Indiepocalypse #18: Captain Novolin IV: The Quest for Peace

Cover art by @smallsmallwitch.

Our monthly feature for @PIZZAPRANKSIndiepocalypse returns, with a new angle on an old classic of the Bad Game Hall of Fame: Captain Novolin! Now, rather than attempting to rehash that existing article in any sort of substantive way, the approach in my feature time is to narrow in on a specific concept or idea presented in a given game.

In this case, I squint my eyes at the superhero game sub-genre, and to explore one of the few ideas that our pals at raya systems managed to (inadvertently?) get right — the idea of a prominent weakness, or so-called “kryptonite” for your caped crusader. The fact that it just so happens to be sugary foods in the case of our good Captain may well be goofy, but I reckon it’s as good a jumping off point as any for my ramblings! Here’s a brief sampling, for those curious:

What licensed AAA superhero titles are often left failing to incorporate is any sense of tangible vulnerability or performance-detracting afflictions on the part of your given heroes. Because in the eyes of licensors and publishers, the concept of the hero fantasy leaves no room for vulnerability (beyond standard projectiles and melee attacks, apparently), and having to deal with underlying physical and psychological conditions is a definite no-go. But the beauty of the independent scene is the ability to focus games entirely around those human elements, and to explore the depths of how they affect characters over the course of a given narrative. It doesn’t have to go the direction of grimdark grittiness as I mocked earlier, as something like a manageable medical condition or more cartoonish susceptibility could be incorporated with a degree of optimistic earnestness. Just so long as there’s something to help ground your protagonist with some degree of vulnerability, they can become instantly more relatable to a player, and impart a sense of lingering danger to your given superhero story.

As always, I really would encourage y’all to give the ‘zine / bundle a shot. Not just to read my pieces, but to get hands on some kick-ass curated indie games in the process! This month’s collection includes a neat little virtual installation titled Museum of Memories, brought to us by Kate Smith. As a sucker for museums of the niche, the idea of an exhibit of items specifically bearing “sentimental value” to the curator and contributors is a novel one, and a concept I managed to really resonate with. I’ll also highlight Chonkers HQ’s Homerun Miko, which serves to put you in the shoes of a bat-wielding shrine maiden out to set worldly spirits right by the powers of baseball. Exactly the sort of convergence of seemingly disparate ideas that I love to see work in total harmony, and serving a super unique little isometric experience. Of course, I recommend giving all the games in the bundle a shot – if you can spare the time for them – and experiencing some of what the indie scene has to offer.

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SSFF: N-Gage – Ambitious Ports | Punching Weight

Told y’all there’d be “more SSFF N-Gage content in the very near future!” In this follow-up to our video covering the whole history of the N-Gage, this episode seeks to cover a handful of the handheld’s most notable games, and to see what potential the system brought to the proverbial table.

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SSFF: N-Gage – Cell Phone Gaming’s First Big Flop | Past-Mortem

My second research and writing contribution to Stop Skeletons From Fighting – an episode on the life and times of the Nokia N-Gage – is out now on YouTube! Contributing to the script on this one was a ton of fun, and brought to light all sorts of fascinating facets of Nokia’s business operations — so much that this episode ended up way longer than anyone had planned for. Let’s just say that I’ve got still got a few insights stowed away in the back pocket for an eventual ‘Console Review’ in the future. But in the meanwhile, please to enjoy this brief history of cell phone gaming, and look forward to more in the way of SSFF N-Gage content in the very near future.

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Indiepocalypse #16: The Curious Case of the Quiet Man

Cover by Cam Adjodha.

My monthly feature for @PIZZAPRANKSIndiepocalypse continues; with a piece on the potential creative design concepts that can be explored through “deliberate inaccessibility,” and how 2018’s The Quiet Man squanders / walks back its most novel idea. Where Square Enix and Human Head Studios may well have landed on a novel idea by “accident” as it were – unwittingly enough to go and completely compromise it come game’s end – I still see the decision to present the game and its cutscenes without audible accompaniment as a novel concept, and one that I would love to see more deliberate developers expand on.

I’m really enjoying using the format of the monthly feature to more briefly touch on bad games (which I’m sure I will get into further detail with / make full articles out of in time), and to explore my own ideas with regards to game design and the endless potential of the independent scene. The latter is something I feel like I don’t get to explore too much within the format here on the Bad Game Hall of Fame, and I’m excited to get to float my goofy ideas to an targeted audience with it. I’m also gonna start providing brief samples from said features here in my promo posts, so y’all can get a brief idea of what I’m attempting to traffic in:

The concept I’m more compelled by within The Quiet Man is obviously the decision to star a deaf protagonist, and the implications that has on the gameplay and narrative. Obviously, I reckon there should be more video games which speak to / represent the experiences of the differently-abled, and serve to put players of all circumstances into their proverbial shoes. In dealing with deafness in particular, there are so many roads that a developer could take: To interpret and teach the different ways the hard of hearing can engage in communication, or to demonstrate how folk are able to overcome the perceived obstacles their deafness seems to invite. Lacking audio accompaniment for spoken word or other audio cues, you could instead convey understanding of lip-reading or sign language through on-screen text or even though abstracted imagery — whichever feels more authentic to your own personal experiences.

I really would encourage y’all to give the ‘zine / bundle a shot; not just to read my pieces, but to get hands on some kick-ass curated indie games in the process! I’d like to highlight that this month’s edition includes Strangest.io’s Nightmare, serving as a particularly kick-ass throwback FPS with some proper neat  time manipulation mechanics. Very much worth a play if 2.5D FPS is your bag. The collection also includes Nathalie Lawhead’s Electric Zine Maker, for those of you who might be afflicted the ‘zine-making bug yourself. Really though, I like to think there’s something for everyone included in the bundle portion of the package, so please to give them all a go if you decide to take the plunge.

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Or, consider pledging to Indiepocalypse on Patreon!

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Indiepocalypse #15: Cassidy’s Bad Game Corner

Cover art by @POWAOFTEHKOWA

Howdy folks! I’m excited to let y’all know that I’m gonna be turning in a new monthly feature for the indie games bundle / zine ‘Indiepocalypse!’

My contributions will generally be centered around the merits and innovations of historically “bad” games (as is our brand and all), while challenging indie developers to try and incorporate the “lessons learned” from them — to take chances on concepts and mechanics that seem to go against typical design logic. I hope to encourage developers to embrace non-intuitive design; in the interests of expanding players’ own appreciations for non-conventional games, and helping move the medium forward in our own little way.

Our first piece serves as a sort of introduction to the ideas I’m wanting to put forward: Providing examples from a small handful of selected games, and exploring how their perceived “faults” are a big part of what makes them memorable. Future columns will likely focus on singular games or mechanics, and figuring out what they did wrong / could potentially do right [in the right hands]. I’m afforded a degree of flexibility when it comes to my feature, so we’ll see if we land on some other odd ideas in time! In any case, I’m excited to try my hand at a different format, and to try writing with a different set of goals in mind. I do hope y’all will give the zine a read, if’n you’re so inclined! Oh, and have I mentioned yet that every issue comes with 10 games included? Do be sure to give those a try too, you hear?

Purchase the issue on itch.io!
Or, consider pledging to Indiepocalypse on Patreon!

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