Botanicula - Valve
Botanicula is Now Available on Steam and 10% off!*

Botanicula is point'n'click exploration game created by Jaromír Plachý and Amanita Design. It’s about a bunch of five friends - little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. The original soundtrack and sound effects are created by Czech alternative band DVA.

*Offer ends May 14th at 10AM Pacific Standard Time.

Botanicula
Chiptunes, Schmiptunes: Embracing The Human Side of Video Game Audio We're living in something of a golden age of chiptune music. The last five or so years have seen a popularity explosion for the classic electronic sounds that most gamers associate with the games of their youths.


The bleeps, bloops, and grinds of chiptune music have evolved from a technical necessity to an aesthetic choice. Musicians like Jim Guthrie and Anamanaguchi have spent recent years repurposing vintage digital sounds to create beautiful, human-sounding work.


While the contemporary video game soundscape is a wonderland of lovely synthetic sounds, it's easy to forget that the human side of audio—human beings recorded with microphones—can feel vital, beautiful and timeless.


Anyone who played SimCity 2000 remembers the bizarre, charming music. I bet you also remember that "zzt" sound effect that played every time you planted a new power line. It was the weirdest sound effect, even at the time, because it's clearly just a dude saying "zzt" in to a microphone. "zzt." "zzt." "zzt." That hilarious monotone, until you forgot about it and it became part of the game's unique sound.


"Music in the game works like lego(s)."

I asked SimCity creator Will Wright about that sound, and he told me that in fact, it's his voice.


"I remember that well," he told me in an email. "That was actually just a recording of me making the sound with my voice. I recall that it was intended to be temporary but later we tried some other sounds and everyone liked how funny the first one was, so I kept it in."


I love that story, at least in part because I've seen that very thing happen so many times—what was intended to be a temporary track winds up making it to the final version because it captured something special and unrepeatable. That one sound effect ties Wright to the game in a personal, almost physical way. Every time you lay down a power line, you hear Will.


"Zzt." "Zzt."


I admire and welcome that type of real, human sound in video games. The clapping of hands, the cheering of voices; the air moving around live instruments, the human's breath hitting a microphone pop-filter.


It seems fitting that Fez and Botanicula came out so close to one another. Rich Vreeland's Fez soundtrack is a lovely digital creation, a synthesis of synth tones that creates a warm, dream-like atmosphere.


The soundtrack to Amanita Design's wonderful Botanicula, while equally lovely, almost stands as a perfect inverse of Vreeland's Fez soundtrack. That's because the music and all of Botanicula's sound effects were created by real instruments and human voices. Two specific humans, actually.


The soundtrack was recorded by the Czech band DVA. In slavic languages, DVA means "Two," which reflects the band's personell: Bára Kratochvílová plays saxophone, clarinet, and is lead singer, while Jan Kratochvil plays guitar and controls loops. The soundtrack, which you can listen to here, doesn't really sound like any video game soundtrack before it. It's lovely. Listen to the embedded music below and ask yourself: Does this sound like the soundtrack to any video game I've ever played?



In addition to a good amount of vocal work, "We used one czech banjo (it sounds like banjo, looks like banjo, but the system and numbers of strings is the same as guitar), saxophone, guitar, clarinet, bass clarinet, melodica, lot of pots from the kitchen, toy piano, and one old a little bit out of tune piano" to record the game's soundtrack, Kratochvílová and Kratochvil told me in an email.


90% of the sound effects in the game were recorded by DVA themselves (a whole bunch are created entirely with their voices), and 9.9% are bird and nature sounds recorded up in the mountains near Prague where they work. (They didn't elaborate on what the remaining 0.1% of the sounds are.) The process sounded simple enough: Botanicula animator and designer Jaroslav Plachy would send them the animations from the game, and they'd record the audio over them and and send them back.


Chiptunes, Schmiptunes: Embracing The Human Side of Video Game Audio


"Music in the game works like lego(s)," Bára and Jan wrote. "You have motherboard – for example in the 2nd level, pure sounds of nature. In some situations after a click, you start to play bigger "lego cube" - music, and after the next click you've started to build something like a "Lego sound tower."


That's not particularly different than the sound design of any other video game, but for that one crucial thing—most of these sounds are human voices layering on top of one another.


Amanita's Jakub Dvorsky echoed Jan and Bará's laid-back post-mortem. "There was no [explicit] decision to make the sound effects human-generated," he told me in an email, "and we didn't tell the musicians how they should create all the sounds and music. They had complete freedom and we were absolutely happy with what they created. Sometimes it's better to let things take its natural course."


As I speak with more and more video game sound designers, I keep noticing that the most interesting sound effects are the ones that they've concocted in the most personal ways. So many games use complex digital processes to build massive, cinematic, or retro-sounding game soundtracks.


Hearing DVA's work on Botanicula was a sharp, almost bracing breath of fresh air. I immediately thought of Will Wright's "Zzt," which remains one of SimCity's most iconic sound effects nearly 20 years after SimCity 2000 came out.


I hope to hear more game soundtracks embrace the human, living side of audio. The worlds that game designers create are limited only by imagination. So too are their soundtracks. Technology makes all sorts of fantastic sound design possible, but let's not forget that the human voice is capable of a great many wonders all on its own.


"Zzt."


"Zzt."


"Zzzzzzzzzt."


(Top photo | Todd Klassy/Shutterstock)
Prototype™
Backhanded Box Quotes: "Metacritic Reviews Are Often Avenues for Trolling"Welcome to "Backhanded Box Quotes," a collection of super pissed-off user reviews from people just like you! Whoa, whoa, don't take that personal.

This week's scan of proportionate reactions to entertainment products includes condemnation for something almost universally acclaimed and a scalding appraisal of a football video game from EA Sports that is not named Madden.

UEFA Euro 2012

Released: April 24
Critic: Frazzi (Metacritic).


"Lets also ignore the fact that Metacritic user reviews are often avenues for trolling."


"Be smarter than me and not waste your money on this absolutely cynical release from EA. "
Score: 3.


Critic: uk_friday (Metacritic).


"EA clearly have committed suicide with this product and heads should roll."


"Players disappear from your squad during the tournament and new players arrive ... Did they miss the plane? Did they just go home and sulk?"
Score: 1.



Prototype 2

Released: April 24
Critic: Prototype 2 (Metacritic).
"As I learned from Mass Effect 3's review, the ending is everything, have you seen this game's ending? the ending was terrible!!!"


"It all builds up to a Final Epic Battle of simple quick-time events"
Score: 1.



Botanicula

Released: April 20
Critic: eastrazor (Metacritic).


"**** **** **** ! Boring"


"**** for kids !"


"I fought that it will be funn or even hard but this is game for not too smart kids."
Score: 0.


Backhanded Box Quotes will be an occasional feature of Kotaku's Anger Management hour, unless it isn't.
Machinarium

I think that Botanicula, the new game from Machinarium indies Amanita Design, is freakin' wonderful. I already wrote about why I like it, so read that if you're wondering about the game. Short verzh: If you have a heart and like lovely and funny things, you should play it.


Botanicula comes out today, and as part of a promotion, the Humble Bundle guys just let us know that they have created a special bundle just for the game. They also sent this goofy-ass video to promote it. Heh.


You can pay whatever price you want (!!), and if you do, you'll get Botanicula as well as Aminata's other two games, Machinarium and Samorost 2, both of which are great in their own right. You'll also get the soundtracks for all three games, which are all so good that they're pretty much worth the price of admission on their own.


If you pay more than the average price, you'll also get the (probably weird and delightful) Czech film Kooky, with art direction by Amanita's Jakub Dvorsky, as well as Windowsill, another point-and-click game from Vectorpark.


The kicker is that not only will you feel good about yourself for getting a bunch of great games for basically no money, but you can also pat yourself on the back for saving the planet—you'll have the option of donating a portion of your purchase price to the World Land Trust.


So what are you still sitting here for? Go do this thing. Play Botanicula!


Humble Bontanicula Debut [Humblebundle.com]



Pay Whatever You Want For The Lovely Botanicula, Get A Bunch of Other Free Stuff Too


The Splendid Botanicula Overflows With Weapons-Grade Joyfulness

Joy is a terribly underrated commodity in video games. Most of the games I play inspire all kinds of feelings-stress, tension, exhilaration, frustration, even less-celebrated but still mentionable sensations like "comforting routine" and "empowering murder-fantasy."
There aren't all that many... More »



Machinarium
The Splendid Botanicula Overflows With Weapons-Grade JoyfulnessJoy is a terribly underrated commodity in video games. Most of the games I play inspire all kinds of feelings—stress, tension, exhilaration, frustration, even less-celebrated but still mentionable sensations like "comforting routine" and "empowering murder-fantasy."


There aren't all that many games that make me feel really, truly joyful. Botanicula is one of them.


Argh, this game. This game! It's basically a government-created smartbomb designed to deliver a payload of exuberant joie de vivre from your hard drive straight to your brain. Except it wasn't made in some government lab—it was made by actual people who put their actual selves into it. The result is a gorgeous, hilarious, endlessly creative, warm-hearted thing.


Botanicula, which comes out tomorrow and costs $10, is basically a point-and-click adventure game for PC, Mac or Linux. You'll be able to get it from Steam, the Mac App store, from GOG.com or direct from the developers.


In it, players control a group of five little nature-dudes who live in harmony on a giant tree. I call them "five little nature-dudes" since each one is different and it's not entirely clear just what they are. There's the little one-winger dragonfly dude, the little branch dude, the little(ish) fungus dude, little mushroom dude, and little glowing nut-dude.


Uh oh! Some scary black spider-things that more or less represent "evil" arrive and start sucking the life out of the tree. The head little nature-dude, (glowing nut-dude if you're keeping track) sees a vision and decides to get his little dude-friends and set out to stop them.


This is all conveyed without words—just like Machinarum, there's no talking in Botanicula, just goofy sorta-speak from various characters as well as visual representations of text that play like little cartoons.


Botanicula comes to us from Amanita Design, an independent Czech game development studio headed up by Jakub Dvorsky and Tomas Dvorak. Amanita is probably best known for their fabulous and too-often-overlooked adventure/puzzle game Machinarium. Have you played Machinarium? Good god, what are you doing with your life, etc. Go play it, etc. It's on like every platform known to man.


Where Machinarium relied on ingenious (if at times very difficult) puzzles roadblocking your progress, Botanicula is much more exploration-focused and, perhaps, approachable. I've been moseying through it and while all of its puzzles require brainpower and creativity, they're nothing close to the difficulty of Machinarium. They are fantastically creative, though—the game found a splendid number of ways to use my Macbook's trackpad, backing up Tim's notion that the apple trackpad is the best game controller yet made.


Botanicula feels designed to draw you into its world and, once it's got you there, to delight the living shit out of you. The world is organic and real-feeling from the first moment of the game. The art and colors are vibrant, soft, and lush. The puzzles and sequences themselves are all unique and memorable—you'll never repeat a single action, and each each new area and challenge arrives at new creative heights.


Botanicula feels designed to draw you into its world and, once it's got you there, to delight the living shit out of you.

This game has been realized down to its tiniest details—many of the best gags are easter eggs that have no effect on the game whatsoever. (Watch out for the penguins, is what I'm saying.) The character animations are so good, so funny, that they recall Pixar's best and most charismatic silent beings—say, the robots of Wall-E. Each character was animated with flawless comedic timing—a pause here, a beat there—that makes every tiny movement a pleasure to watch.


On top of all that, Botanicula is possessed of one of the most creative and endearing soundtracks I've heard in ages. And that's not just my well-documented bass clarinet bias talking.


All of the sound effects and music in the game were created by the band DVA, who for the bulk of their sound rely not on instruments or samples but on human voices. Almost every humming insect, growing flower, and plunking, crashing sound effect was created by a human voice. It gives the game a loopy, child-like energy that in this age of (don't-get-me-wrong-lovely) chiptunes and electronically augmented sample libraries. It feels damn near sweded.


Friendly John Walker at Rock, Paper Shotgun observed that the soundtrack recalls the (hip! good! worth checking out!) band The Books, and he's spot on—from the moment the game started, I felt as though I was playing a video game version of The Lemon of Pink.


Curses. I don't want to get sidetracked on the soundtrack just yet. For now, just… the soundtrack to Botanicula is pleasing, hilarious, winning, touching, and flat-out gorgeous. It sounds entirely unlike every single other thing ever.


To sum up, here are some 100% true facts about Botanicula:


  • Botanicula is so adorable that it can only be controlled by picking up a puppy and moving its puppy paws on your computer's trackpad.
  • Botanicula is so funny that after they played it, the cast of Parks & Recreation said, "Wow, that's pretty damned funny."
  • Botanicula's music is so good that the people who wrote the theme song to Parks & Recreation said, "Wow, that is some damned good music."
  • Botanicula's sound effects are so good that you won't even notice that a lot of them involve a dude making chewing sounds in close proximity to a microphone. You'll even think it sounds cute.
  • Botanicula is only on PC but feels destined for the iPad, so you should play it so that in six months when all the iPad people are freaking out you can be all hipster about it.
  • Botanicula is so charming that it stole Julia Roberts away from Pretty Woman-era Richard Gere. He was pretty pissed but reported that he "couldn't stay mad at [Botanicula]".
  • Botanicula is so organic that it won't deign to be sold in Whole Foods. It is so organic it lets out a quiet-but-not-that-quiet snicker every time someone brings up The Omnivore's Dilemma at a dinner party.
  • Botanicula is so clever that it snuck up behind the raptor that snuck up on Muldoon in Jurassic Park. "Clever game," said the raptor.
  • Botanicula is so damned good that it probably won't even wind up on Metacritic.

And so okay, yes, it won't be to everyone's taste. It's not exactly that difficult and there's not as much "game" to it as there is to many other games.


Vampires and Republicans probably won't like it. It'll probably go over the heads of most babies, and Vulcans won't see the appeal. Ditto serial killers and dead-but-actually-secretly-comatose soap-opera characters and people who paid to see Stan Helsing in theaters.


But whatever, I'm not talking to those people. I'm talking to you.


Botanicula is so good. You should play it.


Machinarium - Valve
Check out the Indie Adventure Pack during this week's Midweek Madness!

This bundle has five great indie games for one fantastic price!

The Indie Adventure Pack includes:
*Offer ends Thursday 4PM Pacific time.

Machinarium

Man, I want to play Botanicula. Amanita Design won me over forever with their splendid adventure game Machinarium, and I've been looking forward to its follow-up Botanicula ever since I first heard about it.


Today, Amanita announced that Botanicula will be released for Windows, Mac and Linux on April 19th. No word on an iOS release.


Take a look at this trailer and you'll see what I'm talking about. Can't wait for this one.


Darwinia


What began as Good Old Games, GOG.com, has relaunched to sell new PC games alongside old.

'GOG.com relaunched to sell newer PC games' Screenshot gog

The relaunched Gog.com.


Therefore, the Good Old Games meaning will fade away. The company will be known instead by the acronym-turned-company-title GOG.com. "It doesn't matter what G, O and G stand for," explained a post on GOG.com. "Gee Oh Gee dot com stands for high-quality, DRM-free gaming, each week with bigger and newer games."


Trine and The Whispered World are examples of 'new' games available right now. Legend of Grimrock is out 11th April. Spacechem, Machinarium and Darwinia are "coming soon". Apparently, more than 20 indie and new games have been signed for release in "the next few months".


The GOG.com website has been redesigned, and the GOG.com downloader improved.


CD Projekt used homemade RPG The Witcher 2 to test GOG.com as a destination for newer PC games. The result? Around 40,000 sales - the best result of anywhere but Steam.

Machinarium

Get Five Amazing Game Soundtracks For as Little as $1Hey, why should indie game developers get to have all the bundling fun? Game composers should get to experience the joy of bundling too. I'm glad to see that they finally are.


The folks behind the recent first-ever Indie Game Music Bundle are back with… can you guess the name?… the Indie Game Music Bundle 2! This one has five truly great soundtracks, which you can download for any price you'd like to pay.


You'll get the music from Aquaria, To The Moon, Jamestown, the bloody fantastic music from Machinarium, and even Superbrothers: Sword & Sworcery EP, which you'll recall was my favorite game soundtrack of all of last year. Jim Guthrie's work in that game is a big part of why I put it in as a contender for our Game of the Year award.


In keeping with the bundle tradition, if you drop $10 on those five soundtracks, you'll get even more soundtracks, with a lot of albums that I actually haven't hear, as well as some as-yet-unrevealed bonuses that will be unlocked if they sell enough copies.


Hmm. Unlocked as they sell more copies? That smells like gamification to me. It would seem that the musicians have indeed learned a thing or two from their game-developer brethren.


Well played, video game composers. Well played.


Indie Game Music Bundle 2 [Official Page]


Jan 10, 2012
The Secret of Monkey Island: Special Edition

Introduction


Once upon a time it was easy. Just 15 years ago most games slotted into their categories with librarian-pleasing snugness. Take the adventure game.


In 1985 they were text games with a focus on storytelling and puzzle solving. Five years later it was the same but with animated graphics and mouse clicks replacing the typing.


But defining the genre now is like hugging fog. The once firm borders of adventures have crumbled and their ideas have diffused out into the wider gaming ocean. Today the definition of an adventure game depends on what school of thought you embrace.


Dan Connors, head of adventure specialists Telltale Games, sees the genre as a broad church. His definition is inclusive not exclusive. It includes Heavy Rain and Uncharted as well as his company's more traditional efforts such as the Back to the Future adventures.


"In the late '80s and early '90s it was very clear cut," he says. "Now you could attribute the dialogue trees in Mass Effect to adventure games. A lot of the scripted storytelling in Valve's games comes from adventure games. I think adventure games went out and permeated every single genre because they've always remained the best way to interact with characters in a world and to interact with an environment."


Others view adventures in more exclusive terms. "Stories in games need to mould themselves around what gameplay a game is trying to deliver," says Charles Cecil, founder of Broken Sword developer Revolution Software. "Uncharted is absolutely not an adventure game as I would define it, same with Heavy Rain. Both require considerable expertise with a joypad and an adventure is a cerebral experience rather than one requiring manual dexterity."


A lack of violence or death is also a common trait of adventures, he adds. But even then Cecil's definition has grey areas thanks to the likes of L.A. Noire, which lets players skip the action and focus on its adventure-inspired detective work.

A Brief History


While the exact definition may be debatable, the origin of the adventure game isn't. The first adventure is the aptly named Adventure, a 1976 text game created by Will Crowther on his workplace's PDP-10 mainframe computer. It let players explore a world described in text by inputting verb-noun commands such as 'go north' or 'get torch'. As well as exploring there were puzzles to solve and monsters to encounter.


Within a few months a Stanford University student called Don Woods had rejigged the game, adding more puzzles, locations and fantasy elements. Woods' version became a sensation in the mainframe-computing scene of the late 1970s. Other computer users began creating their own adventures and it went on to inspire MUD, the first MMO - but that's another story.


By the time the first mass-produced home computers began rolling off the production lines adventures were an obvious choice for making the leap out of the labs and into our homes. In 1978 the first commercial adventure game - Adventureland for the TRS-80 - reached the shops. Its success established the genre as a mainstay of computer gaming and its creator Scott Adams formed one of the world's earliest game publishers Adventure International to feed the growing demand for adventure games.


Adams wasn't alone for long. The following year the MIT students who created the Adventure-inspired Zork! formed Infocom to bring their adventure to home computer users. Around the same time in California the husband and wife team of Ken and Roberta Williams set up On-Line Systems (later renamed Sierra On-Line) to publish Mystery House - the first adventure to include still pictures of its locations in addition to the usual text. Soon text adventures went global, spawning especially vibrant adventure game scenes in France and Japan - although it was the work of Infocom and Sierra that dominated the text adventure era of the early to mid 1980s.


But as the '80s progressed the adventure game began to evolve. In 1984 Sierra came out with its fairy tale adventure King's Quest, which introduced animated visuals to the genre, and the following year Illinois developer ICOM Simulations released Déjà Vu: A Nightmare Comes True, which replaced text input with a Apple Mac-inspired point and click approach. By 1987 these two ideas - point and click interaction coupled with animated visuals - came together in Lucasfilm's Maniac Mansion. The text adventure had become the graphic adventure.


Lucasfilm's games outlet eventually became LucasArts, and it dominated the point-and-click era that followed with hits such as The Secret of Monkey Island (and at this time the adventure had mutated into a new genre - the visual novel - in Japan). In keeping with its roots in the movie business, LucasArts shifted adventure games away from Infocom's interactive novels to a more interactive movie with an approach drawing on the audio-visual and scriptwriting know-how of filmmakers.


By the mid-'90s adventuring's shift towards interactive movies reached its apex as the extra storage delivered by CD-ROMs allowed developers to add film footage, recorded audio and more detailed images to their creations. But for every CD success such as Myst or The Beast Within: A Gabriel Knight Mystery there were dozens of dismal games clogging the shelves such as Psychic Detective.


"They were an unfortunate blot of the history of adventures," says Cecil. "They came about because the bosses of publishers went to live in California because they thought it was cool to be near the film studios. Thankfully gamers just didn't buy them and it collapsed."


The adoption of 3D graphics and the success of the PlayStation blew the interactive movie dream apart. Players became more interested in the thrill of action than the slow, cerebral offerings of adventures. By 2000 the adventure game had become a niche genre, clinging on in places such as Germany but banished from the gaming mainstream. Deprived of an audience, adventure developers played it safe producing budget replicas of what was popular before the PlayStation.


It could have ended there for the adventure game, but in mid-2000s the tide started to shift. Telltale found success resurrecting LucasArts brands and selling them online as episodes rather than complete games. Then Nintendo's DS and Wii brought adventure games to a wider audience through games such as Hotel Dusk: Room 215 and most famously the puzzle adventuring of Professor Layton. Finally the success of the iPhone and other touchscreen smartphones created a gaming platform that had not just a mass audience but controls that were perfect for adventure games.

State of Play


Today adventures do sell in reasonable numbers and their number is spreading (there are even a few available on the Kindle). Cecil says the iPhone remake of Broken Sword sold three million copies, and Telltale is starting to release their games in stores with anticipated sales of 400,000.


Yet adventures often seem overshadowed by their past, partly because the point and click approach used in the LucasArts days is still standard. "It says something about how much love people have for the LucasArts style of gameplay that it's even talked about 21 years later as a one-to-one comparison," says Connors. "People still cling to this idea of what an adventure was in 1990."


But the way adventures function isn't as important as it might be for a first-person shooter says Dean Burke, creative director of the Hector games at Northern Irish developer Straandlooper. "The mechanics are rooted in the LucasArts games," he says. "But I feel that the reason people like adventure games is the characters in the stories. Adventures still have their flaws and could be improved, but the fundamentals will never change really. As with any form of entertainment it's about telling a good story."


While the core is unchanged, today's adventures place more emphasis on accessibility. "In the mid-90s adventure gamers liked the fact that they were getting frustrated so contrived puzzles sort of worked," says Cecil. "Now people want to play at their own pace."


As a result the puzzles are now more logical than the cryptic conundrums of old and adventures often include a hint option. The iOS version of Broken Sword, for example, has a hint option that offers a vague clue before, after several taps, the solution is revealed. "I was initially worried that people might find that it encouraged them to bypass the puzzles but it didn't," says Cecil.


More should be done though, says Jakub Dvorský of Amanita Design, the Czech developer behind 2009's robot adventure Machinarium. "Nowadays adventure games are more streamlined and accessible but they should try to be even more experimental," he says. "Any theme can be used for an adventure game and the developers should use their own new and distinctive approach to every aspect of game creation from plot and game design to graphic style, animation, music and sound."


The good news is that adventure developers now seem keen to experiment with new approaches. "The touchscreen is an extraordinarily good way of controlling an adventure because adventure games are very tactile in that you want to explore the environment," says Cecil adding that using first-person viewpoints, as well as the traditional third-person views, is something he is looking at.


Telltale, meanwhile, has tried to step away from the pace of traditional adventures with its latest game Jurassic Park. "We wanted it so that you come into the world and it makes you react and pulls you through it," says Connors. "We moved away from the 'I'm going to go through the world and interact at my own pace' and made it something where you need to react to the situation in front of you because it's a dangerous place. You know, we couldn't have it where you're trying to use a rubber chicken with a pulley in the middle on a dinosaur."

...