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TooManyGames 2018: An Overview

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This year, we had the pleasure of attending TooManyGames again!

I am excited for this convention every year for one big reason…. Indie Games Showcase!

Unfortunately, we had zero time to prepare for this event. We didn’t talk to guests this year, but we were very excited to see Charles Martinet, the Voice of Mario, and Kenny James, the voice of Bowser. Again, we weren’t able to talk with them, which was disappointing, but it was fun to see new guests with such an amazing background. I had several friends who were thrilled to get the chance to meet them.

However, I was sad to see that Keith Apicary wasn’t there. He had became a weird and hilarious part of my TooManyGames experiences.

The gaming hall was a bit smaller this year, making room for more competitive gaming. The food was in a different section all together, making for much more seating and faster food lines. It also created a much calmer area, if you were overwhelmed by the noise.

The vendors room was full and I was happy to see new vendors this year. My little horror heart was hovering around Death Couture and chatting with Megg Morbid about custom orders.

But let’s talk about the best part: the games! There were video games, card games, board games. So many to play, never enough time. Let’s go over a few favorites.

Wither Studios is working on Immure. This is a game we played a little last year and more of this year. Their game looks amazing and has come far in the past year. We are excited to play the final product. Here is a little bit about Immure…

Immure is a 2.5D psychological horror video game currently in development. Throughout this dark, twisted story, the protagonist Will Wicker traverses through a mysterious mansion that contains many strange realities to uncover the horrible truths behind each locked door. Will is desperate to escape this house of hells and discover the secrets of his past. Will soon realizes he has the ability to wield the Shining Trapezohedron, a supernatural crystal with strange powers. How far into the depths of hell must Will venture before finding solace? …

ParaLily is another amazing horror game. This is our first year seeing it and love how absolutely passionate Nate and Jeff are about their game. We watched two women striving to play as far as they could and the pure anger and devotion with each time they died and refused to quit… well, it was a thing of beauty to watch.

ParaLily is one little girl’s adventure to retrieve her dear stuffed dinosaur Patches, who in the middle of the night sprung to life and took off through a mysterious door. This strange journey will take Lily through a set of dangerous and terrifying parallel universes, as she attempts to retrieve her little stuffed runaway. Lily can shift between the parallel universes at will; which will help her avoid danger, and solve puzzles while traversing the paranormal universes.

Super 80’s World is a mobile game that is all about the 80’s, mullet included. It’s a bright neon world all about saving this decade, from big hair to cassette tapes, it was a trip down memory lane for me and I’m interested to see this finished product.

Dr. Noid Wormser hates the ’80s and has vowed to erase the decade. Armed with his power glove of doom, he’s finally able to realize his evil plan.

Only one man can stop him. That man is Dan Camaro.

In this mobile platform-runner, you collect old-school memorabilia to save the decade. Every year is a new world to explore, from coin operated arcades to the neon streets of South Beach, you’re sure to get your ’80s fix.

So pop your collar, fluff your mullet and lace your kicks… It’s time for Super 80s World.

I run into people I know often, especially at cons. I didn’t expect to run into someone I knew working on a game I knew NOTHING ABOUT! Red Essence Games is working on Mask of Semblance. Nik Hagialas is the lead artist and writer which explains why I love the artwork. I loved listening to the game concept and can’t wait to get my hands on the full release!

Red Essence Games is currently working on its flagship title, Mask of Semblance! A boy wakes up in a mysterious place to find a sentient Mask artifact. With the mask as your companion you will travel through a mysterious world encountering themes of the self and the mind, nature vs. technology, and the cyclical nature of life.

One Day West Games was also there showing off their successful Monster Highway, which we’ve talked about before. I was excited to see them still going strong with their unique board game and working on something new that I can’t wait to play!

After a nuclear power plant melts down, a tiny alligator transforms into a gigantic beast – and it’s a little cranky!

Build roads, move your car and be the first to get back to your HOME BASE!

Hyper Galaxy Studios I had the pleasure of seeing my first TMG. Back this year they showed off a more polished game, still hard but amazingly well done. This side scrolling sci-fi game will surprise you!

Horizon’s End is going for those nostalgia feels with The Great Gaias. An epic RPG is in the make and we are looking forward to what tales this title has to tell.

I had to pleasure of purchasing Risky Arcade. I haven’t played it yet and will be giving a review once I do. I have no doubt this board game will do amazing things. Not only is it an interesting concept but Dominique is driven and passionate about her game. Can’t wait to open it up.

There were so many games, you may say too many games… and I know I missed some amazing ones here and I am sorry. I hope to be giving you details on each game as they come to Kickstarter or full release.

Thank you to all of the Indie Developers. Keep making amazing games for us to play!

Indie Spotlight: Island

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Island is survival roleplay game made in retro graphics. You don’t just deal with hunger and thirst, but also with more realistic factors like fear, cold, and condition of your feet. You start the game without any skills at surviving and must learn along with what you see the most fit along the way: Train to become better at fishing when near a beach, learn to identify fruits when in a jungle. The game is meant to push the player under constant pressure until being able to escape the Island.

Island was inspired in its first iteration from classics like Robinson Crusoe and Mysterious Island. This was at first a tabletop roleplay game for one afternoon scenarios. The game was so addictive, and I realized that it was adaptable to video game form.

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The release date for Island in September 2019. It has funded on Kickstarter a few days ago. We will develop it for PC, Switch, 3DS, and possibly PS4 if the stretch goal is met. Before and during the Kickstarter, the public response has been amazing. We received many support & feedback messages. Many are eager to test it, quite a lot of people offered their help for the beta testing phase. It will also be possible to test the during some game festivals.

Indie Spotlight: Forgotten Anne

Tell us about your game: Valdemar Schultz Andreasen (Lead Game Designer):

Forgotton Anne is an untraditional 2D platforming adventure, with a heavy focus on the narrative and an interest in telling a very human story. We’ve done what we can to make it feel as if you’re playing inside an anime-movie, with a cinematography that swoops and zooms around.

The story centers around Anne, one of two human beings trapped in the world of lost and forgotten things – the Forgotten Lands. The inhabitants are socks, scarfs and other objects that people forget, animated into life as citizens of this world.

Anne and her Master Bonku are trying to get back to the human world, but as the story begins, an explosion occurs – somebody is trying to destroy their plans of returning home.

Since Anne has the role of Enforcer of these lands, she is sent out to locate and find the cause of the rebellion.

You play the game as you would a platformer: Anne can walk, run, jump – and then she has two tools in her belt: Her wings give her a boosted jump. Her Arca-glove on her hand can draw and transfer energy – called Anima – between cylinders and power up machines. It can even draw the Anima out of Forgotlings.

Through the story told, Anne interacts with a lot of Forgotlings, not just drawing life, in fact, mostly speaking to them. Anne encounters a lot of different situations that ask something of her situation as the Enforcer, but also moral situations for the player to contemplate.

The decisions Anne and the player makes impact aspects of the story, and it is not always clear what action leads to what reaction or consequence, which might just make it worthwhile to go through the game for a second run.

Situations of identity, loyalty and choice weave in and out of a beautifully aesthetic and engaging experience, that has a constant drive forward with new areas and situations.

The human story emerges as the story becomes an investigation of Anne – not just of her past, but also of who she is as a human being. We have done what we can to avoid turning her into a caricature or a superhero, rather trying for a naturalistic description of a complicated person full of contradictions and emotions, like any of us. While Anne is athletic and cool, she is also sometimes slightly clumsy. Our lead animator, Debbie Ekberg, was really great in portraying Anne’s movements with 2D animation. The game contains more than 5000 individual drawings, frames, of Anne. She would add these subtle touches of animation that showed Anne from a more vulnerable and naturalistic side that really rounded off her character.

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What was your inspiration to create the game

Alfred Nguyen (Creative Director): It came about after a soul-searching period after I quit my job as a creative lead at a mobile games company. I was reaching a point in my life where I wanted to make use of all the skills I had accumulated throughout the years as an animation film director and artist to express something meaningful. I think there is a space for fun addictive mobile games in our lives, but it did not allow me to go deep with crafting imaginary worlds of wonder and tell stories that affected people in a meaningful way. The same way certain games, books and movies had a lingering effect on me growing up. So the first thing I did was to reflect on themes I kept returning to as an artist and topics that kept being there on the back of my mind throughout my life. My parents were refugees from the Vietnam war and I grew up in Denmark, and so had two very different cultures vying for my identity growing up. So the search for an identity, the feeling of being lost, ‘forgotten’ I could see was a recurring theme in my life. Making a game can be a sisyphean task and so I knew it had to have a personal core that guided the project through tough times, and so this world of the forgotten began to form in my mind. From there it’s just been an incredible journey, starting a company, assembling my great and loving team who is responsible for making Forgotton Anne into what it is, and bet that years of work will feel worth it, as long as we focused on a meaningful creative process instead of calculating what will be ‘hot’ in the future to play or current trends.

Forgotten Anne is availble on Steam, Xbox and PS4 May 15th