Showing posts with label alpha. Show all posts
Showing posts with label alpha. Show all posts

Friday, 16 November 2012

Under the Ocean

Back in 2010, I wrote a little piece about Paul Greasley's brilliant survival game Under the Garden. Since its release, the survival genre has really taken off and now Paul is back with a new game - Under the Ocean, which builds on many of his previous game's features.

Paul has been joined on this project by Michael Reitzenstein, Chris Geehan and Philippe Martins and although still in Alpha, Under the Ocean is already looking polished and plays extremely well.

The game has moved away from the rugged mountain terrain of Under the Garden and takes place on an island, complete with tropical storms and a cave network. By using and combining items washed up on the beach and scavenging the island, your shipwrecked character attempts to survive for as long as he can. That means making a spear to harpoon fish, finding flint and dry leaves to make a warming campfire, sawing planks to create wooden structures and filling buckets with fresh rainwater to keep thirst at bay.

Visuals in this early build are wonderful, with fluid animation and spectacular lighting and weather effects already in place, while Chris Geehan's gentle music is reminiscent of bands such as Hammock and fits the game perfectly.

On top of the main game, there's a sandbox construction mode, where you can futz about and build a whole heap of stuff, including a house, complete with fireplace and windows.

To access the Alpha, two packages are available. For $7, you can download the Pretty Cool Silver Bear Edition, or the Super Golden Bear Edition for $25, which comes - as you would expect - with a raft of added extras.

I've really enjoyed the few hours I've spent with Under the Ocean and I can't wait to see what the team add in future updates. For more details, visit the official website here.






Friday, 13 July 2012

Richard & Alice - PC

Earlier this week, Lewis Denby and Ashton Raze very kindly sent me an alpha build of their debut game, Richard & Alice.

The guys, along with Kyra Hills (character art) and Yonatan Luria (music) have been working on this project in their spare time, and although this is early code, their debut offering is looking very promising.

In the 30 or so minutes it takes to explore this point and click adventure, a genuinely interesting plot begins to unfold.

Set in a world which has been devastated by intolerably harsh weather conditions, Richard is a grizzled war veteran who has been imprisoned since he disobeyed orders in the madness of a bloody civil war. While in his cell, he unexpectedly meets Alice, who has recently been jailed for murder and via a series of well-told flashbacks, we get a glimpse into her background story.

The point and click interface could well change in further updates, but what's here at the moment works well. There's no stuffy inventory system to wade through, with everything clearly mapped out on the right-hand side of the screen. Every item's relevance in the environment is logical and by eschewing overly complicated item combos, Lewis and Ashton allow the player to make quick progress and concentrate on the intriguing story.

The team have peppered the alpha build with wonderful teasers which draw the player into Richard and Alice's weather-ravaged world. Who scribbled the mysterious notes found in a long-abandoned house? Who is the oppressive figure trying to keep Alice and her son under lock and key? And whose blood is it that's splattered over the walls of a family bathroom?

Richard & Alice is penciled in for release later this year and thanks to its well-written dialogue and compelling storyline, I'm very much looking forward to seeing more of this extremely promising game.

To keep up to date with Richard & Alice's development, head over to the game's website where the team will keep you updated. Definitely one to watch.

Friday, 5 August 2011

Proteus - PC

I stumbled across Proteus by Twisted Tree Games recently and I've been exploring its charms over the last few evenings.

Billed as an "audiovisual wilderness exploration game", the player tramps across a colourful undulating landscape discovering strange musical features.

You can follow rain clouds, run along beaches, get lost in deep forests and climb snow-topped mountains - or you can simply stand still and let the ambiance wash over you.

The musical theme is central to the experience and the way sounds mix and merge together as day turns to night is beautiful and relaxing.

The landscape doesn't hold many visual treats but there are some interesting things to find as you wander around.

Strange standing stones draw motes of light towards them, changing the time of day as the player approaches, while gatherings of small white creatures honk out tunes, clamming up and disappearing if you get too close.

Proteus is still in its alpha stage but is still well worth checking out. It's especially atmospheric to play late at night with headphones on. You can download it from the official website HERE.

Friday, 23 July 2010

Minecraft - PC, Mac, Linux

Regular readers will know I love Dwarf Fortress. Its free-form gameplay and insane levels of complexity make for a quite brilliant and absorbing game.

But there is a new obsession in my life - a game which takes elements from Dwarf Fortress, throws in a bit of Rogue and adds a generous glug of 3D Dot Game Heroes - and it’s called Minecraft.

You begin the game plonked in the middle of a vast randomly generated world and you are then completely free to do what you want. Every item in the world must be created from scratch, but you better be quick, because when night falls, the nasties come out to play.

You start by chopping down trees to get wood, which in turn can be used to make planks and tools. It’s vital to find coal as soon as possible which can then be combined with sticks to make torches. When night falls, evil zombies and other nocturnal creatures will keep well away from the bright lights.

A crafting bench, storage boxes and a furnace are next on the list, while combining sticks and stones makes more robust weapons and tools.

While exploring during daylight hours, animals can be farmed for food and skins - the latter are used to craft armour. But when the light gradually starts to disappear, you’ll want to get home quickly to avoid the prowling mobs.

Finding your way back to your base and closing the door on the inky blackness is always a welcome relief. And when you hear the zombies moaning outside your door, you’ll be glad you are safe and sound.

I’m currently in a great place, and the pictures here are all my own. Some of them show my fledgling mountainside home - complete with natural lava flow - while the others show a zombie burning in the morning sun, snow on the hills and the inside of a natural cave.

By mining deeper and deeper, you can find gold and diamond, which again are used to craft armour and robust weapons.

To make windows, you need to build a furnace, chop some wood, then add sand. As you can see, I've used glass around the entrance as well as using it to create the windows in the rock face.

The work I've done here took me the best part of four hours, but I'm quite pleased with the results. Long way to go, though.

The game is currently is alpha testing and it costs around £8 to buy. A free browser based version can be played, although it lacks many of the features of the paid-for version, while you can't save your progress.

New content is poured in every week and there are huge plans for the game as the months and years go by.

Over the past few weeks, snow, boats, cacti and cows have been added - so who knows what will appear later today.

For more info about the game, visit the official website. And if you want to dig even deeper into the game, the Minecraft Wiki is essential reading.