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And It’s Goodbye From Tabula Rasa…
Richard Garriott’s last great effort to make the MMO of our dreams is to shut down in February 2009. It’s always particularly sad when an MMO shuts down - they don’t get to be saved from the bargain bin like other games. They’re just gone. Sniff.
The official message is here:
So it is with regret that we must announce that Tabula Rasa will end live service on February 28, 2009. Before we end the service, we’ll make Tabula Rasa servers free to play starting on January 10, 2009.
Free stuff! Hurray! I mean: Yes, what a shame.
Related stories:
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Mosby’s Confederacy: Release Impressions
The latest in Tilted Mill’s attempt to release forty-two games this month continued with the release of Mosby’s Confederacy their skirmish-level Civil-War Guerrilla-’em-up. I didn’t post about it when it hit Steam, as there’s no demo so we’d have a content-light post for a game we hadn’t played. What if it was rubbish? What if it deleted your hard-drive when it looked at it? What if it featured too much non-period mauve uniforms? I had to play and find out. I’ve found out. The answers are “It’s not”, “It doesn’t” and “None seen in the hour or so I’ve played of it”. It’s $20 on steam if you fancy throwing down cash on a whim, and you can find some more initial impressions beneath the cut.
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Read the rest of Mosby’s Confederacy: Release Impressions (607 words)
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GameSetLinks: The Ring Of Cthulhu
A Friday evening to bring you some GameSetLinks highlights, and I've decided to switch to eight links per post with a little more detail for each - as opposed to ten with minimal description. Hey, it's subtle, but if it makes GSW HQ happy...
Anyhow, quite apart from the actual release of the (pictured) Night Of The Cephalopods, scattered in here are Esquire's full Jason Rohrer piece, an odd Japanese print ad for God Of War, James Mielke's finally fantastic marriage proposal, and more besides.
The Yukon river:
STANFORD Magazine: November/December 2008 > Farm Report > News > Virtual Worlds
On Henry Lowood and friends' virtual worlds and classic game preservation efforts, with an interesting quote from a Library Of Congress rep on the importance of video games: "Besides showing us how society has entertained itself, they also provide a graphic picture of how technology itself has evolved over the decades.”
press the ACTION BUTTON!!: Tim Rogers reviews Gears Of War 2
Filled with enjoyably inflammatory piquant rhetoric, as per normal: 'What we’re saying is, if you’re going to make a game that blatantly rips off another game, for god’s sake, rip off Gears of War 2, not BioShock.'
1UP EIC Proposes With The Help of Final Fantasy Creators
James Mielke "...called upon two of the creators of the Final Fantasy series -- composer Nobuo Uematsu and artist/designer Yoshitaka Amano -- to help him out. Amano designed the ring for him and Uematsu composed a melody that played as he proposed." I really like the ring design.
Future of Video Game Design - Jason Rohrer's Programming Online Games - Esquire
The companion article to Rohrer's new game on Esquire. It's a really interesting outsider view of the state of independent games, and some of the mixed emotions people have relating to them. The fact it can be written shows we've arrived.
xkcd - A Webcomic - Theft of the Magi
Uhoh, Left 4 Dead vs. Xbox 360 tragedy in the making from the perpetually wry webcomic.
Dusk and Dawn » Salaryman of War
An ad for God Of War PSP from earlier this year in Famitsu: 'I’m not sure what about this ad I like better: the flame-rimmed salaryman going batshit with the Blades of Chaos or the ad copy proclaiming this game a remedy for today’s stressful Japanese workplace.'
Night of the Cephalopods - official site
Oo, Artsy Game Incubator plus Lovecraftian goodness equals an awesome-looking PC indie freeware game, downloadable now, good folks.
An American Game Journalist in Paris | GameCulture
John Gaudiosi: 'This was my fourth videogame trip to Paris this year.' Seriously? Not really sure what this has to do with the ECA or GameCulture.com, which is normally very smart, but all of Gaudiosi's posts for the site just seem to be playing up his oldschool publisher-funded worldwide jaunts.
Defender of Defender of the Crown? Well, A Bit…
I’m not entirely sure why last year’s Defender of the Crown: Heroes Live Forever is going around the demo-sites again when its been out for over a year. But in the early morning time, I found myself oddly drawn to play it. I had one eye on the reviews last year, where everyone tore it apart. First one to turn up is Gamespot UK’s, which is characteristic in its laceration and its criticism. Which is primarily that it’s some manner of desecration of the past when their actual problem is that the past wasn’t that good to start with. After all, if it were any good, they wouldn’t mind just a minor aesthetic scrub-up. Defender of the Crown, like the vast majority of Cinemaware’s games, were deeply strange products of their time, constructed around ideas which are pretty much discredited now. And playing it… well, I think maybe that’s a shame.
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Read the rest of Defender of Defender of the Crown? Well, A Bit… (606 words)
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Interview: Heileen And The Rise (?) Of The Western Visual Novel
Now, here's something interesting. In the raft of press releases we get sent here at GSW, we came across Heileen, created by the folks at Tycoon Games.
It's, intriguingly enough, a PC indie title that's a "historical-fiction visual novel game with multiple endings", and the release for it has Tycoon's Riva Celso insisting: “Visual novels are the next wave of interactive fiction games. They're like a hybrid of books and games - they're deeper than the average video game since they're narrative-based, and they're interactive; what the player does affects the story and ultimately the outcome.”
The game, for which there's PC, Mac and Linux demos available, and 4500 screens of dialog, 8 chapters and 3 different endings, "...tells the tale of a young girl from the 17th Century, Heileen. Her merchant uncle leaving her no choice, she undertakes a voyage to the New World. She'll meet old friends, like her childhood friend Marie, and get the chance to befriend other people, like John, the young, dashing sailor, Marco, the ship's cook, and Lora, the shameless mistress accompanying her uncle on the voyage."
Of course, those who know the visual novel genre will realize that they are pretty popular - in a niche way - in Japan, but have never really made a big impact in the West, primarily because they're not interactive enough for a lot of people who consider themselves gamers, one suspects.
In any case, I caught up with Italian native Celso, who has made a surprisingly eclectic set of homebrew-ish titles, including Universal Boxing Manager and the RPG/card-ish Magic Stones, and asked him a few questions exclusively for GameSetWatch via email about his new game and his thoughts on the genre:
What made you decide to try the visual novel, given it's popular in Japan but not so much in the West?
First of all because I like them. I remember playing those kinds of games already 10 years ago, like True Love, Paradise Heights 1 & 2, and so on. Second because I'm an indie, that means I can try making any game I want, and not always follow the "market rules".
Is romance as major part of your visual novels as it is in Japan, or even explicit content?
Romance is present, and sensuality as well (the character of Lora for example) but there's more than that. It's basically a story and there are choices like in real life, which influences your relationships with the other crew member. There's not only love in the game, but also friendship, hate, envy and more.
Who do you think the target market is for this kind of product?
I believe everyone who enjoy reading books or comics, and sometimes thinks "If I was the protagonist, I would have made this other choice".
This is quite different from your previous products, which include sports simulators - why the shift?
I love making simulation games, but they require lots of effort, research, and unfortunately, big name licenses to sell well. Playing a soccer game where all player names are false isn't as exciting as playing an "officially licensed game". Beside that, I am always experimenting with various games genres. I did a card/RPG (Magic Stones) and a space wargame (Supernova 2) too. However, I'm really enjoying making visual novels so probably will make more in the near future.
Do you think the relative non-interactivity of the genre presents a problem in the West?
It could be, I don't want to lie. Some players really don't get what's so exciting in those kind of games and I can understand them.
In Heileen I tried to break a bit from the classic visual novel scheme introducing a "Quest System" inside the game and a final rating similar to those you find in Sid Meier's games, to add more replay value.
What are your favorite examples of the visual novel genre?
Well I've mentioned some earlier, if I have to talk about more recent titles, I liked Hanako's game Fatal Hearts, but honestly apart for that there isn't anything else that caught my attention.




