Monday, November 23, 2015

Winter is coming

Snow fell for the first time this weekend. Massive snowfall has cut out power and internet connections throughout Finland. We have been mostly unaffected, but connections have been rather shoddy during weekend. Tyre changing operation (to those who live in warmer places than we do: winter tyres are not only compulsory here, but also something you cannot live without) is always fun, especially when one happens to leave to the last possible minute.

We here at Dark Amber Softworks have been designing (and implementing) a new weapon system into Avenging Angel. The concept is called "Battle Glove". It is essentially an extension to the data gathering/SoulFire interface Vincent/Amity wears on his/her left hand. Our idea is not only to "weaponise" it, but it can be also used (with appropriate in-game upgrades) to siphon health. Wearing the glove will also give a small damage boost to melee weapons, even to GunBlade. As per usual, this glove can be modified to suit individual gameplay styles and it can be worn with both melee and ranged weapons.

To those who might have missed this: there is a sample of new music in Soundcloud. This particular piece was written an opening music when entering Greenhouse Valley.


Finnish Broadcasting Company (our version of BBC) interviewed us last week about Avenging Angel and game industry in general.

It is Monday morning here in Finland. The crew starts to arrive to the office. Time to get back to work...




Thursday, September 24, 2015

Listening while writing

Isaac Hayes: "Hot Buttered Soul"
Steve Hogarth + Richard Barbieri: "Arc Light"
Mokoma: "Elävien Kirjoihin"
Steven Wilson: "Hand.Cannot.Erase."
Ghost: "Meliora"

The Land of Strange Gods Releases

Avenging Angel (PC Game) - Pain & Despair Early Access Update - September 2015
Bad Water (Novel)  - December 2015
Avenging Angel Full PC Game - January 2016
Avenging Angel - God Seed Chronicles (Novella) - A companion to Avenging Angel - January 2016
The Land of Strange Gods I (Novel) - Q2/2016
The Land of Strange Gods II: Borderline (Novel) - Q3/2016

Wednesday, September 9, 2015

The Power of Three (Part Two)

In the muddy and murky waters of game design, at least in the way we do it, there is constant change. When I look at Avenging Angel Demo v1.0 and compare it to what is now on the desktop, the difference is huge. I tried to keep track of how many “darlings I have killed” for my own amusement, but that ludicrous wank proved itself utterly and completely unnecessary and foolish. A lot of stuff was discarded they didn’t fit the world or the story we were trying to tell. A lot of bad ideas thankfully died in their sleep. The most difficult ones to discard, for me personally that is, have been the ones we simply didn’t have the resources to do. The ever-present guideline of “does this make this game better” has proven its usefulness time after time. Do we need Quick-Time events? Can we deliver a particular piece of story, or story-related information through gameplay? Can we trust the player to understand the mechanics? 

We did a few public outings of Avenging Angel demo in 2014, and we observed how people played the game in that environment. Well, it has to be noted that a crowded, noisy and hectic “expo” is not the best case scenario for gameplay testing, but all those hours of gameplay, with the three of us looking over the shoulder and making notes, were highly valuable. We quickly found out that the average player has the attention span of a gnat. The “god finger” pointing where to go and what to do is expected. Even the really underpinned visual clues were largely ignored. Mind you, these expos were gaming events and the audience were players. We were not tucked at the back of a local mall, somewhere in the immediate vicinity of the cheap “fashionable” rags, plastic bead jewellery, bikini wax joints, and catering the game to a completely off-the-mark target group. I am not going to make a lament about the contemporary game mechanics. The audience dictates what is expected. Period. Some game designers go against the tide and fight those windmills, and I salute them all, however, it is a boss fight I will gladly pass. If a player wants an in-game nanny, so be it. If the sense of accomplishment of figuring something out on your own is out of the window, can we make good use of those mechanics to something perhaps more innovative and interesting? Our take on the subject were the “Bird Drones” in the sky indicating areas of interest, and “Goggle Glass” (By the way, it is not Google Glass), an in-game augmented reality monocle providing basic HUD information and objects player can interact with. 

To me personally, a game is essentially like reading a book. The story and gameplay blend into a seamless experience and I find myself (hopefully) swept away by it all. While I understand the business model and importance of mobile games, they are not my cup of any beverage as a consumer. That is right, I used the “C-word". Mobile games are like a quick, dirty hand job at the back alley, a pep-bar, or a consumable. Well, most of them are. I did enjoy Deus Ex: The Fall on iPad and Republique is a great game. The long forgotten Shadow Cities was also something great, but I never considered it to be a “game”. It was a great chat that happened to have game-like features as well. More importantly, the chat was filled with great people (I knew and know most of the heavy hitters and usual suspects personally in real life). One would do very well in remembering that this is my personal view on games. I am mirroring my own attitudes towards them. I have absolutely nothing against mobile games per se. I have been tapping the screen of my iPhone lately playing Fallout Shelter. Is it a good game? No. Is it fun in five minute dosages? Yes. Is it an effective marketing tool? Hell, yeah.    

The greatest games ever made have been true epics and their genetic code can be derived, more or less, from JRPGs. Again, my opinion and my opinion only. If someone thinks that Flappy Bird is the greatest shit ever to come out of entire game industry, that’s fine too. At some point, I would like to take a crack at mobile. I have already been a part of a team designing utility apps for Android. I think we have only scratched the surface of the true potential of mobile application. On the educational side of things, augmented reality and virtual reality applications paired with mobile solutions can not only help re-structure and prioritise resources, but can also elevate the standard of education. If that is “gamification”, then sign me up. 

But games, as consumable things, are an entirely different beast to me. They are more than consumables or utilitarian frameworks. They are worlds within a world. They allow extraordinary things to be experienced. From sniffing flowers to playing tag with bazookas, the games allow you to be what you want to be in that context. Someone recently complained about the sheer volume of games being published. What the fuck is the problem? I say “thank you” repeatedly to Valve’s Steam and other publishing platforms. Sure, with these volumes the hit-to-miss ratio with games also shifts. Somehow I manage to find interesting content and good stuff. Business-wise, yeah, it is really hard to get your message across. As an indie, one does not only compete against other indies, but the triple-A titles as well. All game development companies are after your time and money. The only solution I find is to make “better” games. If “better” means giving an audience what they want, bring it on. If it means innovative and new ways to re-invent gameplay, even better. Combine the two and we should have something interesting. Easier said than done? Yeah. Something to strive for? Definitely. We set out to make a good game and that goal has never wavered. 

While we have looked at other games for inspiration, we have tried to find our own voice by making Avenging Angel. I think we have a distinctive design language. It does not feel like hundreds of other titles I have played. Whether these are good or bad things, that is up to debate. It most definitely looks like us. It took me twenty odd years to dream and write that world. To see Dark Amber Softworks crew breathe life into it, is a dream come true. It feels wonderful. It feels like fulfilment.  

This is my personal list of influences, in no particular order:

Elder Scrolls III: Morrowind
Deus Ex (The first one on PC)
System Shock I & II
Myst 

Stephen King’s “Darktower"
Mika Waltari: “The Etruscan
Mika Waltari: “Johannes Angelos

Every single Quentin Tarantino movie
Battlestar Galactica (original and re-imagined)

Opeth’s entire back-catalogue, “Ghost Reveries” in particular
Everything by Devin Townsend
Everything by David Sylvian
Everything by Steven Wilson and Porcupine Tree
Everything by Danny Vaughn
Lustmord “The Word as Power”
Peter Gabriel’s “New Blood
Triptykon
Steve Hogarth + Richard Barbieri "Not The Weapon But The Hand" (The single most powerful and important album of the recent times)


The Daily Grail webpage for fringe activity. This is a treasure trove of really interesting (if sometimes cooky) stuff. An endless source of inspiration.
Cruzine webpage
Inhabitat for design ideas and inspiration
Automatism, a blog by Lori Langille, which is also an endless source of inspiration when it comes to interior design, lighting, and all things aesthetically beautiful






Friday, August 14, 2015

I, Turms



I, Turms, had woken to the sounds of spring approaching. 

Walking among the naked and snow-covered trees in my garden, I finally remembered myself as the iron taste of immortality overwhelmed my mouth and the terrible thunder of undying deafened my ears. I turned my eyes to meet the sky to see the light-bodies of sylphs perform their eternal dance, naked and beautiful. 

I felt the touch of my guarding angel on my shoulders, burning like a fiery embrace. I saw past the barriers of the physical realm, deep into the depths of soil, and beyond heaven and its shores. I felt the undeniable assurance of my immortality. I saw the well-spring of forgetting beyond the doors of death, so many kneel at and drink deeply when passing through. 

I turned to embrace my guarding angel, but my arms grasped only the nothingness of the void. I did not know her, not yet. A terrible lust and thirst filled my mind and heart, as I looked at her uncovered SoulFire body. Arms and wings uplifted she vanished and the sweet sound of her laughter, which is like a thousand silver bells, echoing in Aether. 

I returned amidst the shackles of time and the oppressing pull of gravity, yearning for more. My power bled from me like blood rushes from an open wound, and once again, I tasted the bitter ash and tears of mortality. The weight of my bones dropped me to my knees and my ribcage felt like a prison for my laboured breath and strained heart. 

There I knelt in thawing snow, in unspeakable silence with clouded eyes, although I had sworn before the most ancient ones I would not shed a tear or kneel before anyone. It was not the first oath I broke, and certainly not the last. The spring of my mortal life would bring more disappointment and oath-breaking than I care to remember, but remember I must. I will touch this orb all will be as clear as yesterday. I have traveled through countless cycles of time and space as it is felt and known on Ea, which is the true name of this plane and planet. 


I have to remember, I, who is immortal; I, the one who returns, and knows, and is known. 

***

I, Turms, meditated on a specific sigil, which is a naked tree inside a glowing circle. 

I had lived in the Northern City States for many a year like an ordinary man, eating and drinking in order to forget the things which are eternal and divine. The relentless debauchery and self-indulgence had left their mark on this decaying vessel of flesh. I was known to the people of the north as “Antero”, a man of many talents. The joyous years as a mortal man took me from the glory of war to wealth of commerce, and from the realms of art to a life of a professional beggar, but I did not mind. I always had a place to rest my weary head, walls to keep the cold outside, and a roof to shield me from the elements.

During the Summer of my life, I had grown tired of people and their mindless and meaningless games. The most delicious delicacies and glorious spirit-drinks tasted like ash and were a bore. Expensive garments and gadgets gave me no pleasure. My mortal body, and all its needs, desires, and whims, ruled over my immortal mind. During the low-points of my mortal years, I infrequently met others of my kind. I enjoyed their company, the talks of eternal and divine, but did not stay with them for too long. They could not hide their sense of pity, and although none spake aloud, they thought I was dangerously close of betraying our true purpose. I did not hear the thunder of undying or taste iron of immortality anymore. I had become a man among others, a faint shadow of my true self. I offer no excuse, nor do I ask forgiveness. Only the veiled Gods will judge me, only to them shall I kneel, but to mortal men I had to pay for my recklessness. Aye, pay we all must. We may do whatever we like, provided we can pay the cost. I had taken life before in the wars and skirmishes against the southern barbarians and troglodytes. I had taken those lives gladly. Like a harbinger of death, I, Turms, had raged in the fields of fire and destruction. The GunBlade I wielded was cursed with power not only to maim and cut, but also to rip apart and destroy any and all metaphysical existence, the timeless SoulFire residue, sending it to the deepest parts of the abyss of nothingness. 

What happens in the fields of battle, stay in the fields of battle, but the lives I ruined and ultimately took in Northern City States brought about the Fall, or the autumn of my life.     

- Avenging Angel, Pain & Despair, Greenhouse Valley Journals


Tuesday, April 28, 2015

The Power of Three

The origins of Avenging Angel can be traced all the way back to New York City and the summer of 1991. I had just purchased the first three books of Steven King’s hallowed “Dark Tower” saga from Macy’s. I remember the kind gentleman who sold me the books calling me “sir”. That was a first. That summer had a lot of “firsts”. I guess I was old, or mature, looking enough to be able to buy drinks in the bars. If I remember correctly, during that time persons under the age 21 couldn’t buy booze. I was barely 17. I do not know if it’s a good or bad thing, but boy, did I have a blast. I missed my Commodore Amiga 500, which was back home in Helsinki, Finland. “Carrier Command” and “Zarch” had been my favourites from the late 80’s. I clocked a few hundred hours with the first “Test Drive” as well. “Batman The Movie” game from 1989 was also nothing short of spectacular. I loved those games. I guess, I still do. 

Then there was music. I bought The Four Horsemen’s “No One Said it Would Be Easy” from a record store in TriBeCa. Tyketto’s “Don’t Come Easy” had just been released and “Forever Young” from that record was, and goddamn, still is one of my favourites. The Cult’s “Ceremony” and “Sonic Temple” were also something I associate with that period of time. It might be because I was so excited to see the very same places portrayed in the video of “Edie (Ciao Baby)”. I remember Fishbone’s “Reality of my Surroundings” blowing my mind for good. I bought Extreme II: Pornograffitti (A Funked Up Fairy Tale) on vinyl. Those were the soundtrack of my life and times back then. It would be a year later when I discovered Ennio Morricone and the world of soundtrack music. I had been playing classical piano from a very young age, but in late 80’s, I was so fucking fed up playing something that was completely dead in my view and from an age I had no interest in. I traded the piano for another percussive instrument, namely, the drums. I wanted to play rock n’ roll. So I did and still do. 

I read the Dark Tower books during that summer and decided that I want to write. I tried. I sucked. I tried again. I sucked some more. I somehow reasoned that when humankind would run out of fossil fuel, they would turn to steam devices. My father was, and still is, somewhat of an enthusiast when it comes to locomotives and steam engines, and in this case, the apple didn’t fall too far from the tree. I dreamt of artificial intelligence. I envisioned them to be inter-dimensional and having a bio-mechanical interface to our world. I understand why fiction writers want to depict artificial intelligence with very human attributes, but in my view, it takes something really important and fundamental away from the entire concept. I know it is easier for readers/gamers/viewers to relate to something that has familiar characteristics, but I really tried to understand and comprehend how would a non-human entity with access to another reality perceive human beings and their odd metaphysical structures. That was, and still is, the premise for “Machinimus Artificialis” -machines in Avenging Angel and The Land of Strange Gods. 

I also wanted to explore what would ultimately happen if a human mind would be transplanted into a network and a machine as a form of incarceration. This thought ultimately manifested in Avenging Angel character “Antero” who was given a choice: a death sentence or to be sentenced for life. What happens in the game is that Antero has chosen life, but those who imprisoned him neglected to tell him that his “life sentence” would last literally forever. He is a being, or essence, who haunts the Thunderhead Point island network jumping from a robotic chassis to another. He is starting forget his humanity since he knows no hunger or pain. His sense of psychological time is completely different than for a human being. He wants to opt out. Badly. 

All the NPCs in Avenging Angel operate from their own selfish motives. Each character has an agenda. There is no dualistic and childish good vs. evil in play here. That makes the conflicts presented in the game much more complex and much more enjoyable in my view. We did not want to include any kind of point-based “Karma System” in the game. The game world reacts to player’s choices and that’s that. If you shoot first and ask questions later, the world becomes more hostile and you might miss a side quest. 

My deep affection for Art Nouveau, Scandinavian Jugendstil, and Art Deco architecture and style is a childhood thing as well. I grew up in downtown Helsinki in an apartment building from 1911 and my father is an avid collector of Art Nouveau. I don’t think my childhood home had a single light-fixture newer than 1930’s. Those shapes and curves are aesthetically so pleasing to the eye. They communicate something larger than life to me, which is ethereal, beautiful, and meaningful. Art Nouveau in particular had a profound impact on how I envisioned the world of Avenging Angel to be. Now looking back, these are the foundations of Avenging Angel and The Land of Strange Gods: Stephen King, New York City, music, architecture, steam engines and a very, very vivid imagination. 


***

It would take twenty years and a different format to really bring to life what I envisioned in summer of 1991. My path and career choices took me far away from the land of fiction for two decades. I would return to my writings when I had a chance, but one could hardly call it professional work. Around ten years ago I came up with the name “The Land of Strange Gods”. It felt right immediately. The title encapsulated what I wanted to say and how I wanted to say it. I started to bring more metaphysical and existential elements into my writing. I started to ask questions about the very essence of modern stupidity. Why is this planet such a shit-hole? Why are human beings so inescapably violent? Why the fuck are we here?  Some of that work went into “Dark Zen”, my non-fiction book, which will be released in mid-May 2015, and a lot of it bled into the world of Avenging Angel.  

Let us fast-forward now to early winter of 2013. By then I was putting my writing skills to good use making the script for a horror game as a subcontractor. I was pulling a triple-duty in that project, since I was the sound designer and composer as well. It was in that ill-fated project, where I met Mr. Pukki and Mr. Ronimus. Mr. Pukki was the Art Director and lead designer and Mr. Ronimus was the technical director. When the project was ended in early winter of 2013, it was very natural of us to start Dark Amber Softworks. We agreed pretty much everything from the start, the communication was effortless, and we simply got very well along, despite the tree of us coming from very different backgrounds. I called the local city development company, and Mr. Mika Lammi there, for free office spaces and thus we moved our gear into the offices of a defunct paper mill. The office space used to be a machine workshop in the 1910’s and has magnificent tall arch-windows framed by red brick walls. The 30-feet main room was recently painted white and oozed just the kind of Steampunk vibe I was looking for. The facility itself was owned by the paper mill, but operated by the local development company, Kinno, and their “Protomo” program, which was an incubator for starting businesses. The Kymenlaakso (our region) Protomo was managed by Mr. Tommi Sundström (whom we immortalised in the game lore as “Alchemist Sundstroem”) and assisted by Mr. Risto Uotila. We were given keys and two cubicles. Just before the Christmas of 2013 we started to sketch ideas for a new game. We were so sick and tired of the previous project and the half-lit world of horror games (nothing against them, but at that time we just did not want to make that kind of stuff). To be completely honest, we were, and in some ways still are, noobs at the time. We did not have much experience about making games save for that horror game, which provided us useful knowledge on how not to do things. 

We had a crew of three people: a writer and sound guy (me), art guy (Mr. Pukki), and tech guy (Mr. Ronimus). We asked advice from the local “elder statesmen” of game industry and everyone kept telling us to do mobile and something small. We shrugged and thought “fuck it”. I do not remember who it was who suggested that we should do a small tower defence game. We initially kind of liked the idea and started sketching the game. We have always worked really, really fast. Since Mr. Pukki has a tendency of sketching in Mud Box, we get stuff prototyped in minutes. We kept working on it for a few weeks, but everyone felt that something was off with the whole concept. I honestly don’t remember at what point we decided that, no, we do not want to do small, and we do not want to do just a goddamn tower defence, but it was Mr. Pukki who suggested that we should do a bigger game based on the world I had created, The Land of Strange Gods. In mid-January 2014 we decided to take the tower defence idea and build something bigger around it. We all have always loved Morrowind, Final Fantasy VII and Fallout. It was pretty clear that we wanted to do something along those lines. Everyone thought that we were nothing short of insane. "One does not simply do a game of that size with a crew of three". The very first script of “Avenging Angel” had the tower defence portion as the last “boss fight” of the game. I think the entire tower defence idea was scrapped in February 2014. When March 2014 was lurking just around the corner, the current version of Avenging Angel was pretty much sketched out, but we were in trouble. Then a miracle we needed happened. 

I had been applying for all kinds of game program grants, but since we had not actually released anything, we were not even considered by most places we reached out to. The majority thought that what just the three of us trying to accomplish was not doable. We were quickly running out of money when Mr. Timo Ylikangas from Kinno pointed me to a government organisation called AVEK and their Digidemo program. I applied for the grant, and I was pretty much sure that we wouldn’t see a dime. We did. They approved our application essentially saving the entire project. 

In Summer of 2014 the first version of the Avenging Angel demo came out. We have been at it full time ever since. Along the way we have had the usual  and unusual hardship, heartbreak, financial trouble, writer’s/artist’s blocks, but also laughter, joy, accomplishment, and getting shit done. We have learned as we have trotted along. 

At the end of the day, we wanted to prove that only three dedicated individuals with the right skill set can make a good game. Yes, that is what we set out to do and that is what we want to do. A massive thank you goes out to those individuals mentioned here who helped us. A massive thank you goes out to the numerous people who believed in us and encouraged us and were not mentioned here. They are our families and friends, the folks who voted for us in Steam Greenlight, liked us on Facebook, followed us on Twitter, made YouTube videos, journalists and gamers wrote articles for various medias, sent encouraging emails and tweets, and played the game demo in various expos, and those brave individuals who invested money in our IndieGoGo campaign, which by the way tanked.  

We see you all and we hear you all. You all have our gratitude. 


(Note: stay tuned for "Part Two" of this journey in a few days)