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Top 5 Tuesday – Top 5 Upcoming Indie Games

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One of the biggest genres of the current generation of consoles will prove to be the indie game. Sony and Microsoft have gone all out in assuring that there will be many indie games on PlayStation 4 and Xbox One, including allowing self publishing by developers. These coincide with the many indies released annually on Steam. There are many upcoming indie games that we are looking forward to, and here are our top five.

The Witness

The Witness was originally revealed at the PlayStation 4 launch event in 2013 and showed the initial proclivity Sony was going to have for indie games this generation. Jonathan Blow, the creator of Braid, revealed it as a first person puzzle game set on a mysterious island with your only goal being to reach a mountain by completing these puzzles. There will be 10 sections of the game, each of which has a different style of puzzles, with a certain amount needed to reach the mountain. The Witness will be an open-world game, allowing the player to explore the world freely and solve the puzzles in any way he or she chooses. The story is nebulous throughout the game, and Jonathan Blow has said that the game is based on “rewarding the player” through exploration of the world and learning more about what it has to offer. The Witness is set to be released at some point in 2014 on PC, PS4, and iOS.

witness ps4

Rime

Rime was revealed at Sony’s Gamescom 2013 press conference as one of many new indie titles announced. It is being developed by Tequila Works, who previously made Deadlight on the Xbox 360. The game will take place in an open world, on an island where a boy has been placed with a curse and needs to survive and ultimately escape. It will involve puzzle solving, as well as exploring the open world to learn about it and what lies in it. Rime looks to be inspired by Ico, Journey, and The Legend of Zelda: Wind Waker, as it has a cel-shaded art style with open world characteristics and a non-spoken form of sound design. It will be a PlayStation 4 exclusive title that has no set release date yet.

rime ps4

Below

Below was revealed at Microsoft’s E3 press conference as an indie game developed by Capybara Games, who previously made Critter Crunch and Super TIME Force. It is a top-down action-adventure game, following a small warrior who is exploring a remote island and trying to survive. Phil Spencer described it as a “creative take on roguelike gameplay.” The game is designed to be very difficult, with brutal but fair combat. It has been in development since before a game like Demon’s Souls released, which started the genre. There will also be permanent death in the game, though how this will affect the game is yet to be explained. Below will release as an Xbox One exclusive.

below xbone

No Man’s Sky

No Man’s Sky was revealed at VGX 2013 and was the standout announcement of the show. The reveal trailer showed a bunch of different environments, each with different color schemes and ecosystems, and was revealed to have procedurally generated open worlds. It is being developed by Hello Games, who previously developed Joe Danger. Any place you can see in the world you can visit. There will be a range of different types of gameplay as well, from space battles to underwater fighting to exploration of an unexplored world. While Hello Games did experience a devastating flood last year, they have said that they will not delay the game, although it does not have a release date or platforms yet.

no mans sky

Hotline Miami 2: Wrong Number

Hotline Miami was a huge hit when it released in 2012, which makes it no surprise that Dennaton Games are developing a sequel to it, titled Wrong Number. However, the developers have said that this will be the final Hotline Miami game. It will contain the same top-down style gameplay that the first did, and will feature a new Hard Mode, which is unlocked by scoring a C+ or higher in a chapter. The Hard Mode makes it more difficult to kill enemies, as well as taking away some abilities, such as the ability to lock on to enemies. The Story of Wrong Number takes place both before and after the events of the first game, though it focuses more on the latter. It continues from the ending of the first game from the interpretation of the protagonist. Hotline Miami 2: Wrong Number will release for PC, PlayStation 4, and PS Vita in the third quarter of 2014.

HLM2 Screen 6-noscale

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There are many exciting indie games that have been announced and we are excited to play them all. These are just a few of the upcoming indie games on the PlayStation 4, Xbox One, and PC. Let us know what your most anticipated indie games are in the comments below.

Loves to play all types of games, especially single player games. There are few games Matt won’t play. While he is new to the games journalism industry, he loves to write, talk and play games. He loves to share his opinions with the world through his editorials and reviews. He is PlayStation focused, writing reviews and news about the PS4, PS3, PS Vita and everything else PlayStation. Matt is currently a student based in the United States

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“The Perfect Canvas To Build a Game World On”: Talking Hand-Drawn Horror in the Hills of Mundaun

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Mundaun

The Swiss Alps are best known as a holiday destination. Snow and skiing dominate the public imagining of the region, but horror lies in all hills. The folkloric horror game Mundaun promises to subvert the usual perception of the area.

The horrific twist on an idyllic locale is accompanied by an eye-catching art style like no other in gaming.

With Mundaun being such an intriguing prospect, OnlySP reached out to the game’s director Michel Ziegler to find out more.

OnlySP: Could you please begin by providing a brief description of Mundaun for any of our readers who may not be familiar with the game?

Ziegler: A [while] ago, I came up with the description: a lovingly hand-pencilled horror tale. I like the word tale, because it emphasizes the type of narrative the game is going for. It’s a first-person adventure game inspired by the dark folklore of the alps. The aesthetic is really unique, since I combine hand-pencilled textures with 3D. It’s kind of hard to be brief about what makes the game unique. I think it’s the combination of all the things in there, some pretty well hidden. Mundaun should be a mystery, an enigma.

OnlySP: Curiously, Mundaun is a real place. How accurate a recreation of the landscape is that found in the
game?

Ziegler: The levels are a condensed interpretation of the real thing. It’s more about how that place feels than accurate topology. The steepness of it, the objects and architecture you encounter that is very specific to that place. It wouldn’t be possible to meaningfully populate a large sample of the real mountain range. I want the give the player the feeling that in every corner there could be some small and unique thing to discover.

OnlySP: Do you have any personal connection to the real place? Why did you settle on it as the setting for the game?

Ziegler: My family has had a small holiday flat there since before I was born. I spent many summers and winters up there and so it became like a second home. Especially for a child, the nature feels huge and full of wonders. I would spend my days finding well-hidden spots and imagining adventures. I chose this setting, because it is dear to me and it is full of buildings that are many centuries old. It always felt like a timeless and mysterious place. The perfect canvas to build a game world on. Four years in, it still inspires too many ideas to ever fit into one game.

OnlySP: I’ve seen the game described as ‘folk horror’—following the likes of The Wicker Man and Children of the Corn. Would you consider that to be an accurate assessment of Mundaun?

Ziegler: I think so, even if my game isn’t inspired by those particular works. But I think there is a certain ambiguity to the scenario that makes people immediately think of fiction that has a similar feel in their cultural circle. Even if I draw much inspiration from things that are specific to where I live, I find that the world and tone of Mundaun resonates with people from all around the globe and from different cultural backgrounds. That said, the haymen that haunt you in Mundaun make the comparison to The Wicker Man an obvious one.

OnlySP: If so, what sort of local legends are you drawing on for the source of the horror?

Ziegler: Not really any specific ones. If I had to name one story that influenced the plot of Mundaun, it would  be Jeremias Gotthelf’s The Black Spider. The oppressive mood it conveys has always fascinated me. Also, I loved collections of small folk tales as a child and I think, I’m remixing elements from those, creating my own folk tale. I’m not restricting myself to only local influences at all though. I take everything that I think is interesting and fits the world and universe of Mundaun.

OnlySP: How does the monochromatic art style contribute to the player’s sense of tension?

Ziegler: For one, it invokes the aesthetic of old movies and photographs. For me personally, those often have a sinister quality, hiding something in the dark shadows. In addition to that, the hand-drawn textures give the game the quality of a darkly illustrated picture book.

OnlySP: Speaking of the art style, it certainly is one of the most intriguing elements of Mundaun. How did you come to settle on it, and what is the process by which you bring these hand-drawn artworks to life in the game? When you began, did you have an idea of how much work would be involved?

Ziegler: I just love drawing on paper. I’ve never gotten into drawing digitally much. For a small game prototype (The Colony) I made before Mundaun, I also applied a hand-made approach. I love the combination of hand-made textures with 3D, it’s a strange thing. Pencils just seemed a perfect match for a more dark aesthetic.

The process is similar to the usual 3D process, but with a small detour. After unwrapping the finished 3D model, I print out the UV maps. I trace the outlines to a new drawing paper and then I fill in the actual drawing with pencils. After scanning them back in, I apply them to the models. I probably didn’t properly anticipate, how many drawings I would end up making, because I underestimated, how much Mundaun would grow.

OnlySP: The puzzles that appear in the trailers seem to draw from an older tradition in games wherein they don’t necessarily feel realistic (although that interpretation is, admittedly, based on brief snippets taken out of context). Nevertheless, do you have any concerns that that approach might turn away some players?

Ziegler: Yeah, it’s a concern. I try to make the puzzles quite logical. Playtesting seems to be the key here. I’m not trying to break the flow of the game, the puzzles are just a great way to add detail and flavour to the world. I try to integrate them into the world and make them feel organic and unique to this place.

OnlySP: Aside from the puzzles, what else will players be doing in Mundaun?

Ziegler: Encountering, avoiding, or fighting off different types of enemies. Finding and talking to some of the eccentric native folk. Making coffee, smoking a pipe, carrying around the head of a goat. Driving a chair lift, a hay loader vehicle and a sleigh. There’s a whole lot of different things to discover. I think, the mix of high-stakes death threatening situations with more mundane activities is one of the most interesting qualities of Mundaun.

OnlySP: Explore” seems to be one of the keywords of the game. Does it feature an open-world design, or is it more of a level-to-level affair with expansive levels? And, in total, about how big is the game world

Ziegler: It features three discrete levels, each with their own flavour. You start in an area with meadows and trees and then make your way up to a more sparse, stony area. Then there’s the snow-covered summit region. The levels are quite sizeable and the player is given freedom to explore them, but it is not an open-world design per se. Each part, activity, and task is unique and lovingly hand-crafted.

OnlySP: How long do you expect the average playthrough to last? Or is it still too early to be able to say?

Ziegler: It is a bit early, but I think it’ll be 4-5 hours.

OnlySP: Speaking of, we first came across Mundaun about a year and a half ago. How long has it been in
development?

Ziegler: It has been in development for 4.5 years now.


Ziegler and his team at Hidden Fields are currently targeting a Q1 2020 launch for Mundaun on Mac, PC, and Xbox One.

If your interest is piqued, let us know either in the comments below or on our community Discord server.

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