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So those familiar with my work outside rambling columns and sweary videos will know I'm a hobbyist solo game developer, and last week I released a beta for a Roguelike survival horror concept I've been working on for a while, called The Consuming Shadow. A product of a series of torrid love affairs with procedurally-generated indie games, like FTL: Faster Than Light, Rogue Legacy, and The Binding of Isaac. Feel fee to download it from my personal site, and let me know what you think.
I'm not entirely sure why procedural generation started appealing to me so much. It could be related to how I found appeal in extremely hard, fast-paced games like Super Meat Boy. I seem to like games in which you throw yourself at a problem over and over again in multiple short playthroughs and quickly move to the next with each death (see also Hotline Miami). And when procedural generation is thrown into that mix, I can enjoy that kind of challenge while always experiencing new things, whether it be different story events or different random gameplay elements that change the nature of the challenges.
The Ninja can be unlocked with 100 bandages. While he’s not as great at wall jumping as Meat Boy is, he is extremely light and has fantastic aerial control. This character is really useful for anyone who is willing to give up a little bit of wall slide for incredible speed. This unlockable character is the main bad guy of the game. He’s the fastest character in the game when both dash buttons are pressed. Super meat boy dr fetus boss.
But what I specifically want to address in this column is something that a couple of correspondents have called me out on, and that's that Consuming Shadow has a couple of features that, in past installments of this very column, I have railed against. Namely, random dungeons and randomness in general, and sanity meters in horror games.
- Zero Punctuation is The Escapist's groundbreaking video review series starring Ben 'Yahtzee' Croshaw. Every Wednesday Zero Punctuation picks apart the games so you don't have to. Called 'hilariously cutting. First legitimate breakout hit from the gaming community in recent memory' by Boing Boing, see why gamers love it and developers fear it.
- Nov 23, 2019 Super Meat Boy Forever Delayed for Good, Healthy Reasons. Zombie Army 4: Dead War – Zero Punctuation. February 19, 2020. Kentucky Route Zero – Zero Punctuation. February 12, 2020.
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Jan 11, 2018 Super Meat Boy for Switch game reviews & Metacritic score: Super Meat Boy is a tough as nails platformer where you play as an animated cube of meat who's trying to save his girlfriend (who happens to be made of bandages.
Well. I reserve the right to change my opinion, I'm not an Easter Island head. Looking forward to changing my opinion on next-gen consoles just as soon as you stop proving me right all the time, lads. Above all else, you must be open to being persuaded, otherwise you turn into one half of a shouty Fox News debate that goes absolutely nowhere.
And the simple answer is, I've changed my mind about randomness. Sometimes it works and sometimes it doesn't. It works in games you're intended to play over and over again. It means having to learn how to be skilled at the game, rather than simply memorize each level and the best approach. A computer program can easily get through a fixed level if you simply hard-code the exact sequence of movements required. When it changes each time, you have to adapt and use the more creative parts of your brain.
I think it was when I was talking about Diablo 3 that I argued against randomly-generated dungeons, stating that a lack of design makes such things insipid. I'd still argue that to be true, because the point is, randomness works in games designed for multiple short, repeated attempts. In Diablo 3 they are part of a single, very very long campaign. Any equipment, experience or bonus you acquire from a random dungeon is something that has to go towards the remainder of that campaign, and it can be frustrating to get unlucky rolls of the dice that you then have to live with. Whereas, in games like FTL, playthroughs are shorter, so bad runthroughs (a) are over a lot faster and (b) provide important worst-case-scenario training.
The End Is Nigh | |
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Developer(s) | Edmund McMillen Tyler Glaiel |
Publisher(s) | Edmund McMillen Tyler Glaiel |
Composer(s) | Ridiculon |
Platform(s) | Microsoft Windows, macOS, Linux, Nintendo Switch |
Release | Microsoft Windows
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Genre(s) | Platform, adventure |
Mode(s) | Single-player |
The End Is Nigh is a platformingadventurevideo game developed by Edmund McMillen and Tyler Glaiel. The game was released on July 12, 2017 on Microsoft Windows via Steam. Ports of the game were released on August 15, 2017 on macOS, December 12, 2017 for Linux and Nintendo Switch, and on April 30, 2019 for PlayStation 4. The game has been described as a spiritual successor to McMillen's Super Meat Boy.
Gameplay and synopsis[edit]
The End Is Nigh is a platforming adventure game where the player controls Ash, a small black blob.[1][2] The game's intro shows Ash live streaming a retro-styled version of the game with the same name, allowing the player to play through it. Upon the player's death, the game-within-a-game crashes, and Ash tries to salvage the cartridge by taking it out of the console and blowing on it, with no success. The next day, Ash writes a letter explaining his current situation and the state of the world, stating that there was an apocalypse, with himself being the only survivor. With his favorite game cartridge broken, Ash sets out into the world to make a friend, and re-populate the world.
The game is divided into 600+ single-screen interconnected levels, forming 12+ chapters. The objective of the game is to clear the platforming challenges of each screen and proceed to the next, exploring the world and collecting items along the way. Collectable items include tumors, which unlock bonus levels, and video game cartridges, which unlock minigames. The game also features several hidden extras and endings, as well as achievements.
In the 'Best Friend' ending, Ash creates a friend and has a party with him, saying how he likes his new friend. Ash asks him if he likes him the same way (with a piece of paper and water hitting 'no'). Then, Ash wakes up to another apocalypse. In the 'Acceptance' ending, Ash finds his friend, which is stuck to a large glowing orb, and leaves his friend to explode, while he escapes back to his home. When the explosion goes off, he looks outside and smiles. In the 'Nevermore' ending, Ash becomes part of a 'world' as he talks.[clarification needed] On the world, Steven from Time Fcuk and The Binding of Isaac walking on him.
Development and release[edit]
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The End Is Nigh began development as the product of a game jam in December 2016. After a year of developing a platforming shooter game titled Øuroboros, developers Edmund McMillen and Tyler Glaiel decided to refocus the concept, as not much progress had been made on the game. While developing Øuroboros, McMillen and Glaiel would take small breaks to prototype other ideas, and in December 2016 both committed to do a full game jam to explore these concepts. Within the first week, they had developed a platformer with open-world and adventure game elements. McMillen described it as feeling 'a bit like VVVVVV meets 1001 Spikes with a Spelunky control setup and it felt perfect.'[1] McMillen and Glaiel continued to work on the game in secret for the next few months, and it was officially revealed and announced on June 7, 2017, only about a month before its planned release date.[3][4] McMillen announced the game shortly before its release due to wanting to avoid the game becoming vaporware, as had been the case for some of his previously announced titles like Mew-Genics and Super Meat Boy: Forever (until it was taken over by another team and due for release in 2018[5]). On the completed game, McMillen stated that The End Is Nigh is the largest game, level-wise, that he's worked on, and embodies aspects of every game that he's created.[1] The game features voice acting by Rich Evans of RedLetterMedia and the game's music was composed by Ridiculon.[1][6]
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McMillen later stated that he felt The End Is Nigh was a cathartic experience for him. Prior to its development, he had been working on The Binding of Issac: Rebirth and its expansions for several years, and had found the development to be an onus on his time, as well as having poor experiences with other developers. He had been considering leaving the game development market, which influenced some of the direction that The End Is Nigh took. He used the theme of perseverance as a core element of the game, helping him to resolve his own personal concerns, and as a result, McMillen felt The End is Nigh was his best work.[7]
The game was originally released on July 12, 2017 on Microsoft Windows via Steam.[8] Ports of the game were released on August 15, 2017 on macOS and on December 12, 2017 for Linux and Nintendo Switch, with a port for the PlayStation 4 and PlayStation Vita in development.[9][10][11][12]
Reception[edit]
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The game received generally favorable reviews, according to review aggregator Metacritic.[13] Patrick Klepek of Vice praised the game's challenging nature and its emphasis on exploration,[18] while Zero Punctuation's Ben Croshaw noted that 'I don't get a sense that there'll be any reward for putting myself through the trials', though later praised the game's design.[19]
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References[edit]
- ^ abcdMcMillen, Edmund (June 7, 2017). 'The End is Nigh!'. EdmundM.com. Archived from the original on July 7, 2017. Retrieved July 12, 2017.
- ^Matulef, Jeffrey (2017-06-15). 'Super Meat Boy's spiritual successor The End is Nigh reveals more masochistic gameplay'. Eurogamer. Retrieved 2017-07-12.
- ^Chalk, Andy (June 7, 2017). 'Binding of Isaac creator Edmund McMillen reveals The End is Nigh'. PC Gamer. Archived from the original on July 13, 2017. Retrieved July 12, 2017.
- ^O'Connor, Alice (June 8, 2017). 'Super Meat Boy co-creator announces The End Is Nigh'. Rock, Paper, Shotgun. Archived from the original on July 13, 2017. Retrieved July 12, 2017.
- ^'Super Meat Boy Forever'. supermeatboy.com. Retrieved 2018-03-09.
- ^Devore, Jordan (June 7, 2017). 'Edmund McMillen's new game is a welcome sight for Super Meat Boy fans'. Destructoid. Enthusiast Gaming. Retrieved July 14, 2017.
- ^McGlynn, Anthony (June 5, 2018). 'How mods made The Binding of Isaac a phenomenon, and why Edmund McMillen's laying it to rest'. PC Gamer. Retrieved June 5, 2018.
- ^Prescott, Shaun (June 16, 2017). 'Edmund McMillen's The End is Nigh is reminiscent of Super Meat Boy'. PC Gamer. Archived from the original on July 13, 2017. Retrieved July 12, 2017.
- ^Glaiel, Tyler (August 14, 2017). 'Steam Community :: Group Announcements :: The End Is Nigh'. Valve. Archived from the original on December 28, 2017. Retrieved December 28, 2017.
- ^'The End is Nigh launches full native release'. Linux Game Consortium. December 12, 2017. Archived from the original on December 28, 2017. Retrieved December 28, 2017.
- ^Faller, Patrick (July 12, 2017). 'Super Meat Boy Creator's Harrowing New Platformer The End Is Nigh Out Now'. GameSpot. Archived from the original on July 13, 2017. Retrieved July 12, 2017.
- ^'The Binding of Isaac Creator's New Game The End Is Nigh Shows Gameplay During Livestream'. DualShockers. 2017-06-12. Retrieved 2017-07-12.
- ^ ab'The End Is Nigh For PC Reviews'. Metacritic. CBS Interactive. Retrieved December 8, 2017.
- ^'The End Is Nigh For Switch Reviews'. Metacritic. CBS Interactive. Retrieved August 31, 2019.
- ^Rowen, Nic (July 30, 2017). 'Review: The End is Nigh'. Destructoid. Archived from the original on December 28, 2017. Retrieved December 28, 2017.
- ^'The End is Nigh review'. Edge. No. 310. Future. August 17, 2017. p. 118.
- ^Vazquez, Suriel (July 21, 2017). 'The End Is Nigh: A Whole New World Of Hurt'. Game Informer. Archived from the original on July 23, 2017. Retrieved July 23, 2017.
- ^Klepek, Patrick (July 13, 2017). 'The Co-Creator of 'Super Meat Boy' Has A New Platformer, And It's Very Good'. Vice. Archived from the original on July 14, 2017. Retrieved July 13, 2017.
- ^'Zero Punctuation : The End is Nigh, and Yonder: Cloud Catcher Chronicles'. The Escapist.