Since this past August, I’ve been playing Magic: the Gathering Arena in their closed beta both on my own and streaming on my Twitch channel at geekingoutabout. I’m not that great of a player, so when I finally won my first game of Momir Basic, I thought it was good enough to create a video about it.
If you’re interested in learning more about this newest iteration of Magic, you can read this article I wrote for Twin Cities Geek and download the game for yourself at the Arena website.
Created, Designed, and Published by Wadjet Eye Games
Written by Dave Gilbert
Starring (from left to right): Logan Cunningham, Sandra Espinoza, Frank Todaro, Arielle Siegel, SungWon Cho (not pictured), and more
Art by Ben Chandler and Ivan Ulyanov
Music by Thomas Regin
Rating: Mature adolescents and above (adult language, gun violence, supernatural elements)
Official Blurb: For one year, crime-torn New York City has been at the mercy of someone hell-bent on destruction and chaos. Waking up on a stormy rooftop, you learn that this someone was you. At least, the heinous acts were carried out by your body, possessed by an angry demon that’s now loose in the city that never sleeps. The only force that can stop it is the Unavowed, a centuries old supernatural crime-fighting troupe that takes down evil in the shadows—and you are their newest member.
Pros: Voice acting is top-notch and all of the diverse characters have depth and are more than just stereotypes.
Cons: Some of the puzzles require a pixel hunt, and that can really take you out of the story.
It’s been a while since I’ve played a video game which did not involve mana, either land-generated or crystal-generated). As such, it took me a while to get into Unavowed, the latest adventure published by Wadjet Eye Games. However, after playing my review copy for approximately 32 hours with two player characters and experiencing four different endings, I can say that I’m definitely not going to wait that long before playing another one.
Unavowed takes place within the universe conceived within the partially-finished Bestowers of Eternity (2003) and then introduced by Blackwell Legacy (2007), also created by Dave Gilbert and published by Wadjet Eye Games. However, you don’t need to have played either of those games or the four other games within the Blackwell series to understand the world that’s been built. Because there is an already-established universe for its characters, the story that’s been built for Unavowed is very strong.
As a mystery, Unavowed does very well at dribbling out hints as to what has befallen the player-character (whose name and gender but not facial features can be chosen during the first scene) during the previous year. It is revealed that not only have you murdered your friends and colleagues, but you’ve also wreaked havoc over New York City by influencing or causing other strange deaths and disappearances. Joining the Unavowed is the only way you’re able to find out what happened to you which is done through investigating sources of demonic energy you (or the demon within you) has left all over the city. I found myself taking a lot of time to read through all of the dialogue, even some of the brilliant “idle stance” dialogue that Gilbert wrote for this non-player characters (NPCs), just so I could figure out more of the mystery and also so that I could unlock the next bit of story which could be uncovered when you speak to certain characters are certain times.
One of the big complaints that I’ve often read about point-and-click adventure games is that sometimes a puzzle isn’t intuitive enough for a player to figure it out without a hint. Some hidden object games have chosen to get around that by instituting a rechargeable “hint” bar where if you wait for long enough (or make an in-app purchase) you can get a clue on how to solve a puzzle. Unavowed does no such thing, but instead allows you to ask the other two members of your party what they think you should do next. Their dialogue responses often helped me figure out the next room or person I had to visit. I will state, however, that there were at least five times where I had to resort to performing a “pixel hunt” or consulting the provided walkthrough to figure things out. Whenever I did that, it pulled me out of the story and reminded me that not only was I playing a game, I wasn’t being very smart about it either.
And speaking of the dialogue, not only is it written well, it’s also performed very well. In an interview with me, Gilbert said that many of the voice actors he works with have an improv theater background and that professionality shines through. My favorite characters were Mandana and Vicki, not just because they were fully-fleshed out characters and not stereotypes but also because of the personality which Sandra Espinoza (Mandana) and Arielle Siegel (Vicki) brought to their lines. In fact, I love all of the characters in this game because their diversity and diverse personalities are so true to the New York City I called my home for over eight years.
It’s also due to the portrait art by Ivan Ulyanov that I was able to empathize with the NPCs so well. Almost every line of dialogue was accompanied by a change in the character portrait that emphasized the emotion being conveyed through the tone in their voices. Best of all, even if you’re a person who has a problem hearing spoken dialogue, the characters’ expressions accurately conveyed the mood contained within the writing.
It’s because of this that you can tell that Gilbert spent a lot of time thinking about every line of dialogue. Much of this is due to one trick which he says in the interview was borrowed liberally from Bioware (Mass Effect, Dragon Age) where what you choose as your character’s dialogue has an effect on the NPC’s response back to you. As I was playing the game, I found inventing a personality for both of my player characters based solely on how I thought either of them would respond to a statement or ask a question. This, in addition to the mechanic of being able to pick two NPCs to make up a party help make Unavowed more than just another adventure game.
If this kind of adventure game is going to be part of the way forward for Wadjet Eye Games, then not only do I look forward to seeing more games like Unavowed from this publisher, I’m going to expect other adventure game designers to follow suit in their own way. And that, I think, is not a bad thing at all.
In the ongoing debate on whether or not video games can be art, one of the lynchpins is that art is supposed to have or reflect a statement about the world, pose questions about it, and elicit reactions to it. There are major releases like Heavy Rain which embody this type of marriage between video game, philosophy, and art, but that doesn’t mean that an indie developer can’t join in the fun as well.
Alexei Andreev of Bent Spoon Games is one such developer who over 11 months, starting last January conceptualized and released his very first game called Girl with a Heart Of. As noted in the press release, Andreev hopes that with his game, he can get people to think about what it means to be human and whether or not you can transcend it. It has a lofty goal, but we here at Geeking Out About wanted to see if he was able to achieve it. With review copies in hand, co-editor Jill Pullara and staff writer Jonathan Cherlin journeyed along with main character Raven to the city of Underfoot, and here’s what they had to say (with many spoilers) about the game:
First off, I apologize for the audio quality. But I don’t blame TalkShoe at all, because I forgot my own instructions to both Jill and Jonathan and had my cell phone on speaker. I guess I’m going to have to learn how to talk and type at the same time.
Throughout this podcast, we know that Alexei Andreev is the sole developer behind the game. He did clarify later by email that he hired artists Choo Kiau Ping and Alice Bessoni, whom he found through DeviantArt; Nick Pittsinger composed the music. Hence, the pronoun switching referring back and forth between a single creator and a development team.
Here’s the link to Andreev’s unsuccessful Kickstarter campaign. And one thing of the nice things he noted during his campaign was this: “Anyone that donated (or will donate) at least $5 to this project will get the game for free, even if there is not enough money pledged by the end of funding period.
If you’re like me and have never played Final Fantasy VII before, here’s a link to the in-game version of “Aerith’s Theme. “Distant Worlds: Music from Final Fantasy” will resume touring next year; check the show calendar on the website here.
Just in case you forgot, Jill and I went through the demo for Hector Badge of Carnage: Episode 1 a while back and really enjoyed it; watch us play it here.
I’m glad that Jill and Jonathan were willing to revisit the concepts behind transhumanism; as Andreev says in the interview, he was inspired by LessWrong.com.
Once again, here’s our final take: Girl with a Heart Of
Created by Bent Spoon Games
Designed by Alexei Andreev
Art by Choo Kiau Ping and Alice Bessoni
Music by Nick Pittsinger
Rating: 13 and up
Pros: Great music, multiple endings and ways to control the narrative, decent replayability, great fighting mechanics, good world building and mythos, ideal for a mobile platform Cons: Not enough use of fighting mechanics, not enough substance
Jon:Girl with a Heart Ofhad incredible music, an appropriate art aesthetic, and good / innovative gameplay concepts. It had a good idea for a story that was, unfortunately, never brought to fruition. My other problems with it were that the music cut out after two minutes of entering any area. Also, that there was no dialect to the dialog, which made for a stale reading experience. However, I applaud the developer for creating a creative and innovative game with limited resources. But next time, either keep within a small scope or pool your resources for a bigger game.
Jill: This game clearly had a lot of heart put into it, with a world that is interesting to hear and read about, and an epic battle between light and dark always looming in the distance, and you, Raven, squarely in the middle of it all. Because your heart is special, you and you alone have the ability to stop this endless war between Light and Dark forever. Along your journey you’ll make friends out of enemies, enemies out of friends, learn magic, and have the power to influence the people around you.
This almost sounds like a Bioware game, but it’s not, it’s the indie game Girl with a Heat Of and it broke my heart.
Now there are some games that are just no good, and this is not one of them. Anyone who loves video games, and role playing games especially, will see all the good in this game, but they are also the ones this game will disappoint because this is simply a Chekov’s Gun situation.
And it’s a really big shame, because it’s these things that are being built up to, that I was really looking forward to, that never happen. At the end of the day, when I get the wall of text for the ending, I have that dropping feeling in my heart, the way my mother must have felt when I dropped out of college: You could be so much more.
I do urge you to give this game a chance, it has a lot going for it, and knowing that you may be disappointed in it may let you enjoy it more than I could, having to go into it blind. Try to enjoy it for everything it is, and not what it promises to be.
To purchase a copy of “Girl with a Heart Of” at $5.99 USD for your PC or Mac, you can click here. It’s also available at $2.99 USD for Android devices as well as the iFamily of devices.