Tuesday, April 27, 2010

Silmarils Resurrection and Retrospective

The good old days will not return... or won't they?

Sometimes good news hit me out of the blue when I am not expecting them in the slightest: it seems that almost whole collection of titles by one of my favourite game companies of early nineties, Silmarils, is making a comeback. Ta-da!


Wikipedia note on Silmarils is laughably skimpy, more can be read on MobyGames or in this interesting article (unfortunately in French), which I allow myself to partially translate below:
Everything began on 16 October 1987. The Rocques brothers, Louis-Marie and Andre, had already developed a number of games for publishers such as Ere Informatique, Loriciels and Chip. Louis-Marie had even received the best adventure game award, "le tilt d'or", for l'Aigle d'Or (remember this game? I wrote about it here - and I did not realise up until now that it also came from one of my favourite game makers). During his military service he met Philippe Plas, who had just received his master degree in management. Despite their average age of 23, three young men have decided to start up their own publishing company, Silmarils, in Lognes, close to Paris.

The first game was programmed entirely by Louis-Marie, because he was the one with the most experience. Philippe took the post of commercial director. Several months later, in 1988, the game Manhattan Dealers was published. The game was well received and got distributed abroad, which certainly helped the studio.

The decision was made to create next titles in a larger team. As a result, two graphical artists joined the company, firstly Jean-Christophe Charter from Paris, after that Pascal Einsweiler and finally another programmer, Michel Pernot, both of the latter from Nancy. Another development studio was opened in their hometown.

Even though the next game, Mad Show, flopped, the following title, Targhan, managed to make up for that. Universally acclaimed as hit by all the game press, the game established the Silmarils brand. Having been previously distributed by Loriciels in France, Silmarils changed their legal status, which has allowed them to distribute their own games by themselves. Same year Palace Software became their international publisher and as if to seal the deal, Silmarils handled translation and distribution of Dragon's Breath in France.

1992 marked the completion of Ishar, quite probably the first French cRPG to rival English and American ones. Contrary to its contemporary counterparts (I just love alliterations), usually taking place in dungeons and catacombs, the game allowed players to explore open lands. A sequel followed in 1993 and another one in 1995 (they can be bought at GOG, but why would you if there is a whole collection available?). Other than Ishar II, 1993 saw also the release of Transarctica, a classic strategy title, happening in the postapocalyptic winter world (the box cover art, featuring gigantic locomotive, was made by a famous sci-fi artist Rodney Matthews - a little fun fact for all the geeks out there) and 1994 - Robinson's Requiem, another memorable game, despite insane difficulty. From there on a combination of commercial failures of some titles, unsuccessful attempts to branch out to other platforms and bad management decisions drove Silmarils into closing the company in 2003. In 2004 the Rocques brothers opened another game studio, Eversim, together with Pascal Einsweiler, but other than rather not very well received Commander in Chief, the studio was not heard about, a sad end to the otherwise great story of Silmarils.


One thing that I personally found Silmarils' trademark of sort were incredible animated environments in their games. The images of alien planets in Metal Mutant and Starblade were suggestive and otherwordly enough to prod player's imagination. The attention to detail was extraordinary - there were subtle little touches everywhere, such as small spaceships flying in and out of futuristic cities seen in the background or a lizard in the foreground catching a fly. They added a lot variety and credibility to visions of these alien worlds.

As a result, these games were drawing me in completely. I spent hours playing Metal Mutant, first on my AT with monochrome Hercules display on which I had to emulate CGA mode in order to get it to work, then on 386 with VGA with all the pretty colours and recently on my DualCore desktop with 9600GT via DosBox, in the attack of nostalgy. And it seems I am not the only one that did.

Ishar series was quite innovative for its times, too. While we had had Dungeon Master and Eye of the Beholder games before, these titles confined player to underground passages. Ishar, on the other hand, gave players at least the illusion of free roaming, even if the movement would still take place from square to square. And there was more: team members took liking (or the contrary) to each other , which could lead to the scenario where kicking someone out of the team resulted in other hero leaving as well, shops would close for the night and night clubs - for the day. It was these little things that made the experience so much more memorable.


As for the other titles that I have spent lots of quality time with, two of them were very popular in my neighbourhood at the time: Targhan and Colorado. The mention of neighbourhood is not as stupid as it might sound, because with no internet available around that time, the main way of obtaining new games was copying them from friends, during copy-parties or buying from professional copiers with a catalog of titles. Back to games, I managed to finish both of them, which was quite a feat back then (although I admit having resorted to walkthrough in case of the latter one). On this blog I have already mentioned Targhan two times, once in passing when writing about Limbo and secondly while replaying it on my PSP - you can see the screenshot of it in action). Both games shared the engine, detailed graphics of Pascal Einsweiler and great nostalgic atmosphere of traveling through the imaginary world. If I were to list the games that have drawn me into the electronic entertainment, these two would be opening that list.

I also have come in contact with Starblade, although regrettably, only once: my father left me with his coworker who was designing stuff on Atari ST and the gentleman in question set up Starblade for me. With no instructions whatsoever I figured out how to get the starship running and travel to other worlds - something he didn't know was possible. Unfortunately, I only had the opportunity to play Starblade again years later via some doubtfully legal abandonware site.


The good news is that all these games can be played legally now - the Silmarils Collection, announced in February and ported by DotEmu, is currently available via this website (payment can be made via PayPal and Visa). Now excuse me while I alternatively squee like a little girl and drool like a pervert observing the aforementioned little girl - I just can't wait to go back in time and relive some of these adventures once again. Such is the magic of Silmarils.

[ DotEmu via Photon Storm ]

Thursday, April 22, 2010

Zombie Waaars

Not really AAA title, despite extra A's

I didn't expect to dabble in iPad game previews so early, but if the game in question is being made by Pastel Games (from whom comes excellent Daymare) in collaboration with very talented Mr Herring (Polish comic book artist, who created Bears of War - among other things), then I can't really resist, can I?


Little is yet known about the tentatively titled Zombie Waaars (that's three As), but what we know is that the authors describe the game as 'slasher' and the enemies are going to be wicked undead soldiers from different wars and eras, delivered straight from Mr Herring's delirious imagination. They can be seen in the first production video - go watch it for some great animated concept arts of many weird zombie types (you can see the Kossack above and more here).

I know that Mr Herring happens to like and endorse weed and it certainly impacts his creations, but still, some of his visions are a little unsettling. Then again, check that Bears of War video, the wounded/dead bear soldiers appearing in the later fragment are also somewhat disturbing, despite not being realistically drawn.

I really am curious to see what comes out of Zombie Waaars (despite not owning an iPad) and I keep my fingers crossed for Pastel Games and Mr Herring success.

Monday, April 19, 2010

Changed...

...the look'n'feel of blog and see what comes out.

Yup, I did make a drastic make over this time - no voting, no polling, just letting go and choosing the variant I like. Let me know if it doesn't hurt your eyes too much, though, as I wouldn't like to scare the bunch of my faithful readers (you know who you are). So - like it or hate it?

Friday, April 16, 2010

Desktop Dungeons

Don't try it without extra tileset

Here is a little indie game that kept me occupied during last week or so: Desktop Dungeons, currently in version 0.51. As usual, at first I saw it and smirked at its profound ugliness. I know that one should not judge the book by its cover, but I will not dig for internal beauty if I don't have some eye candy to begin with (this applies to more than just games, but that's outside of the scope of this blog). However, when I saw Desktop Dungeons on the third consecutive website, I decided to give it a try.


Fortunately, Derek Yu has provided the gaming community with cutesy tiles for Desktop Dungeons, otherwise my eyes would have bled, as in its original shape the game is fugly as hell. Wait, have I just written "fortunately"? Unfortuantely, rather, because what looked at first like a simple and innocent Dungeons and Dragons clone turned out to be insanely addictive. I have lost one day to exploring and fighting monsters, then another day in half hour portions over the course of next week. Unlockable classes, new dungeons, extra items, another batch of monsters and surprisingly deep gameplay stemming from a simple set of rules - this game has it all.

The best way to check it would be of course to download it (from here) and add some custom tileset (from this thread, there's more than just Derek's one). For those of you who have Mac, a port has just been made (more info here). However, I highly recommend to make sure that you have no work to be done in next couple hours or so, otherwise the consequences might be severe.

Thursday, April 01, 2010

Daydreaming + Nightmare = Daymare

I intended not to post on the first of April, lest whatever I post gets read as a joke. Still, I have found a thing of beauty yesterday and I absolutely must share it with the world. Called Daymare Town 3 (which suggests two titles before it), this game is one of the most mesmerizing Flash experiences in my recent online gaming.


Daymare Town 3 was drawn and coded by Matuesz Skutnik, Polish comic book and (recently) Flash game artist. The story is weird, player starts locked in a hospital room and has to get out from it, then from the hospital and then from town. Sounds strange? It is, but it also is great.

The art plus the music create a surreal experience that really reminds me of having a dream, not necessarily a very bad one, but a dream nevertheless. Weird things happen, approaching to see a painting may result in being sucked in it, in some places one can have a deja vu, other characters in this world, while not hostile, are mostly incomprehensible in their behaviour, there are small eyeless gnomes to be found, spiders to be fed and overabundance of items that will not all necessarily prove useful. Plus there are achievements, for the completists.

My final recommendation is the fact that even though I don't like point'n'click games, I completed it in one lengthy session, because I just couldn't leave this world. It was as if I really was stuck in this strange dimension. Note that for the time being there is no solution or walkthrough (although players at JayIsGames are sharing their tips in comments) - which is a good thing, because one may experience this unique adventure on one's own, as it should be. Go play it now or you will miss something great!