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Oct 08, 04 at 6:11pm ^Game Tunnel [contains two articles]
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I couldn't stop saying WOW! while checking out a pre-release version of Gish. Sure there were some things that showed that this game wasn't quite finished, but there was so much good in the game I think most anyone who played it would be willing to pay for it now!
Gish is a small bar of Tar who is trying to rescue his girlfriend. Though the character may look something like Kirby at first glance the reality is he is much more charismatic then you might think a ball of tar could ever be! Key abilities are key to any hero, and Gish has simple abilities that lead to seemingly endless possibilities in game play. Since he is a piece of tar, squeezing through small spaces is something that comes natural to our hero. Gish also has the ability to stick to things. Whether it be a wall, a block or a ceiling, Gish can hold on tight with the best of them. However, as this is a Chronic Logic game, you can expect that physics make the game much better.
In the case of Gish, you will find that sticking to a ceiling is certainly not something that you can do indefinitely. Gravity pulls things down, and slowly you will be pulled down to the floor. The game presents a series of obstacles that you have to overcome by using your inherent properties as a tar ball to overcome. For example, one level has a series of switches that need to be depressed so that you can move past the doors that block your way. The switches are in the ground. Down lower on the board, you can find some loose blocks. What you need to do is get the blocks to the top of the ledge and then on the switches...but how? With Gish, you can roll over the blocks, then activate your sticky tar surface and grab the block. If you are moving when you get to the block, you may even carry the block with you. However, you aren't likely to carry a block up a wall. Tar only sticks for so long, and a heavy object, will eventually fall. Instead of trying to take the object up the wall, you can roll over it, and as you continue to move, it will rotate towards the top of Gish. If you deactivate your sticky tar as it comes around towards the top of the character, the block will fly into the air. After some practice, you will be able to hit the block with the right velocity, and release the block at the right time, sending it flying towards the switch.
That is only a single example of how the inventive creators of this game have put forth ways to use their lovable character. It's unbelievable how acrobatic you can fill with a piece of tar as you move about the levels, using your inertia, and sticky body to swing yourself from platform to platform.
As if the regular game play wasn't enough, the game includes a VS. mode. There are two games, Football and Sumo wrestling. Though both are set up rather simply, the inherent abilities of Gish make both of the VS games have seemingly endless strategies that can be employed while trying to score on the other player. I played the VS mode for more than 2 hours, laughing my head off half of the time. Honestly, the VS mode is well worth the price of the game, no matter what it ends up being, and it is only a portion of the game.
In my mind it certainly isn't too early to tell if Gish is going to be a winner. Gish is one of the most captivating games that I've played in recent memory. The only negative thing I can say about the game is that the screenshots give you absolutely no idea how good this game really is. This is a game that I recommend that you pre-order the moment you have opportunity to do so.
Click Here for second article
Physically able tar saves the world!
By Russell D. Carroll [March 6, 2004]
As one of the return groups presenting at the IGF, I already know a little bit about Chronic Logic. I met Josiah Pisciotta last year at the Independent Games Festival (IGF) when they were showing off their Audience winner Bridge Building Simulation Pontifex II. The games by Chronic Logic are some of the most recognizable in Independent games. Each of their current titles has a heavy focus on physics. Pontifex II made players bridge builders, who would create a bridge, and then send vehicles across it. If you build a physically sound model, the cars make it, if not, you can watch from a first person perspective as the car drives into the river. They also released a great puzzle game called Triptych that made you line up blocks, but only after smashing them into the ground and into each other. Perhaps the most amazing thing about the company is their uncanny ability to put physics into a game and make the game much more intriguing and fun while doing so.
This year there are two games on tap from the brilliance at the studio, and Gish, is one of the finalists at the IGF. Gish is a fantastic game, featuring a main hero that is a Tar blob. This game may end up being my personal favorite from this year's batch of IGF finalists, and the movement of the character is a big reason why, as Josiah said, "I think the most innovative feature is the character movement, all of the characters including Gish are physically modeled, which creates a lot of gameplay possibilities." Some of those possibilities are just amazing to see as Gish reacts like tar would over the different landscapes, sometimes oozing, sometimes sticking to objects and moving them over his body like a conveyor belt.
I certainly love the game and could go on about it for hours, but you don't often have the chance to ask the developer what they think about the game. Putting Josiah on the spot, I asked him what he though people would appreciate in the game. "Most people seem to appreciate seeing things they've never seen in a game before, also a game that focuses on gameplay instead of graphics," said Josiah.
Not to say that Gish skimps at all on the graphics, the adventure / platform presentation of the game is well-drawn. Graphics of Independent games are routinely criticized. However, with this year's games, there has certainly been an overall improvement in regards to the quality of the graphics of the finalist games at the IGF. Some of this is definitely due to the the large budgets that were present in some of the games, notably Savage. Considering that point, Josiah offered his definition of an independent game, "most people define independent games as anyone who isn't owned or funded by a publisher, but I believe that true independent games are ones that aren't dependent on large amounts of funding and eventual profits, and therefore willing to take a risk."
Risk-taking is certainly a big part of Indie game development. There are really two types of risks that developers take, financial, and innovative. However, there are other challenges that face indie developers, as Josiah noted, "Money is always a difficulty, but I think the biggest challenge is having the determination and discipline to actually finish a game." Beyond those points, the whole industry of independent games is changing as mainstream gaming creates ever larger groups of people who are intrigued by independent games, and developers who want to take their own shot at making an indie. "I think there will be a bigger market for original games once more people realize there are alternatives to published games. Also a lot of the people who thought they could make a puzzle game and get rich will realize they were wrong," said Josiah.
Though Chronic Logic might not have gotten rich with their puzzle game, I think that Gish will be a great financial boon for them, which will hopefully keep their brilliant physics-related games coming out for a long time. However, when I asked Josiah about the future he simply said, "the future is an abstract concept which humans are incapable of fully comprehending." Hopefully that means that we cannot even imagine the wondrous games that await us from Chronic Logic. Certainly Gish is a game that is difficult to fully comprehend without playing it, and it is a great experience for those who get a chance to play it.
In this articles, I found out how this game is going to be and what it is going to contain. I also found the score that the pro's gave to this game. I think this game would of been an excellent SNES game because of the style and the mid '90s music.
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