Tuesday 31 January 2012

It's much like being afraid of spiders.

If there was one thing that defined my entire approach to the internet, it would be my crippling fear of forums. Modern forum conduct is fast and often mean. It's strange but I view them a bit like a merry-go-round spinning really fast on the playground. You really want to get on, and you know it will be fun when you do. Yet every time you stick your hand out to grab on you just get the hell whacked out of your knuckles and laughed at.


Maybe it's my atrocious grammar, spelling, or my inability to type quickly. But forums scare the shit out of me.

Sunday 22 January 2012

Early ADRIFT Concepts 1

The main goal with ADRIFT is to create a mixture of a first person puzzler like Portal and a classic adventure such as Space Quest or Broken Sword. The main difference being, that death will be a very normal thing in the game. Quicksaving will be commonplace and there will be hundreds of ways to die.


The H.O.S Reminiscent

The H.O.S. Reminiscent is a Painter. Its trails weave a shield around the Earth, protecting it from our dying sun's corrupting rays. Affectionately referred to as Rembrandt, the High Orbit Station sports two separate spinning sections for artificial gravity. The Reminiscent also functions as a science research station and can house hundreds, but it is currently empty  and awaiting the arrival of its new crew. Well, not entirely empty.


Visually the ship is stark and cold. Its surfaces are clean and matte with sharp corners and straight lines. Windows allow light to slice the empty corridors. Lights color code sections of the ship - most of the ship is actually grey but strips of florescence make it appear other colors.


The Locals

The station has an omnipresent computer that runs most of its system and assists the crew. In addition to this computer, the Reminiscent has a pair of maintenance robots. These flexible machines are built to repair the station both inside and out.

Wednesday 11 January 2012

Dark Days

Dark Souls is a fantastic game. Demon's Souls was too. They taught you the most valuable lessons games possibly can - that death is as unavoidable as the freaking tides, and grown men still cry. The only thing wrong with both of them was that they were attached to my hand by a cinder block called a console controller.

The petition to get a PC version has like 60,000 signatures on it now which is pretty cool. Go do your part even if you couldn't give a rat's ass, because we do. Though we all know these things never go anywhere.



When I first fired up the original Demon's Souls (Don't forget that apostrophe!) I proceeded to not move from the couch for 22 hours. I nearly died of hunger while dying over and over again. It blew my mind to experience that old feeling of, "sure I'm playing like crap, but that's because it's actually difficult."

Unfortunately it wasn't something that held up in the original game. The difficulty curve petered out once you got a decent weapon and realized that the attack patterns were very predictable. Dark Souls, the darker and less possessive sequel, fixed much of this by choosing to kick your ass forever and ever. And I loved every second of it.