Posts tagged ‘might and delight’

Shelter by might and delight

We’re supposed to use words to describe things.

20130930-091205.jpg

20130930-091229.jpg

20130930-091240.jpg

20130930-091249.jpg

Shelter is a game by Might and Delight. Might and Delight’s history is unknown to me beyond their last game P.I.D. Which was a disaster in some sense, but a compelling one in another. Shelter is a far more focused game. You are a badger mom. Now I know you just went out and bought the game based out that fact alone, but maybe we should discuss the mechanics?

You know that little grey baby at your side? It needs food. Your cubs will starve to death if not given enough food and that makes up a healthy portion of the game. Shelter is not a stress inducing game, what it does right is realize the potential of ambient play. It’s also really really linear, but the linearity ensures you don’t get lost. There are a few thankfully small sections were the anxiety bird descends and the play mechanics change to scurrying from cover to cover.

Creatively the game derives from nature documentaries, Disney films, and Metal Gear Solid. Mechanics include a well done night level, flash floods, and using brush to hunt foxes. The game is more than it’s parts by a long shot. It is propelled by a soundtrack that’s indolence and any meanderings capture the experience of a nature walk perfectly. The outdoors are meant to be relaxing, Shelter understands that.

When you’re in the wilderness thought often ceases. Nature still provides enough for the mind to see that our attention often shifts elsewhere, we become attuned to the asymmetrical ambience that surrounds us. Nature is a form of meditation and Shelter realizes this. The game is as charming as a nature walk. It reminds me of a 3 day hike I took into the Grand Tetons, the stillness of that horizon. With ambient play becoming so vast Shelter does something important: it doesn’t risk atmosphere for mechanics.

  • 20130930-105652.jpg

    On another note I recently bought SMB2 aka Yume Kojo: Doki Doki Panic from the 3DS eshop and am enjoying it immensely. It got me thinking about platformers and the way they ended up going. Yume Kojo is not an inherently violent game, each and every critter can be chocked out of the way, playing as the princess you can politely put them down in another space. This creates an interesting tension because enemies require skill to be squashed. The game preserves a slightly more complicated ecosystem of ostriches, shy guys, ninjas, and ninnies. The game also has some interesting mechanics, things pulled up from roots include bombs, a watch that stops time, and a potion that makes a door and what with those doors anyways? Do the coins in the alternative dimension do anything? I collect them like rare gems Hoping they increase my score a bit. Yume Kojo is a lot like Quack Shot, it’s not necessarily lethal and it also makes riding enemies a breeze. It suggests a different place platformers could have gone to a less lethal and more constructive world. One where gender is a choice, and platforms are cosmopolitan accommodators. The vertical levels designs still give me the chills, those pauses as we adjust to the next free fall sections. I love this game even if it’s not as adrenaline pounding as Mario Brothers be. I want to make a spiritual sequel with horses and dragons and mice, a gravity system, an insane race to awesome. So many of these ideas need to be fleshed out, but instead we’re getting a 4 player 3D Mario that looks awful.

    Also have been playing this game a bit:

    20130930-094626.jpg

    It took a little bit to get it and I won’t get in depth this early through, but the hype is worth it on this one.

    September 30, 2013 at 4:00 am Leave a comment

    Two things

    Wasabi on a Zombie’s tongue
    The sensation so hot is forgets all about consumerism
    Are there pokaballs in your daesin?
    Does pretension pay?
    The blue sky is pleasured by a Samuria with orgasmic hands
    His erections lead the way.

    Also, this is a video game blog kinda. Might and Delight made a little platformer called P.I.D. Awhile back. There next game is Shelter and it’s really a serene experience, imagine laid back jazz motifs to a wilderness survival game. It works and I really like it, will update with photos when I get a chance, off to Phuket to surf till Friday.

    September 29, 2013 at 3:04 pm Leave a comment

    Quickies: PID the castle levels

    PID is a newish indie platformer from a company with the amazing name Might and Delight. Two things I usually like together, however PID suffers a bit from the unity syndrome. The unity syndrome is when an indie game bears such similarity to another unity game that one simply feels one is playing the same game. In the case of PID it bears a resemblance to the equally excellent Rochard. Both are 2d platformers done in Unity only with remarkably different storylines, aesthetics, and play mechanics. PID involves a boy who over sleeps in an intergalactic school bus and finds himself immersed in the politics of an alien world. The game features co-op with both players using the same pc which is cool, but unlikely for someone like me.

    PID is the story of various distractions, as the game begins our protagonist is looking for a bus back to his planet, only to be promised one in the first few minutes and then to discover that the old man in question is merely delusional, and a bus can only be caught from in town. From there PID grows into a gravity based platformer. Kurt, the plucky Pixar like protagonist of this surrealist epic, quickly acquires the ability to shoot two little gravity beams that will either send him up or to the side. These abilities aren’t terribly exciting, Rochard for features a gravity mechanic as well, but so far the game has made rather good use of them. You will flip plates, have to time throw to levitate boxes, and occasionally lob one into a tube to deal with an enemy.

    And that might be where the game’s problems begin. PID has great surrealist design. It reminds of Windowsill:

    But where Windowsill’s joy was the discovery of its surrealist mechanics PID is sadly more mundane in its play style. Kurt will be avoiding a surprisingly mundane group of machines in the castle level (confession I have not made it out of the castle yet). However the later parts of the castle introduce some creepy automatons that stalk Kurt through levels and have to be dealt with bombs, lasers, or other methods. These newer enemies suggest the game gets much more involved later. Truth be told I enjoyed the dining room levels quite a bit, because they reminded me of Mickey mouse in castle of illusion which was a major game for me when I was younger and the sitting room where I now reside is turning out to be wonderful as well. But PID initially in sound track and over all vibe is a bit of downer, propelled by jazz / surf rock bass lines the game’s opening levels seem almost sedate and the world around PID is often standing still.

    20121102-152211.jpg

    Despite this, or maybe due to a love of platformers, I plundered through the first levels in a two hour binge arriving this morning at a really cool boss fight which involved smashing plates. I can only tentatively recommend PID, it’s design is fabulous, but the play mechanics are only now building to something truly exemplary. Might and Delight might have produced a gem, but nearing the end of the first section I am only now starting to get intrigued. The story, which in the trailer sounds awesome, is another problem, while an interesting idea it lacks execution and often falters in places, PID is a great could have been with story. The sound track only gets darker as one plays which is strange because PID is so much a game of surprise, it’s world is fairly original and it’s story book premise have great potential, but hey I haven’t even reached this guy yet: so who knows what is has in store. So to recap: it looks like a unity game, that same ethereal glow resounds around the game’s graphics. The world is greatly realized, but the enemies only become interesting towards the end of the first section. The game’s hook is gravity manipulation which works like lobbing a soft ball, it doesn’t quite have a fast pace to it, but it does lend to some ok puzzles.

    Available from their website or Steam.

    November 2, 2012 at 8:37 am Leave a comment


    Calendar

    January 2020
    M T W T F S S
    « Oct    
     12345
    6789101112
    13141516171819
    20212223242526
    2728293031  

    Posts by Month

    Posts by Category