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Amnesia Fortnight 2014: The Triple-A Game Jam

October 21, 2015 | 20:34 | Written by: snake911

Amnesia Fortnight. Double Fine’s totally awesome two week break where all at the studio stop working on whatever game they’re doing and instead build small prototypes of game ideas that come from fellow DF employees.

Similar to the previous AF in 2012, this one was open to the public so we can witness what goes into developing these prototypes. With assistance by 2 Player Productions, AF was documented, interviewing all who was involved during the two week process, including artists, animators, programmers, special effects artists, audio engineers, etc. Everyone recorded their pitch for an idea for a game and placed them online for the public to view and vote for. The ones with the most votes would be selected for having a prototype built, with the person whose pitch won acting as the project lead.

With four prototypes built during AF, three were ideas coming from DF employees while the fourth was reserved for a very special guest: Pendleton Ward, who is the creator of the animated TV series Adventure Time. For Pendleton, he pitched four ideas for the public to vote from. The winning one would have a prototype built for it. In addition he would also be assigned as project lead for the team that was assigned to his prototype.

Not long after voting came to a close they announced the top three finalists plus Pen’s project. The top three (in no particular order) were Steed from John Bernhelm (Game Designer), Mnemonic from Derek Brand (Artist), and Dear Leader from Anna Kipnis (Senior Programmer). For Pen, Little Pink Best Buds won. Afterwards, teams were assigned to each prototype, having John, Derek, Anna, and Pendleton taking on the role of team leads.

After watching the documentary (minus the last episode that contains spoilers for some of the stories) I played the prototypes to see what two weeks of highly concentrated creativity resulted in. Personally, I’m totally blown away at how much these small teams can do in in that short of a time frame. I guess it goes to show how well versed everyone is with their jobs and Tim Shafer having a keen eye on noticing potential creativity and hiring those people who come from all aspects of games development (like programmers, animators, writers, audio engineers, etc.). Okay, let’s get to the prototypes.

Flipping the script, Steed has the player not controlling the rider of the horse, but instead taking the role of the horse! Boom! Mind blown.

These two roles remind me of question that was mentioned in the manga Bleach. Ichigo was battling his inner hollow -- a sort of demonic venison of himself whom Ichigo gains skills and powers from -- when during the fight, the hollow Ichigo asks him a question. “What’s the difference between a king and the horse he rides? Is it shape, ability, strength? ...How do they decide which of them will be the king and lead them into battle and which will lend its strength to the other, like a horse?” For the story of Steed, it seems like it’s the horse that has taken the role as king. Either that or I’m reading too deeply into what Steed is about.

Because you’re not playing as the rider, the controls are fine tuned for the horse, which has an impact on movement and attacks. But especially for attacking as there is a move where you can bump the rider upwards into accidently execute a spell.

By the way, they both have names. The horse is Bell and the rider is a boy named Twig. There is a short story with a few scenes to get things setup, but it ends with the ability to explore the fairly large world and gallop around to your hearts content; which looks absolutely gorgeous. I love how the clouds in the sky tend to eclipse the sun from time-to-time, dimming the light and where you can even see the cloud’s shadow slowly roll across the hills.

From the documentary, the prototype has inspirations from the movie Tangled for how the characters look, and from the game Shadow of the Colossus for the gameplay and camera angles. The team for Steed seemed to be the one that coasted fairly well throughout AF to where they had time to even add a few easter eggs. I found them and thought they were pretty hilarious.

Of all the prototypes, this is the one I wanted to see the most. Its original pitch tells of a story focusing on the death of the woman you loved. Your memories are the clue to solving this. Unfortunately your head is foggy and can’t remember the details (did something happen to you too?), so you have to retrace your steps starting with the one memory that sticks out the most: the location of where she was murdered.

Having the look of a noir film, the game is in black and white and takes place during the 1940s. Lighting and shadows help with the metaphor of having parts of your memories having fuzzy spots. Solving puzzles will light up certain areas to regain some of those lost fragments.

It’s a surreal experience as you are dipping in and out of memories, gathering items to solve puzzles and reading clues in figuring out what may have happened. You begin in a dark room where the only source of light is focused on a door. Behind the door leads to one of your memories. As you regain more of what you remembered, another door with unique characteristics is lit in the room, allowing you access to another memory.

I was very pleased with the Mnemonic prototype. Its story kept me interested with it and propelled me forward. The puzzles were interesting and fit well into the world. I would so love it if Double Fine went forward with Mnemonic to fully flesh out the story and the gameplay like they did with other prototypes like Costume Quest and Hack 'n' Slash.

Unlike the other prototypes, this one is not in 3D. It’s all 2D, baby! With Dear Leader, you are the new ruler of a country that just got out of a civil war. Your side -- the revolutionists -- won the war and threw out the old regime and executed the Tsar. Now you are tasked by sitting behind a desk, approving decisions given from your advisors that will shape your country’s future…hopefully for the better.

When someone from your cabinet needs your approval for something, they will talk to you via an intercom. Next they will give you a document with some options to pick from. It won’t go forward unless you give approval by brandishing the document with your official stamp. Get ready, though, as there’s a lot of stamping in this game. In fact, all this stamping reminds me a lot of Papers, Please.

I love what Dear Leader is trying to do, but the prototype doesn’t appear to be fully fleshed out as the choices I was making seemed to leave me at dead ends where the game wouldn’t progress anymore. I was stuck at my desk without anyone calling for more options for me to choose from so the game never moved forward. The only ending I got was a bad one where I was too weak as a leader where another country took the opportunity to invade my country and threw me out of power. The only way I got to that ending was by following every bit of advice I received from my advisors.

The take away I got from Dear Leader the most was the art. I loved how everything had a sketchy outline and the zooming in and out of everything on your desk and around the office was a cool effect. The art style was in the same vein as soviet era propaganda posters, so there were a lot of straight lines with shades of red painting the world. The music was amazing by including a number of orchestral tracks that can be heard by turning on the radio which sits on your desk. I can see this game has potential, but the prototype was pretty bare bones in what you can do. If Double Fine were to make this a game, I can only imagine all the cool extras they could allow the player to do in addition to just approving things with a rubber stamp.

It begins with a cutscene from your prospective where you’re being driven to an unknown location. You are in the trunk of a car, seeing other object rattling around. Suddenly the car stops, the trunk opens, and a man wearing a ski mask takes you out. He gets back into the car, drives away, and then the car disappears into thin air, leaving you alone…or so you thought. Soon after he leaves, little pink creatures emerge from over a hill and start grabbing for your attention.

Little Pink Best Buds is an ambitious prototype where you can interact with these pink beings by speaking to them. And by speaking I mean typing in a question or answer and having them respond to it. This is possible because the team is using an engine called ChatScript, which allows developers to have bots process natural language. In this case, written English.

Each of the Pink Buds -- around 17 of them -- has a unique characteristic to separate them from the others (good thing, too, because they all basically look the same) and each is voiced by an employee at Double Fine.

LPBB takes the perspective from first-person, so it has an immersive quality to it. You can see your shadow on the ground and you can interact with the buds by poking them with your finger. When you are close to one, you can talk to it by typing in whatever you want to say. Most have a number of answers to respond with based on what you type in. The prototype is far from being perfect in their responses, but it’s amazing just how much dialog is in this game. In fact, I believe I remember the audio guy saying during the documentary that LPBB has about one-quarter of dialog that was in Broken Age. For a two week prototype, that’s nuts!

Unlike Mnemonic, Little Pink Best Buds has an ending, with is satisfying to know and cool because it’s a self-contained prototype, so I guess you can call it a game. A rushed gamed that’s rough around the edges, but a game nonetheless. Although it is tough to complete the game without going online and figuring out what you need to do after a certain point, but it was still fun to play. I don’t wanna spoil anything, but the ending is worth reaching, if you’re interested.


The documentary of Amnesia Fortnight 2014 can be viewed online for free. It was originally placed behind a wall where you had to pay to view it, but it’s now on Double Fine’s YouTube page for all to see, with the exception of the last episode that shows all the teams playing their prototypes, spoiling the stories of some of them along the way.

As for the prototypes, they are available on Humble Bundle, but you need to pay to download them. As for me, back when AF14 was happening, I bought the physical version that includes both the documentary and the prototypes. In case you’re wondering, I don’t think you can buy the physical version anymore, but the link above should get you the prototypes and the documentary.

The physical version comes with three disks with one containing the prototypes (data DVD), the next one containing the documentary (Blu-ray video), and the third one being labeled "Everything Else" (Blu-ray video) which includes all of the pitches, the launch video, each team playing their game and giving commentary, and some interviews.

The disk case for the physical release resembles the case for Amnesia Fortnight 2012 with the wood gain layout on the outside but with the inside incorporating a beautiful collage displaying all four of the prototypes, which I believe was drawn by Lee Petty, an artist at Double Fine. Also included is a card that brandishes the art previously mentioned on one side while back has a URL and a code. After going to that website and punching in the code, I found out that it gives you the links to download the video files for the documentary plus the prototypes.

If you have the faintest bit of interest in seeing how the concept of a game comes to life, crammed into a short two week time frame blossoming from idea to playable prototype, then I highly recommend checking out the documentary on Double Fine’s YouTube page. And if you want to play what you saw in the doc, then throw a few bucks at the Humble Bundle widget to get access to them. It’s been nearly two years since the last Amnesia Fortnight, and I hope they do at least one more that is open for the public to watch before they decide to turn it back into a private event (that is if they ever decide to make it private again). Here’s to Amnesia Fortnight 2015/2016 and…Bad Golf 3!

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A romp through the concrete jungle

October 1, 2015 | 21:34 | Written by: snake911

Doggone it, I’ve done it again. Another cool Kickstarter project has won me over to where I now have to become a backer for it. In Home Free you’re a dog lost in a big city, navigating the streets just to survive. But it’s not all bad as you also interact with other dogs trying to make friends along the way. Looks like a super fun game to run around and explore. Neat thing is that the game uses a procedurally-generated city, populating it with humans, traffic, and other dogs, so everyone’s game will be different.

Graphics are low poly and appears to be cel shaded. To me, the city’s stylized appearance looks similar to Tokyo-to from Jet Set Radio, so I was expecting to see Gum or Beat blading past the dog when I was watching the trailer.

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Parallels

September 17, 2015 | 21:36 | Written by: snake911

Super Mario Maker has been out for about a week now and it seems pretty unanimous that everyone loves it. I don’t own Wii U, so I’m missing out on all the fun, but if I were ever to get one, you’d better believe I would purchase Super Mario Maker with it. That and also Splatoon as that game looks totally fun as well.

But regarding Mario Maker, it seems to scratch that itch a lot of people have about video games: creating their own levels. I remember friends and myself designing levels for Super Mario Bros. where we would place items or enemies in specific locations, so we could create our own unique situations Mario would have to go through. And now those ideas can be achieved with Mario Maker. I guess if there were ever to be a level creation video game that is based off of an actual IP, then Mario would be the best one as it has so much memorable assets to select from like warp pipes, blocks, and mushrooms; just to name a few.

The other day while I was reading up on all of the Mario Maker reviews, I remembered that Sonic had something similar to Mario Maker where you can place objects and enemies anywhere you wanted in a level. Yep, in 1991 you were able to design your own levels with a home console, but in a limited kind of way.

The original Sonic the Hedgehog included a few secrets that were hidden behind codes you needed to punch in at the title screen. One of these codes allowed you to enter into what is known as "debug mode." With this mode you can change Sonic into an object like a ring or a spring and place that object anywhere you want to. In addition, you can scroll through different types of enemies and place them anywhere too. When you were finished designing, you can change back to Sonic and have him run through what you just created. Debug mode made things a little easier as it prevents Sonic from dying by an enemy or falling onto spikes. The only way to lose a life would be to fall down a cliff, get squished, or drown.

Obviously super limited in scope compared to Mario Maker, but it did allow for whoever knew about that code to go into a level like Green Hill Zone or Marble Zone and go to town on dumping assets all over the place. I’d love to have Sega do an us too approach and get to working on a full-fledge Sonic maker game. Just imagine the crazy zones people would create if this were to happen. Think of the possibilities of a level design if you were to include other characters like Tails, Knuckles, or Super Sonic. Man, talking about this makes me want this game now more than ever. You reading this, Sega! Make it happen!!

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Patience is a virtue

September 14, 2015 | 19:48 | Written by: snake911

Well, well. Look what showed up in the mail this weekend. It’s my physical copy of Amnesia Fortnight 2014 that I purchased back in…February of last year! Odd that it took so long to produce and deliver as the previous physical release of Amnesia Fortnight only took, I think, about four or five months. And earlier this year I was thinking of asking for a refund because I thought it was never going to come out. Glad I didn’t though as I wouldn’t have the physical copy of it in my hot little hands today. I love these documentaries that come from Double Fine. They show a lot of creativity that is condensed in a few weeks’ time to produce game ideas from employees at Double Fine.

In case you’re wondering, the physical copy includes three discs. One is labeled “The Prototypes,” disc two is labeled “The Documentary,” and disc three is labeled “Everything Else.” I’m curious to know what’s in the third disc. In addition, it comes with a redeem card. I’m not sure what that’s for, but I’ll find out soon enough. As for the prototypes, I wrote which ones won the contest back when the votes were tallied. You can check those out here.

I’m planning to do a write-up about AF 2014 like I did for the previous one, Amnesia Fortnight 2012. You can check the write-up I did for that one here.

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Coming up for air

September 9, 2015 | 21:38 | Written by: snake911

This week marks the end of an epic journey. I just finished playing Metal Gear Solid: Peace Walker for the PSP -- a game which holds a personal record for the longest time I’ve played with a game.

Before it, the longest game I’ve played was Resident Evil 4 where I clocked in 40 hours of gameplay. For Peace Walker, it’s just shy of 200 hours! Meowza!! I wasn’t expecting to play it for so long. When I played Portable Ops around a year ago it consumed 30 hours of my life, so I was expecting Peace Walker to be the same, if not shorter. For me, 30 hours is a lot since I play games that tend to hover around the 15 hour mark.

I played it off and on since February with many games played in between, but I’m glad I’m finally closing the book on Peace Walker so I can finally freakin’ just write about it (heck yeah this is going to be in my next release of game write-ups for the vg journal). Playing a game for that long for someone who plays relatively short games can be used as a measurement as to just how good this game is.

In addition, it’s interesting to note that I finished the game just shortly after the release of Metal Gear Solid 5, but I’m in no rush to start playing The Phantom Pain just yet. I just came up for air and I’ll need a long breather before I go back into the depths of another Kojima game.

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