No this title doesn’t mean I’ve forged some kind of ancient treaty at a certain trade show for fans of video games. Speaking of which, I went to the awesomest video game enthusiast show on the planet – Penny Arcade Expo, better known as PAX.
Let me be the first to say that the vibe was amazing – you could feel the electricity everywhere that we were all gamers and were there to support each other. People came dressed their favorite characters, ranging from Jedi of Star Wars: Jedi Knights Of The Old Republic to Camy from Street Fighter to the baddies from Resistance 2: Fall Of Man. There also had to be people from various guilds of games (maybe WoW?) because I couldn’t tell what in the world people dressed as private eyes with cardboard masks were supposed to be from! It was the perfect mash-up of a Star Trek convention faithfuls combined with E3-like gaming euphoria. The results speak for themselves: over 75,000 attendees. I’ve never heard of any other show having that many people come to an event, save when President Barack Obama was on the campaign trail and 80,000 people attended a rally in Oregon.
I admit, I was there to primarily to network with other game developers rather than to play games, but hell, how could I NOT play games?
The PAX people planned this one so well – they gave each attendee two buttons that attendees could challenge you to any game for. And I mean any game. Case in point, I played good ‘ol thumb-wrestling and it was a damn good match too. I lost though. Ah, well.
Then, on my way from the free play console area, I got challenged again. The Magic: The Gathering tournament area was strategically placed close by so we thought about playing a round, but I forgot my prized 2nd edition deck at home. OK, I didn’t forget it. I wouldn’t take it out of the house because of the value it could fetch. But I digress.
So, what game did we play? Street Fighter IV! To my pleasure, the play control is exactly the same as the original Street Fighter II so I felt right at home. However, SF4 has a number of new chain combos reminiscent of Marvel vs. Capcom 2. And boy, did I get pwned. I tried and tried to win with my fav, Ryu, but to no avail vs. Viper. Finally I choose Guile and won on sheer physical moves. No sonic booms or sonic kicks or anything like that. But by this time, it was already the 8th round.
Jeremy, if you’re out there reading this, thanks for being such a good sport. I can’t wait to see what kind of wacky reverse-grav physics engines you develop for games. Who knows, I might use it some day!
I could go on about everything I loved at PAX, but I’ll focus on the independent developers I met and the indie dev panel I attended. It was amazing to see such a cadre of folks who, while they were indie developers, produced some extremely high quality titles. There were so many, but I’ll focus on the ones I actually played because I believe you really can’t judge a game until you play it – well, mostly.
The people at Gambit Game Labs from Singapore really opened my eyes to what’s possible with XNA, with their game CarneyVale: Showtime. A new and innovative twist on the action side-scroller, this game takes advantage of the Farseer Physics Engine to enable players to flip around vertically from one point to the next. Not only that, but you also get to enter a vehicle and, without the game changing perspective one iota, it suddenly becomes a top down shoot ‘em up! Jean from Gambit was nice enough to take me through the game and really give me the back story to how the levels were developed. I never thought such a robust, stunning game could be developed on XNA and Gene helped inform my decision about the choice of platform the for the game I have in the works.
StudioWallJump’s Light was the second indie game I played. It’s puzzle game for the Nintendo Wii where you have to shine three colored lights onto the targets on the board, but the trick is not to have the incorrect colors crossing. Remember Ghostbusters! ad Egan Spangler’s famous line “Don’t cross the streams!” Yep, the same rule applies here. Playing the Wii is fun enough, but then when you add on smartly-designed puzzles and rockin’ techno beats for background music as you hit each target, how could you go wrong? Nicholas Trahan, owner, artist and designer for StudioWallJump, showed me the ropes and was also kind enough to offer himself up as a resource when it comes to navigating the complex field of indie game development.
The third game I played was a children’s book type called What Is Bothering Carl? made by Andy Hull at StoryFort studios. The book follows a little boy Cyclops named Carl who, as goes through life, thinks about a lot of things. From a gameplay mechanic perspective, it brings a fresh perspective of the pop-up books we all grew up with by cueing players to click on certain areas that will play action sequences. For example, there’s a part where Carl scares away some goblins, and when you click on the part of the story he roars and they run away. Kudos to Andy for bringing life to the children’s pop-up book. He’s got a book geared toward older kids coming up and I am definitely going to take a look at it. If you have kids, What Is Bothering Carl? is a must have, and they’ll surely love it. My 10, 7 and 3-year-olds do.
Shank, a fast-paced fighting side-scroller was the last indie-game I played and it rocks! Made by the folks at Klei Entertainment, this game is a unique take that pays homage to the Samurai Jack-style cartoons, you play Shank, who’s seemingly on a mission to take out some really big, bad dudes. Shank uses everything at his disposal to accomplish his mission like bombs, machine guns, and you guessed, it knives. But the secret sauce lies in the chain combos you can do that unlock certain moves. My fav was the double-angle shot where Shank takes out two pistols and shoots in booth directions, very Matrix-like. It also makes use of cut-scenes that jive well with the game-play action. For example, at the end of one-level Shank is seen to be tossing a bomb into his enemy’s mouth, who’s head subsequently explodes. Since the cinematics are cartoons, they totally reminded me of Don Bluth’s Dragon’s Lair and Space Ace from back in the day of those epic Laser Disc-based arcade games. 1983, to be exact.