick to move, etc). These mechanics are easy to implement and are usually expected in any modern game, but if your game works (better) without, let's say a jump button, then I don't see why that has to be preserved.
What's your favorite memory as a gamer?
My favorite memories are from my early days playing Minecraft with my friends, and making playable minigame creations in the singleplayer mode. I think this is where I was able to have an early creative output as a kid.
Who will enjoy this game the most?
Ideally I think everyone should be able to enjoy SCHiM, I think the people who will enjoy it the most are the platformer and the exploration players.
Bottom Line, why must someone play this game?
You should play this game to know how it feels to live in the shadows!
How do you want this game to be remembered?
If this game would be remembered in any meaningful way, even to a few, then I consider it a job well done. A childhood favorite, an inspiration for one's own project, or just a good time, that would be fantastic.
What's next?
For me, I'll probably work on new game prototypes while doing a simpler job in the game industry for a little while.
Anything else you'd like to add?
Wishlist SCHiM! :D
Check out SCHiM trailer here:
Follow Ewoud on Twitter, Instagram, Youtube, Discord, Tiktok to get the latest updates from them!
]]>