Zero Time Dilemma turns to Western fans — and TV — to go out with a bang
Can the Zero Escape series win new fans over with its final installment? Spike Chunsoft’s cult favorite Zero Escape series will conclude this June with trilogy-ender Zero Time Dilemma —€” but that shouldn’t deter total newcomers from trying out the dark, story-heavy puzzle game, according to director Kotaro Uchikoshi. Speaking with Uchikoshi through a translator during Game Developers Conference 2016, he was adamant that when the game launches in June, it will attract its own set of fans to the franchise.
“I think that, as a fan of something, you want to get as many people as possible on board," he said. "So we wanted to make a title to be accessible to as many people as possible."
But broadening the appeal of a series with an admittedly … complicated storyline without alienating existing fans is no easy task. At a GDC press event, Uchikoshi and members of Zero Escape publisher Aksys Games were on hand to demo the series’ final release, focusing on its combination of approachable tweaks and narrative payoff for the devoted.
Zero Time Dilemma, like its predecessors 999: Nine Hours, Nine Persons, Nine Doors and Virtue’s Last Reward, tells a complicated story of nine participants in something called the "nonary game," an escape-the-room quest with mortal consequences. It’s hosted by the mysterious masked figure Zero, whose attempts to pit the players against one another are either successful or thwarted, depending on choices made during the lengthy cutscenes.
Making the complex story approachable
To pad out this basic premise is a heavy dose of violence, time travel, the supernatural and, of course, tricky puzzle-solving. The Zero Escape series has carved a niche and found relative success for itself thanks to these highly involved facets. Its three games almost demand to become the object of players’ obsessions; falling deeply into the highly complicated timeline and universe of the Zero Escape heroes might be the only way to truly grasp their story.
While that story has unfolded over the course of several years now, starting with 999 on Nintendo DS (and later iOS) before continuing onto 3DS and Vita with Virtue’s Last Reward, Zero Time Dilemma attempts to welcome those with no prior knowledge of the series while also answering the myriad questions fans have about the overarching plot.
One of the ways in which Uchikoshi hopes to draw in new fans is by setting Zero Time Dilemma in the middle of the Zero Escape chronology. Instead of directly following Virtue’s Last Reward, the game takes place one year after 999. This gave the team leeway to introduce completely new characters alongside familiar ones from the other two games, as well as hitting the reset button on the story by throwing these characters into a new iteration of the franchise-spanning nonary game.
Unlike the previous games, Zero Time Dilemma is also far more flexible in terms of discovering that story. All three games require players to make life-or-death choices in order to progress; in Virtue’s Last Reward, a linear flowchart showed which of the branching storylines your choices were sending you down, making it easier to define your decision-making around reaching certain longer pathways.
Zero Time Dilemma brings back this element with a twist: The developer has bucked the linearity of the flowchart, instead allowing players to dip into what are called "floating fragments." In this version of Zero’s mysterious puzzle game, each of the players (including the three new protagonists)€” gets dosed with a strange, amnesia-inducing drug every 90 minutes. When they wake up, they have no memories of what they previously encountered, and depending on which direction the player wants to go in, they either wake up sometime in the past or the future.
That nonlinearity is meant to appeal to the more casual player or budding Zero Escape fan who wants to uncover the storyline at their own pace, Uchikoshi explained. "The floating fragment system makes it so you can kind of move through different parts of the game episodically," he said. "You won’t get railroaded into doing one storyline from start to finish."
"We wanted to emulate the feel of a big-budget American TV show"
But that’s not the biggest change to the game —€” that would be, in keeping with that "episodic" concept, the newly cinematic cutscenes. These fully animated narrative sequences are meant to eliminate the at-times draining visual novel aspects of the series to create something a bit more familiar to Western players.
"We wanted it to kind of emulate the feel of a big-budget American TV show," Uchikoshi said of the change from the text-heavy cutscenes of entries past. "We think that giving it a cinematic look will give people who weren’t necessarily interested in visual novels of entry."
This might be the most striking difference to the longtime player of the series who, after two games, has likely become accustomed to spending as much time scrolling through the game’s text as in the escape-centric puzzle scenes. Although the cutscenes won’t be any shorter than before, the director said, players will be offered a reprieve thanks to full voice acting in both Japanese and English. For the full TV-watching effect, the developer even included the option to turn on or off subtitles.
Another way of courting the Western audience: Aksys will launch Zero Time Dilemma on Steam sometime later this year; it will hit 3DS and Vita first at the end of June. Bringing the game to PC makes it the first entry in the series to hit the platform; the publisher doesn’t yet have plans to port the previous games to Steam, although it’s looking into it as an option.
Yet even with all of this courting the English-speaking Zero Escape fan, Uchikoshi laughed when we asked him to explain the series’ unique Western success. Could he explain why the game — which by all accounts is a tough sell, thanks to its unabashedly complex storyline and visual novel features —€” has found more fans stateside than in its home country?
Uchikoshi can’t explain why Zero Escape has more fans in America than in Japan"
This is a good opportunity to ask you the same question," he replied with a grin. "I can’t for the life of me think of why."
We offered something about the murder mystery elements;€” Americans are really into that genre, we explained. But Uchikoshi saw it differently.
"To me, the main elements of the story is like a murder mystery, but also has these really out there science-fiction elements," he said. "Murder mysteries are huge in Japan, but they’re not really into science fiction.
"Those are two tastes that Western audiences are really into," he concluded.
Uchikoshi clearly knows his series best. But despite his insistence on introducing Zero Escape to those who might be on the fence about it if not completely unfamiliar with the series, he gave credit where it is due —€” back to those hardcore fans who made the third and final game possible in the first place.
"Originally we had planned to develop and simultaneously," he said, but due to "various circumstances" —€” like the games’ poorer sales in Japan —€” production was put on hold in 2014. After Uchikoshi announced the hiatus on Twitter, fans worldwide "besieged us and Aksys with messages of support."
"The higher-ups at the company saw these fan messages and were touched by how passionate fans were for the series, so that helped get things moving forward again," he said. The directer was able to unveil the game during last year’s Anime Expo.
For all of the efforts to make the game more accessible, then, Uchikoshi also insisted that fans will experience the most payoff from the storyline. All of the mysteries will be revealed, the director said, teasing that fans’ biggest questions based on the end of Virtue’s Last Reward will be answered.
They’re the ones who are making this game happen, after all, he said. "We wouldn’t be able to make without the fans."
Thumper in PlayStation VR is a match made in rhythm heaven
The first time I ever played Thumper, upstairs in a restaurant a few blocks from last year’s Game Developers Conference, I was struck by a few things about it: primarily, the powerful sense of isolation, adrenaline and existential dread the game was able to instill in me, even while playing it in a sandwich shop on a stranger’s laptop with a huge pair of headphones on. After finishing my first session with the game and taking off my headphones, one of the first questions I asked Thumper’s creators was: “Have you considered virtual reality for this?"
It’s Thumper, but played at 90 FPS on a bright OLED screen inches from your face
At the time, the answer was no, but in the year since that meeting, Thumper was announced as PlayStation VR-compatible. The announcement had me thrilled — ever since I first played it, I’ve never been been able to shake the idea of how great Thumper in virtual reality could be, and hearing that it was coming true was genuinely super exciting.
Now, having played the PlayStation VR version of Thumper at this year’s GDC, I’m super relieved to report that it’s exactly what I hoped it would be: Thumper, but played at 90 frames per second on a bright OLED screen a few inches from your face.
At first blush, Thumper could seem like an odd fit for VR — after all, it’s not the type of game that requires you to crane your neck and look around at all while playing, and indeed, the 2D version of Thumper has no camera controls to speak of. But while most VR games we’ve seen so far use the technology to let you look around and explore a world from every angle, Thumper uses it for something much simpler: immersion.
Thumper uses VR as headphones for your eyes
Before now, the most important thing about playing Thumper was having a big pair of loud headphones to immerse you in its bassy, kaleidoscopic world. Thumper works as a VR game because it removes one more layer between you and its world, allowing you to easily immerse yourself in the intense, brutal audiovisual experience that is playing Thumper. No, you won’t spend much of your time in Thumper’s VR mode looking above, below, or behind you (although you’re free to), because that’s not why the feature exists — instead, Thumper uses the PlayStation VR as headphones for your eyes, and that’s exactly what a game like Thumper needs.
Another thing Thumper’s PlayStation VR mode exposes is how little the general public knows about predicting what will and won’t be nauseating in virtual reality. Thumper’s PlayStation VR announcement was met online with comments — some joking, some not — suggesting that the game would be nauseating or even seizure-inducing in virtual reality. While it’s easy to understand why folks who haven’t played Thumper could make that assumption, the experience of actually playing Thumper in VR is entirely non-sickening — perhaps because most VR-induced nausea is created by acceleration and deceleration, and Thumper’s movement speed, while breakneck, is also highly consistent. Whatever the reason, after my first VR session with Thumper was over, not only did I feel totally fine, I was ready to hop back in and play it again — which is exactly what I did.
Thumper in VR is fascinating because it’s one of the first examples of a non-VR game retrofitted into virtual reality in a way that actually makes perfect sense. It’s funny: while the benefits of playing Thumper in VR are relatively subtle compared to most VR games, they’re also completely undeniable. From the ultra-smooth framerate to the subtle head tracking, it’s hands-down the most immersive way to play Thumper, and the experience almost single-handedly converted me from a PlayStation VR skeptic to a possible day-one adopter.
For more from the 2016 Game Developers Conference, check out Polygon’s StoryStream of all the big news from this year’s show.
The blood, beauty and magic of Mirage: Arcane Warfare
Now you can blast an arm off with steel-encased fireballs The next game from the makers of Chivalry: Medieval Warfare is a surprisingly colorful, almost painterly game. And it’s not just spouts of blood that provide the color this time around. Mirage: Arcane Warfare is a medieval and magic game with an Arabian and Persian inspiration stylized with bold contrasting colors.
The opposing teams wear orange or purple, the landscape is also awash in tinges of those colors, and the cities are vibrant too. Characters, setting, everything also has a touch of an outline, giving the entire game a bit of a drawn look.
And, yes, there is also plenty of blood.
“We wanted to create a peaceful, calm setting, so we have these pristine areas that are then overshadowed with violence," said Steve Piggott, founder of Torn Banner Studios and game director of Mirage.
"We want you to paint these beautiful landscapes with blood and gore," added Alex Hayter, senior brand manager for the studio.
The inspiration for this spiritual successor to Chivalry was the idea of extending the precise, back-and-forth hand-to-hand combat of that original game to ranged combat.
"Magic seemed to be the best way to approach that," Piggott said.
In the original Chivalry, which started out as a Half-Life 2 mod before being recreated and improved using Unreal Engine 3, players warred against one another in a medieval setting using swords, polearms, battleaxes and other weapons of the era. What helped to set the game apart was the precise controls needed to succeed in the game … and the ultra-violence that often ended a clash with lopped off limbs and geysers of blood.
Mirage, created with Unreal Engine 4 for Windows PC, will feature the same level of violence, but this time it won’t just be the result of melee combat. All six classes in the game use both magic and weapons in battles.
Each of the classes has its own style, spells and weapons. The team didn’t show off everything available to each class, but this is what we learned so far:
Alchemancer: Has no melee and can’t block, but has more powerful spells like the ability to throw a shield spell or cast a big blast.
Vypress: An assassin that can deliver devastating backstabs and can phase through attacks or turn invisible.
Taurant: A melee-centric class that can dominate in close combat with a grand mace. He can also create a controllable bounder that can flatten enemies.
Tinker: Defensive trap class that can lay magic mines.
Vigilist: A support class that can summon a bird attack and launch a ground slam. Also the only class with a shield.
Entropist: A balanced class with a magic carpet and a mix of offensive and defensive spells.
Magic is designed to have weight to it in the game. Fireballs, for instance, come wrapped in straps of steel.
"That kind of shows they are harnessing the magic," Piggott said. "It doesn’t feel like pixie dust magic, it has real weight and force. So we added a cage around the fire, for instance."
All of the spells seem to take have some sort of wind-up. This gives opposing players a chance to block or stop those spells, it also adds to the back-and-forth nature of the game.
For instance, the heal spell creates a fixed area for healing, but takes three to five seconds to activate. If friendly players aren’t within the area when the spell activates, they’re not healed.
This, Piggott said, turns every heal spell into a skirmish between the teams as they fight to retain control of the spot or force the other team away from it.
The gameplay currently relies on six-versus-six matches with teams trying to achieve different objectives or prevent them from being achieved.
In one map, players had to capture an area which then unlocked a door, expanding the map. Once in the new area, players had to escort an object to the other team’s tower.
While the game is multiplayer only, that doesn’t mean it’s completely devoid of plot.
There is a light story being told between matches and a backstory exists as well.
The orange team are known as the Azar Cabal and the purple team is the Bashrani Emirate.
The Cabal are outcast rebels who have scarred themselves with runes used to capture magic, while the Emirate is the standing empire made up of people with runes tattooed on their skin.
The six classes can all be customized with clothing, tattoos and scarring, Hayter said.
The game’s maps will each have its own mode, though no word yet on the total map count when the game launches later this year.
While I didn’t have a chance to play the game at GDC, the team said that it will be playable at PAX East.
Until then, they continue their work building in hooks to keep players playing.
"That’s what we’re doing with the game design, playing with their egos," Hayter said. "Giving them big kills and then taking it away from them. Everyone feels powerful and vulnerable at the same time."
How game companies make the right match for online players
GDC talk looks at the math that goes into PvP challenges. Each and every time you are matched in an online game, there’s a lot of mathematics going on under the hood. Game companies are investing more time and effort into effective match-making, because it keeps players from straying to rival attractions.
That was the view of Josh Menke, speaking at Game Developers Confrence last week on “Skill, Matchmaking, and Ranking Systems Design." Menke has been working on skill systems for more than a decade, including work on World of Warcraft, Starcraft II, Diablo III, Hearthstone, Call of Duty: Black Ops II and Halo 5. He is currently a senior systems designer at Activision.
He pointed out that balanced matchmaking helps new players, who are often wary of being trashed by superior players when they venture into competitive arenas. But veteran players must also be given satisfying challenges, especially as they are often vocal boosters — and critics — of a game.
"A good skill system finds players’ skills really fast and predicts outcomes correctly."
Most games have some sort of skill system that tells players and game-makers the level at which the player is ranked. These might include a kill/death ratio or a numbered ranking based on hours played or on achievements unlocked.
But sometimes these are not enough to predict various skill levels. Bad players can have a decent kill/death ratio if they only ever play against other bad players.
So games companies find other means to match players appropriately, balancing various data points to create a bigger picture. Performance ratings based on the strength of opponents is always best, he said, adding that every system requires constant testing. The outcome should be a classic bell curve that portrays the skill levels of the entire community.
"A good skill system finds players’ skills really fast and predicts outcomes correctly," he said. "It should give the right probabilities."
Menke added that the ideal outcome is for "planned experiences of varying intensity" so that all players get a good mix of games that are easy, evenly matched and hard to win. "That keeps the most amount of players in your game having fun," he explained.
He spoke about how new weapons are sometimes introduced to games, and are then taken up and dominated by a small number of players. The developers sometimes react by seeking balance and by nerfing powerful weapons. But Menke said that could be a mistake. Those players ought to be matched together, though he warned that fragmenting the audience between too many modes and specialities risks increasing wait times to games.
One area he worked on was the problem of mixing groups of friends with groups of random people. The friends generally had an advantage over the strangers. He said that every team should create its own skill level so they can be matched correctly. A mediocre team of pals might get a better game against a bunch of strangers with individually high skill levels.
The most important thing is finding the right balance between getting people up and playing, and making sure they get a satisfying challenge. "People don’t like to wait," he said.
PS2 library on PS4 grows with Okage: Shadow King this week
Replay this spooky JRPG tomorrow PlayStation 2 role-playing game Okage: Shadow King is launching on PlayStation 4 tomorrow, March 22. The PlayStation Blogcast revealed the date for the PS4’s latest PS2 classic in an episode released last week.
No price was given for the game, although it’s likely to cost between $9.99 and $14.99 like previous PS2 ports. So far, these include games like Dark Cloud and Dark Cloud 2, Rogue Galaxy, and Grand Theft Auto: Vice City. Sony first rolled out these upscaled re-releases in December 2015.
The surreal Japanese RPG first hit PS2 in 2001, just ahead of Halloween. Okage: Shadow King is the most notable title in developer Zener Works’ catalog; the company collaborated with Sony Computer Entertainment on the game.
Drawful 2 and Jackbox Party Pack 3 coming this year
How to lose friends and humiliate people Drawful, a sadistic, friend-shaming twist on Pictionary, was arguably the best game in the original Jackbox Party Pack, so its absence from the second pack was pretty puzzling. That omission is a bit clearer now that Jackbox has announced it’ll bring a stand-alone sequel, Drawful 2, to PlayStation 4, Xbox One, PC, Mac and Amazon Fire TV this spring. Above you’ll find the first trailer for the game, which touts the expansion from one color per player to two as well as online play and expanded streaming options.
Jackbox also announced the release of Jackbox Party Pack 3, coming to the same platforms as Drawful 2 this fall. Though it’s not announcing any of the games included in the third bundle, Jackbox did reveal that Drawful 2 won’t be one of them.
Daisy Ridley in talks for Lara Croft: Tomb Raider reboot
All hail your film revival queen Star Wars actress Daisy Ridley’s next big role might be as Lara Croft in a new Tomb Raider film, according to The Hollywood Reporter.
Last week, reports circulated that suggested Ridley was in the running for the role of Lara Croft. But the movie doesn’t have a script yet, Ridley told THR, nor has she locked down the part. “I’m waiting for someone to say ‘I want you, let’s do it’," she said at the Empire Awards in London on Sunday.
The planned Tomb Raider movie reboot will be directed by Roar Ulthaug; it will be his first Hollywood feature. In 2013, Evan Daughtery (Teenage Mutant Ninja Turtles, Divergent) was attached to write the script based on the revived game franchise by Crystal Dynamics. GK Films bought the film rights to the series in 2011; the movie has been in development since 2013.
No release date has been set yet for the movie, which will be the Tomb Raider franchise’s first since 2003’s Cradle of Life.
While Ridley is best known as Rey in Star Wars: The Force Awakens, the actress also has a voice acting credit on her resume. Starting in January, she could be heard in the English adaptation of Only Yesterday by famed animation company Studio Ghibli.
How Lara Croft is changing
Zombie ‘survival platformer’ Deadlight coming to PS4 and Xbox One
Director’s Cut version of Tequila Works’ sidescrolling adventure coming soon Publisher Deep Silver is bringing Deadlight, Tequila Works’ platforming adventure first released on Xbox 360 and Windows PC in 2012, to current consoles. Dubbed Deadlight: Director’s Cut, the new version of the zombie survival game will add “superior controls, new animations and full 1080p resolution" to the game.
Deadlight: Director’s Cut will also introduce Survival Arena, a new mode that promises "one of the toughest zombie challenges yet."
Deep Silver and Tequila Works are working with Abstraction Games, which has adapted a long list of well-known titles, to bring the new version of Deadlight to PlayStation 4, Windows PC and Xbox One. Deadlight: Director’s Cut will be released June 21 and cost $19.99.
For more on the original Deadlight, read Polygon’s review.
Doom’s six multiplayer modes revealed in trailer
Doom launches May 13; multiplayer beta begins March 31 Doom will feature six multiplayer modes when it launches May 13, and a trailer published today details all of them.
The modes are called Soul Harvest, Freeze Tag, Warpath, Clan Arena, Domination and Team Deathmatch.
Soul Harvest is a Team Deathmatch variant but, after a kill, players need to collect the soul (represented by a skull icon) of the player shot down. Players of either team may reap the souls, but only opposing players’ souls count toward the score.
In Freeze Tag, combatants are not killed but rather frozen solid (though their frozen forms may be destroyed in an environmental hazard to trigger a respawn). Players are unfrozen by teammates who stand nearby them for a certain period of time. A team that is frozen entirely loses on the spot. Otherwise “most frozen" wins the round.
Warpath is a type of king-of-the-hill mode, except the control point is a moving area. This area will traverse pits and deadly hazards, forcing teams to respond once it returns to safer ground. The winning team is one reaching a preset score or having the highest score when time expires.
The three other types are more traditional: Domination, which involves three capture points spread across the map; Team Deathmatch; and Clan Arena, a type of deathmatch except there are no pickups, no means of restoring health or armor, and no respawning.
Last week, Bethesda Softworks revealed the nine multiplayer maps shipping with Doom. The game launches May 13 on PlayStation 4, Windows PC and Xbox One, and a closed multiplayer beta on all of those platforms will be held March 31 through April 3.
The Witcher 3 takes top honors at yet another award show, the SXSW Gaming Awards
Geralt’s mantle is collapsing under the weight of all those trophies The Witcher 3: Wild Hunt led the way at the SXSW Gaming Awards with wins in three categories, including Game of the Year, beating out heavy hitters like Fallout 4 and indie darlings such as Undertale.
The Austin, Texas-based festival presented the third annual SXSW Gaming Awards on Saturday night, March 19. YouTuber Sean William “JackSepticEye" McLoughlin and esports personality Rachel "Seltzer" Quirico hosted the show. The SXSW Gaming advisory board created a list of nominees in 21 categories from 2015’s best games, and the board members as well as the public voted to select the winners.
The Witcher 3’s win for Game of the Year makes the SXSW Gaming Awards the third awards show to give CD Projekt Red’s open-world role-playing game its top honor, following The Game Awards 2015 in December and the 2016 Game Developers Choice Awards last week. The game also won SXSW Gaming Awards for Excellence in Technical Achievement and Excellence in Narrative.
Three games won two SXSW Gaming Awards each: FromSoftware’s Bloodborne, Crystal Dynamics’ Rise of the Tomb Raider and Toby Fox’s Undertale. Check out the full list of winners below.
Video Game of the YearThe Witcher 3: Wild Hunt – CD Projekt / CD Projekt Red Mobile Game of the YearHer Story – Sam Barlow Table Top Game of the YearPandemic Legacy – Z-Man Games Excellence in GameplayMetal Gear Solid 5: The Phantom Pain – Konami Excellence in ArtBloodborne – Sony Computer Entertainment / FromSoftware Excellence in AnimationRise of the Tomb Raider – Square Enix / Crystal Dynamics Excellence in Technical AchievementThe Witcher 3: Wild Hunt – CD Projekt / CD Projekt Red Excellence in Visual AchievementThe Order: 1886 – Sony Computer Entertainment / Ready at Dawn Excellence in NarrativeThe Witcher 3: Wild Hunt – CD Projekt / CD Projekt Red Excellence in DesignBloodborne – Sony Computer Entertainment / FromSoftware Excellence in SFXStar Wars Battlefront – Electronic Arts / EA DICE Excellence in Musical ScoreOri and the Blind Forest – Microsoft Studios / Moon Studios Excellence in MultiplayerRocket League – Psyonix Excellence in ConvergenceBatman: Arkham Knight – Warner Bros. Interactive Entertainment / Rocksteady Studios Most Enduring CharacterLara Croft, Rise of the Tomb Raider – Square Enix / Crystal Dynamics Most Valuable Esports TeamEvil Geniuses Most Entertaining Online PersonalityGreg Miller – Kinda Funny Most Promising New Intellectual PropertySplatoon – Nintendo Most Fulfilling Crowdfunded GameUndertale – Toby Fox Matthew Crump Cultural Innovation AwardUndertale – Toby Fox Gamer’s Voice AwardWinner (single-player): Superhot – Superhot TeamWinner (multiplayer): Gang Beasts – Boneloaf
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