Primordia Review

Primordia, Wormwood Studios’ dystopian android adventure (and Wadjet Eye Games’ latest foray into publishing,) is a treacherous game to review. It single-handedly put me off reviewing games for a long time – heck, we received our review copy at launch half a year ago, and I’ve subsequently tried my hand at it every now and then, what with it being bundled both in Indie Royale and Groupees.

This is not to say that Primordia is a bad game. Nothing of the sort. It is unquestionably filled to the brim with artistic merit, passion, and conceptual integrity. Yet it also secretes such familiarity, evokes such an extraordinarily vivid sense of déjà vu, that it is impossible for me, personally, to brush it aside and to merely treat the game as ordinary genre-aware homage.

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Resonance Review

Out of all the highly esteemed indie adventure games in the Wadjet Eye Games catalogue, Vince Twelve’s Resonance had by far the longest journey from start to finish.

Though intended for commercial release from the get-go, the game was announced in low-key fashion on the Adventure Game Studio forums in 2008, and then later Kickstarted in 2009, long before the “Double Fine” explosion of 2012, back when the landscape and prospects were vastly different. By the Kickstarter campaign, however, the game had already been in the works for over 2 years!

As with their other recent offerings, in Primordia and Gemini Rue, Wadjet Eye’s Dave Gilbert swooped to XII Games‘ aid to make finishing Twelve’s project a reality. With good reason: It’s no secret, by now, that Resonance is a very good game – one of 2012’s best adventures.

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Your Attention, Please

Half-Life 2 BreenboardSome video games we lambaste for holding our hands, others we chastise for letting us wander. For developers, then, balancing the flow of progression means… a walking of the tightrope. On this topic, then, I would like to share with you two interesting articles that I have recently read.

In “Guiding the Player’s Eye”, Matthew “Gangles” Gallant directs our attention to the complexities of orienting the player in a three-dimensional world by illustrating, via a generous amount of example screencaps, Valve’s use of various visual cues:

The best approach is to guide the player organically, catching their eye with elements that fit seamlessly into the game world. In this school of thought, Valve is peerless. 1)http://gangles.ca/2009/05/26/guiding-the-eye/

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Resonance Cascade

XII Games’ Vince Twelve has just announced a pledge-based donation drive for his forthcoming indie adventure game, Resonance, which according to Twelve, is a game of “Speculative Near-Future Hard-ish Science Fiction!” The developer has even promised to put this astonishing, genre-bending tag-line on the game’s retail box if certain requirements are met. Here’s the bottom line on the deal, straight from the source:

I’ve set up a Kickstarter project for the game. Kickstarter collects pledges from kind individuals like yourself and, if the project meets it’s fundraising goals by the deadline, delivers your pledges to the creative endeavor that you’ve pledged your support to (in this case, Resonance!) In return, supporters get gifts or rewards for their pledge amounts! If the goal is not met, then no money or gifts change hands.

Twitter-toting tomfoolery aside, players of Resonance will get to control four unique characters, each of whom are searching for the secret vault of a spectacularly murdered particle physicist, and must work together to keep the scientist’s horrifying discovery from reaching the clutches of a dangerous organization looming in the background.

My two plus two cents, a trailer, more images and the various types of pledge after the jump!

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