Abstract

Calamity Anna's Shootin' Starcade: Six Glorious Trainwrecks screenshot

Calamity Anna's Shootin' Starcade

Game released: 2009

Developer: Anna Anthropy

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Jordan Magnuson's picture

I’d like to share with you today a few games that were made in two hours each. You read that right. Two Hours each. But why on earth would I do such a thing? Can a game that’s made in two hours possibly be worth playing, much less writing about and encouraging others to play? My short answer is of course yes, and the reason is this: some games can only be made in two hours.

What do I mean? I mean that some games, if they are to be good games, require weeks, or months, or years of effort and dedication to produce (granted, I haven’t actually played many games that have taken years to produce that I would actually consider very good, but you know, it’s a theory: we can perhaps imagine an inspiring triple-A title). Other games require not to have that time, because there is nothing for them to do with it. I’ve used the novel/haiku/sentence analogy before, and I’ll use it again: some games are analogous to novels in their scope and their ambition, while other games are more akin to short poems, sentences, or even singular words. We need these shorter games, just as we need the longer ones because, as Ian Bogost expressed two years ago in an article he wrote for Gamasutra, we need games of every shape and every form, expressing every kind of thing. Read more »

Spelunky screenshot

Spelunky

Game released: 2009

Developer: Derek Yu

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Official Website
Jordan Magnuson's picture

Who doesn’t dream of donning a fedora and leather jacket, grabbing a 10-foot, 12-plait bullwhip, and diving into the nearest cave in search of treasure, danger, and adventure? Who doesn’t want to look like an Average Joe on the outside, but secretly be a professor of archeology on the inside, and even more secretly be a globetrotting daredevil?

There are a bunch of games out there that let you do the whip-wielding archeologist thing, but most of them aren’t that great. Two very good ones though, are Indiana Jones and the Fate of Atlantis, released by LucasArts in 1992, and Spelunky, released by Derek Yu seventeen years later (that’s 2009, for the mathematically challenged).

The fascinating thing about these two games is that they are quite similar in terms of theme and mood: both do a fantastic job of imparting that sense of earth-incrusted derring-do – both make me feel like an armchair Indiana Jones—and yet the mechanics that make the games tick are very, very different. Fate of Atlantis is a classic point-and-click adventure game, filled with puzzles and featuring a well-developed but mostly linear plot; Spelunky, by contrast, is a an action-platformer-roguelike with procedural level generation, whose player-created story arcs are less defined, and never go the same way twice.

As I recently finished playing through Fate of Atlantis for the second time, after fourteen years away, I was struck that these games, with their similar themes yet different mechanics, present a great opportunity to compare and contrast two breeds of interactive experience… [This game was reviewed in conjunction with Indiana Jones and the Fate of Atlantis. To see the full comparative review click here.]

Life in a Bottle screenshot

Passage

Game released: 2007

Developer: Jason Rohrer

Production: Independent

Platforms: Linux, Mac OS X, Windows

Price: FREE

Get it from: TIGdb
Jordan Magnuson's picture

Passage is a very short art game about life and death and the passage of time. It is intended to be played before you read anything about it, so I would highly recommend that you download and play the game if you have not yet done so. It will take you about five minutes, and is very much worth the time.

Since Rohrer summarizes the game well, I won’t waste time rephrasing:

Passage represents life’s challenges with a maze. The screen geometry only allows you to view a narrow slice of this maze at any given moment. You can see quite a distance out in front of you (and, later in life, behind you), but you can’t see anything to the north or south. You may see a reward up ahead but not be able to see a clear path to it. In fact, after a bit of exploration, you may discover that a seemingly nearby reward is in fact unreachable.

Approaching the Game

Like most art games, Passage has met with a variety of reactions. Because it has become particularly famous, those reactions have been especially strong. Many people have found the game to be quite profound, while many others have turned up their noses at Rohrer and this effort, claiming it is pretentious at best, and a piece of dog poo at worst (well, actually, that’s not the worst). Read more »

Seven Minutes of Confusion screenshot

Seven Minutes

Game released: 2009

Developer: Virtanen Games

Production: Independent

Platforms: Windows

Price: FREE

Get it from: TIGdb
Jordan Magnuson's picture

Seven Minutes is a very short existential platformer. Part of the goodness of the game comes from not knowing anything about it before you play, so if you haven’t tried it yet I’d recommend downloading it first, and reading this review after; the game, true to its title, will take you exactly seven minutes to play.

All games are metaphorical to some extent, but Seven Minutes is blatantly so, representing you, who are specifically said to be human, as a small black square (with eyes) on the screen. This square presumably represents your mind or spirit, during your last seven minutes of life. You touch a flame against the warnings of what appears to be a higher spiritual being represented in the form of a talking head, and you then have seven minutes to explore the game world however you choose; a world which is not generally as it appears. The talking head follows you throughout, telling you constantly to turn back. Read more »

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