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Sonntag, 12. August 2012

Cryostasis - First Impressions

I saw that my occasional reviews gathered a bunch of interest so I figured I might make my blog about more than just my own game and art development... I want to show you, dear reader, some less known gems in the videogame world.

I recently picked up "Cryostasis" (tagline: sleep of reason) on steam and I would like to give you my first impressions and introduce this title to you:

Plot

Cryostasis takes place in 1981 on an Arktika class nuclear icebreaker called the North Wind near the North Pole. The main character, Alexander Nesterov, is a Russian meteorologist who was supposed to board the ship however he finds it's been shipwrecked since 1968 and its dead crewmen have undergone bizarre metamorphosis. Through the game the player finds fragments of Maxim Gorky's fairy tale The Flaming Heart of Danko, which parallels what happened to the ship and its crew.

The game follows a beautifully presented but confusing narration (at first)
The game can be considered a horror-shooter / adventure crossover even though it does not incorporate all the elements of these 2 genres. I did not come to any gunplay so far only late introduced melee combat which I found was surprisingly good. While playing, you really feel like you are alone in the arctic, nearly freezing to death and wrapped in heavy, uncomfortable gear and clothing. Movement is slow and it impacts the combat a lot. (you can adjust your punches and do combos with the WASD keys which is a nice touch too). In most videogames you are an overly agile "commando/ spec-ops" type character and in some horrorgames you are way too slow or not even able to defend yourself at all. This game finds the perfect middleground therefore you feel a lot more like you are a real person in an extreme situation.

I immediately fell in love with the grim athmosphere and the realistic feeling of this game. The visuals are somewhere in between really good and mediocre. This is an odd combination but not rare in indie/lower budget productions. While the shadereffects and lighting is excellent, a lot of rooms don't feel real and you often wonder what would be the actualy purpose of some locations. A few models have a really low polycount which baffels me because the developers added  so many visual effects that optimisation seemed to be their last thought...more about this in the full review though.

I need to mention right away: The ice effects look fantastic and since finding heatsources and keeping your body warm is a major gameplay element (sometimes a bit hard to take serious but innovative and well thought out) you activate a lot of generators to get lightsources and heatsources running so the frozen walls and objects around you start to defreeze resulting in a wonderful effect of water flowing from objects and dripping down. This shader effect looks stellar (which brings up the question...would being wet not dramatically decrease your possibility to stay alive in the colder areas?)


Lightbulbs don't work that way
In the above screenshot you raise your body temperature to a tremendously high level with nothing but a lightbulb... most of the time, you will find believable heatsources though.


Interactive cutscenes drive the story foreward...here we approach the "Northwind" on a dogslay
Now I'm going to talk about 2 elements I really like in this game.

PSYCHOLOGICAL HORROR...

..is the genre which this game is a member of. (according to wikipedia). This game is from the ukraine and has the trademark elements of a game from eastern europe and russia : rust, paranormal themes in a realistic light and gritty athmosphere. You come across many corpses in this game blocking your past in some way (they where really creative here) and you travel in the past to control them and change their fate in order to clear a way for the protagonist in the present. You got that? Think you can handle that? It looks cool too:


 Not only do you jump back and forth in time and control different people you do also shift position and your surroundings fall apart and reassemble into something different aswell. You are in a warm room, suddenly a fucking guy comes in to kick your ass, then everything is frozen and then you are back in the warm room again. You do also have a ton of flashbacks to uncover the ships past. You dont get many explanations for this at first and trust me...its very interesting and seems really complex.

 If you are a western douchebag that has been brainwashed by mainstream science and clings to his 5 sense based, limited reality, you will not like or make much sense of this game... or anything else in life. But thats just jolly old me and my opinion. =:0]

Flashbacks are athmospheric and the voiceacting is good too
So, the game is not clichéed, feels like a videogame in this genre should feel and has an interesting story (so far).

PSYCHOLOGICAL HORROR²

Something else I would like to adress are  the horror elements in this game. I already mentioned the combat and the reality-shifting...but the actual way enemies are introduced is great too. The first few creatures are your standart zombie-ish people but they do usually have a reason to be there or a cool build up moment.

This guy is going to shut the fucking door on you
The developers must have spent a lot of time in scripting all these flashbacks, moments and appearances...nothing feels as recycled as it often does in mainstream titels (yet) and enemies dont just spawn and attack you, they appear out of places where they could have dwelled before the player came along, climb up on something, rip apart a door etc. etc.
These do not feel forced and you dont get the fixed camera angles like in a lot of other titles that are having the motto "we scripted this scene so you are going to watch it, fucker!"

I'm on a boat in a boat... and this guy wants to join me!

The close combat system might feel a bit raw though...this game is in no way a perfect title.
Bring it on!

You also do your typical first person adventure routine... find keys, clues and solve valve puzzles...I hate valve puzzles.


I hate valvepuzzles...the pipe is also a good example for the strange lowpoly look....also: what is this room?
now this is a valvepuzzle I can get behind...its also how "valve" got its logo
In conclusion, Cryostasis is the kind of game I would make if I would have more skills, a team and even bigger balls. It does have its problems though...its not optimised at all. You might be wondering why its not as well known as "Amnesia" or the likes... well, you need some fucking alienware to run this thing. I have a high end, custom built machine and I cant run it on full settings without some lagspikes. I can only imagine how bad this game must suck on weaker systems (which the majority of the ... planet has)

Maybe the game will have more success in the future...when the high end of today becomes the garbage of tomorrow...until then, I enjoy this game.

'till next time!  (english is not my native language and feel free to keep every typo you find. no charge)


Samstag, 23. Juni 2012

Catathrenia // June Update 2

User Posted Image 
 Bad news first: I had to delete 6 entire levels. Yeah! there is a lot of work going straight down the drain. Those maps where simply not working well, went too hard on the memory cap or wheren't fun to play. 
If you are working in a wierd setting like this where there isn't that much realism to hold on to, you still need to give the game some sort of grounding and sense of danger or you hit the player over the head and the game ends up being boring. You can also not string together 4 levels of pure puzzle solving and story elements or you lose the folks who are not that invested in the storyline, not yet really into the setting or just want some relieving action. You gotta get the player to get chased by something or the entire hostile athmosphere gets lost. There is a lot of work involved to get a game like this working in fpsc. 
 Bottomline, I had a hard cutback on progress but it made up for better flowing- and more coherent gameplay.
 I got to work on the health system which invites to explore the level (we'll get to that later). It strongly relies on the use of various chemicals and items you can find and you can carry 3 flasks (healthpotions) with you. In fact, there is a passive inventory (keys, puzzleitems and ingredients) and 2 active inventories: (Weapons and Potions). Things you carry and can consume are allocated as icons on the left side of the screen (very small and stylish icons...dont worry, I wont overload your HUD with crap) In Fact, the health-o-meter isn't visible at all and can only be triggered by pressing a button. You'll see what I did there once its finished. :) 

 I've been thinking about adding a few more weapons. It has 3 so far and since I clear the inventory of any tools and documents you dont need anmyore there is room for infinite guns. If you got a stellar idea that would suit the setting, feel free to air your mind. ...I've been concidering a crossbow btw. :) User Posted Image  
You will also get mechanical puzzles to solve...this is not part of one of them. In fact, thats just there to spice up the first chapter's scenery. User Posted Image  
I really like this room. There will be a lot going on in it aswell :) User Posted Image  
Don't worry, I won't overuse windows as much as the screenshot reals might make you think User Posted Image  
That thing is... I dont know what that is either User Posted Image  
Well, you get a lot of readingmaterial in here too...but hey, in other games you just get a screen full of text, here you can run around with it. ;) 
 User Posted Image User Posted Image User Posted Image  
Thats from the "desperation" subchapter...its very minimalistic User Posted Image 
 I finally have a good setting for the dogman character...so in your face! He has new sounds too. 


Thanks for reading.

Sonntag, 10. Juni 2012

Catathrenia June Update 1



Quick update!

I made some progress with the game and felt like sharing a few thoughts. I aim at telling the story with strong visuals that should represent certain ideas which is why I will be most likely forced to model a lot of extra props for this title (which has been originaly designed to be as lazy as possible...but I guess thats just how creativity works). I already made like 30 entities including variations and I'm just getting started with the more abstract levels.I show you all of this later.


Lately I remade and reimported Benge's G3 from Modelpack 6 which is the most prominent weapon in this game. And yes! There will be weapons in this game for two reasons. 1: I always wanted to make a game featuring the Modelpack 6 Weapons which I never did. 2: Its a horrorthemed game, no survival horrorgame or similar. I don't aim only to scare you, I aim to do a lot of artwork and convey a story while making a fun game.
Besides the usual retexture, soundexchange and Airmod polishing I also mapped all textures on a single image and attached a customized shader to it which makes it look faboulus in motion. I made a screenshot to convey hot it behaves.

Weapon Shader Demo

Upper: facing lightsource
lower: not facing any lightsource

as you can see, the shader adapts to its environment and is gentle on the hands while a lot more intense on the gun itself. This is in itself not a big accomplishment, I just want to point it out, that even though my game has a strong overgrained and overbloomed style to it, the gun never shines like a christmastree while I see a lot of other FPSC titles where the shader effects are so overdone that it hurts the eyes. Most of the time they look like shiny plastic. Thats a major complaint I have about shaders, they are rarely used in a decent way. (to be fair, in FPSC they are a pain in the rectal area)

Thats enough of that


Don't worry, clocks will only be a big thing in the second interval.

A friendly music composer I met on Moddb made a bunch of neat ambientmusic for my game In fact, this will be a great contrast and addition to my ...slightly more insane musical pieces. You should definately check them out and his other stuff:

Catathrenia BG Soundtrack

I also wrote (yes! wrote...prepared and thought about and all that) a bunch of possible riddles and puzzles to build into the game. Most of them are hard work and I will certainly drop a lot of them as I simply don't have the time. I just hope I can get your interest in some of them as I don't want to bore you with "find the switch and drag the box over the platform" puzzles.

Now, a few more images and I hope to see you all next update.

Feedback and questions are appreciated!







-Adrien

Montag, 30. April 2012

FPSC // Catathrenia Mai Update


Evening!

I felt like doing a last reality grounded update on this. The leveldesign from this set on will be a lot more surreal

This is also the place where you receive the intro speech. I want to have an animated character here having a conversation with the protagonist..however, we all know what happens to naive ambitions a developer has at the start. I am very optimistic about this project though so you can expect a few extra goodies from me.






Thats pretty much it for this time.I won't blabber on about my project and bore everybody. He, who has a question shall feel free to ask whatever he wants.

The game has a budget of 85 € now. (I bought some videoeditting software and a few points for the GC store)

Future levels will be strongly inspired by one of my favorite painters: Salvador Dali!!

-Wolf

Mittwoch, 25. April 2012

FPSC // Catathrenia - April Update ²


Quote: "“Dreams are illustrations... from the book your soul is writing about you.”"

That quote doesn't quiet fit the storyline but its nice anyway.

Remember when I told you that I will explain the new storyline? Well...I still want to do that as I have 2 Catathrenia updates on the to-do list for this week. (yes! I have a to do list now). This also includes 3 conceptual drawings for this project.

Well, someone on this planet might have red my outcry review on my blog...and if you did, I stated that some clam should do a "moving" game in an old-footag-grainy movie style (instead of a boring slideshow). Why not being that clam? I think the style works very well with the game's ambitions. Make up your own opinion on some images:

(Remember that you can also play this game in prestine black and white)










User Posted Image

User Posted Image


-Wolf

Dienstag, 10. April 2012

FPSC// Catathrenia April Update 2

Constant development is the best development because it never stops.

I was jerking around with my entire shader collection to get a good ghost shader for hours...until I realised that the best ghost is done without any shader. Check out this image and see if you can see it creeping through the hallway.

Its not unlikely that this ends up being another hallway shooter. I really don't know.
We will all see once the full version is out there. I think this will be a 1.18 Release. So far I released something in every version since 1.14 (I think) so I don't see why skip 1.18.

You guys probably want to see some more screenshots, so here you go: