Indie, or Independent, game releases have been gaining
momentum and notoriety on the PC for some time now. And over the past few years
they have turned into a legitimate force on the two main console platforms as
well...
The main problem with Indi games has generally been deciding
exactly what an Indie game is. Some people seem to forget that ‘Indi’ simply
stands for ‘independent’ and generally try to define the games by their game-play or
genre, normally calling anything that’s outside the mainstream gaming gamut and
‘Indie’ game. This never really works though, because there’s nothing to stop
an Independent developer making a game which is firmly within the mainstream
game style, and some of the major developers have released the odd quirky game
over the years..
The grey-area comes in trying to define exactly what an
Independent publisher really is, and isn’t. Although, I think it’s faire to
define a few (but still rather fluffy) rules...
They are not financially backed by a publisher.
They are generally promoted by small or start-up companies.
They tend to be produced by individuals or groups, who may
form small companies.
They generally rely heavily on on-line ‘digital-distribution’
markets.
They tend to have much less (or no) resources and budget
than mainstream games.
They are not limited to an allocated budget or development
schedule and time-frame.
Development is not generally steered by any controlling (corporate)
interests.
They do not require publisher approval: many self-publish.
They often rely on the artistic ability, creativity, imagination,
and experimentation
of an individual or very small team.
Because the average Indie software house or private
developer does not need to follow any type of project guidelines, or to comply
with the current market forces or trends, independent games gave gathered a
reputation for innovation an/or a certain quirkiness that sets them aside from
the mainstream. But really that can be just as much incidental as by design.
Independent developers don’t have access to the vast graphical and budgetary
resources a mainstream, publisher backed, title has. It may take one graphic
artist six months to animate a tin of beans in a huge mainstream blockbuster
game. An independent programmer may have produced most of (if not all) the
entire game in that time.
With these guidelines set, I decided to have a look through
what, in my humble opinion, are the top 10 best PSN and XboxLive ‘Indie’ offerings.
So here, in no
particular order, are my choices:
Braid:
|
By – Jonathan
Blow
|
On – PSN,
Xbox Live
|
An obvious choice maybe, but for good reason, this is a very
clever time-based puzzle game dressed up as a 2D platform game. Definitely one
of the Indi winners, Brade has made a lot of money, and impact. Showing just
what can be achieved with little budget and a lot of imagination. It was
pretty-much universally audited by the gaming press, an attitude that was
passed down through many mainstream gamers.
· Braid
has a simple (and I believe intentionally hackneyed) premise; the protagonist,
Tim, must attempt to rescue a princess from a monster; but with an
exceptionally complicated game structure. Movement consists of left, right, and
jump but with the help of time manipulation you can change the position of
objects and even position your previous self in order to gain access to
previously inaccessible areas.
Canabalt:
|
By – Experimental
Gameplay Project
|
On – PSN,
Xbox Live
|
Originally a Flash game, this took the internet gaming
scene, then the wider world of gaming, by storm. Proof, if proof were needed,
that a simple but compelling concept can gather all the hype and momentum of a
fully publicised mainstream release.
· The
premise, and operation, of Canabalt is simple – Run, run from the crumbling
city. Jump when you see a gap... Keep running... That’s it.
Journey:
|
By – Thatgamecompany
|
On – PSN
|
I’ve seen Journey referred to as a ‘semi-indie game’ in the press, although I
must admit I’m at a loss as to why it should be ‘semi-indi?’ The makers
Thatgamecompany are still a small independent software house after all. I can
only credit this to the false belief that any really-good 3D third-person game
can’t truly be produced by an ‘Indie,’ which is of course complete and utter
nonsense.
· Journey
is an open-world third-person puzzle-based exploration game. And when I say
open, I mean open. The player’s character falls to earth somewhere in a remote
and seemingly deserter dessert. The character looks towards a distant mountain
and the rest is up to you. No further explanation or help is given. You get a
real feeling of remoteness, loss, and loneliness whilst playing Journey, and
the shifting dessert scenery combined with the almost subliminal soundtrack
makes for a very immersive experience.
Noby Noby Boy:
|
By – Keita
Takahashi
On – PSN
|
Keita Takahashi works for Namco Bandai and this game was
released by them, but I believe it can firmly be called an Indie game because
the spirit is truly independent and the game was the brainchild of one man...
Who happened to have some contacts, but you can’t blame him for that.
· Noby
means ‘stretch’ (amongst other things) in Japanese, and the premise of the game
is to stretch your sausage-like ‘Boy’ as far as possible by eating things. The
more you eat, the bigger you get, and the more you can eat... You have to get as big as you can then give
your ‘length’ to the Noby Noby Girl who is stretching her way through our
solar-system towards the Sun.
Oh dear, it all sounds so wrong when you write it down!
flOw:
|
By – Jenova
Chen & Nicholas Clark
|
On – PSN
|
Another game that was originally released in Flash, it got
more that 100,000 downloads within the first two weeks of release, before being converted to the PS 3.
This is one of those games that more-or-less have a goal, but the game is in
the playing, not necessarily the achieving. This game is what the first stage
of ‘Spore’ should have been.
· In
flow you must guide a small segmented-worm type of micro-organism around an aquatic
2D world in an attempt to consume other organisms, in order to grow without
being eaten yourself. How you grow and what abilities you gain entirely depend
on your diet, you can even eat and regenerate parts of yourself. A definite
case of ‘you are what you eat.’ The game is based on a series of ‘planes’
more-or-less levels that the player can switch between whilst growing their
creature.
Fez:
|
By – Polytron
|
On – Xbox
Live
|
Fez
does for perspective what ‘Braid’ does for time, i.e. it muddles it all up and
gets you very confused... But In a good way. Fez is based in a fully formed 3D world, and
is basically a platform-based puzzle game. The twist is that you must traverse
this 3D world through an ever changing series of 2D screen views.
· You
play Gomez, a two-dimensional character who suddenly finds himself in a 3D
world. Again a nonsensical story is used as a backdrop to the game-play. But
really we all know you don’t need a complicated (or cohesive) story to hold up
game like this. You progress through the game by moving around the 2D plane of
view by switching the 3D area around until previously inaccessible areas become
reachable, with the goal of collecting 32 cubes.
Flower:
|
By – Thatgamecompany
|
On – PSN
|
Flower is one of those programs that some say shouldn’t technically
be labelled a ‘game.’ I would have to disagree, but then I don’t have as tight
a definition of ‘game’ as some. There is a goal to Flower, and you do progress
through ‘levels’ for lack of a better term. So the game elements are there.
What you don’t have are any guns, or enemies to shoot at. This is basically a
scenery-manipulator-em-up... But if that sounds dull, it isn’t.
· In
flower you start of as one lonely petal, and you must float through the wind to
collect more petals from the flowers that litter the landscape. The more petals
you collect the bigger you get and the more of the landscape you bloom. You
must bloom all the flowers in each are to progress to the next.
Datura:
|
By – Plastic Studios
|
On – PSN
|
This is a relatively short puzzle based first-person moral adventure
game based in a surreal forest. The player isn’t told any back-story and is
left to wander the forest and discover the truth of their circumstance. The
game was apparently written by the independent house for PSN so I’m not sure if
it will ever be released anywhere else.
· The
controls of Datura will be familiar enough to anyone who has ever played a
first person game. The puzzles left like of a mixture of early Resident Evil
and Myst type problems. There are several unique mysteries/puzzles to solve and
you can get a good or bad outcome for each. The final outcome, if there is one,
is to finish the game with all the good puzzle endings, and the outcome of the
puzzles affects what you see towards the end of each play-through.
Limbo:
|
By – Playdead
|
On – PSN,
Xbox Live
|
Another 2D side on platform game with heavy puzzle elements,
Limbo’s stark visuals, fluid life-like movement animations, and compelling
physics based puzzles set it head and shoulders above the crowd. And is
possibly the closest contender to Braid’s 2D side-on platform Indie crown.
· In
Limbo you play the part of a nameless boy who awakens in a dark and foreboding forest.
You aren’t told much of a back-story, apart from the fact that the unnamed boy
is searching for his sister. Basic movements are left, right and jump. When you
reach puzzle locations you can perform other actions like climbing, pushing and
pulling objects.
Machinarium:
|
By – Amanita
Design
On – PSN
|
This is a classic point-and-click puzzle based adventure
game, very much in the Lucas Arts style, but with absolutely no dialogue
whatsoever, spoken or written. Each hi-resolution scene has been individually
and lavishly hand-drawn, as have all character and background animations. This
was financed entirely from the savings of the 7 independent developers involved
with the project.
· The
game is set in a dystopian future where robots are the only form of remaining
intelligent life. The player controls Josef, a robot who has just been dumped
in the garbage pile outside a huge city. You must find your way back into the
city and find out what has happened.
I realise not all
these games will appeal to everyone, but they are all finely crafted examples
of their type and fall well outside the current mainstream gaming boundaries.
What would you pick?
Tim, must attempt to rescue a princess download free xbox live codes from a monster; but with an exceptionally complicated game structure.
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