<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Indie - vo.rs</title><link>https://vo.rs/tags/indie/</link><description>Latest from the Indie desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 02 Jul 2024 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/indie/" rel="self" type="application/rss+xml"/><item><title>Animal Well: The Metroidvania as a Locked Room</title><link>https://vo.rs/respawn/animal-well-the-metroidvania-as-a-locked-room/</link><description>&lt;![CDATA[<p><em>Animal Well</em> has no attack button. You spend a couple of hours waiting for it — the
metroidvania contract has been the same since 1986, you get a weapon early and better weapons
later — and it never arrives. What arrives instead is a bubble wand.</p><p>Billy Basso built the game alone over roughly seven years, on his own engine, and Bigmode
published it on 9 May 2024 for PC, PS5 and Switch. It is about thirty-odd megabytes. That
number gets quoted a lot as a novelty and it&rsquo;s actually a design fact: everything in this
world is procedurally lit, hand-authored and reused, and reuse is the entire principle the
game runs on.</p><h2 id="the-toolset-is-a-set-of-questions">The toolset is a set of questions</h2><p>Take the bubble wand. It fires a bubble that floats up and pops after a moment. Stand on it
and you get a platform. Fire again while airborne and you get another, so the wand is a
double-jump, and a triple, and an arbitrary-height climb if your timing is good enough — the
skill ceiling is entirely yours and the game never mentions it.</p><p>The bubble is also a light source. It&rsquo;s also something an enemy will follow. It&rsquo;s also a thing
you can push into a place you can&rsquo;t reach. One item, and by the time you&rsquo;ve had it for an
hour you&rsquo;ve used it in four incompatible ways, none of which the game taught you.</p><p>Every tool works like this. The yo-yo goes out and comes back and can trip a switch you&rsquo;re
standing away from, or bonk something, or hold a plate down for exactly as long as its travel
allows. The slink walks along a floor and up a wall. The flute makes a noise, and noises mean
things to animals. The disc has physics. The firecrackers make light and sound and pressure at
once, which is three different keys in one hand.</p><p>This is the design that makes the missing attack button work. In a normal metroidvania, an
item is a<em>permission</em> — the double jump means the ledges marked &ldquo;double jump&rdquo; are now
available. Here an item is a<em>verb with properties</em>, and the properties interact with a world
that was built with those properties in mind rather than with the item&rsquo;s advertised purpose.
The door doesn&rsquo;t open because you have the key. The door opens because you noticed that a
bubble floats, and there&rsquo;s a fan, and the fan is on.</p><h2 id="why-the-fear-works-without-combat">Why the fear works without combat</h2><p>Removing combat should have removed tension. It doesn&rsquo;t, and the reason is a change of
relationship.</p><p>The animals in<em>Animal Well</em> are hazards with<em>behaviour</em>. The chained dog lunges to the end
of its chain. The ostrich charges in straight lines and wrecks the terrain it hits. The
chameleon watches. You cannot delete any of them, so you have to learn them — where the reach
ends, what the pattern is, what makes them move — and the knowledge you build is the same
knowledge you&rsquo;ll need for the puzzle in that room, because the animal<em>is</em> part of the puzzle
in that room.</p><p>That&rsquo;s a much older relationship with an enemy than the modern genre&rsquo;s. When a monster is a
health bar, you solve it by arithmetic. When a monster is a machine you can&rsquo;t switch off, you
solve it by watching it. The dread that builds in the back half of this game comes almost
entirely from things that could be trivially killed in any other metroidvania and here just
keep existing.</p><p>The save system does its share. You light candles as you go, and a lit candle is a checkpoint — a small warm thing you made in a place that
didn&rsquo;t have one. Deaths are cheap. The tension comes from being somewhere dark that doesn&rsquo;t know you exist.</p><h2 id="the-map-is-the-puzzle">The map is the puzzle</h2><p>The pause map is a beautiful, mostly useless drawing of where you&rsquo;ve been. You can stamp it
with markers — a limited set of icons — and that stamping is the whole navigational system,
because nothing else records anything. No quest log. No &ldquo;you have not yet visited&rdquo; highlight.
No fast travel until you find it.</p><p>So the map becomes a notebook, and the notebook becomes the thing you&rsquo;re actually playing
with. What you stamp is a record of<em>your own hypotheses</em>: a stamp here
means &ldquo;there&rsquo;s a hole I couldn&rsquo;t reach&rdquo;, a stamp there means &ldquo;the fan does something&rdquo;. Which
means when you finally understand a system, the payoff arrives as a sudden re-reading of a
dozen stamps you made hours ago and didn&rsquo;t understand at the time.</p><p>I mapped games on graph paper in the eighties because the C64 gave you no other option, and
the thing I&rsquo;d half forgotten until this game reminded me is that the paper wasn&rsquo;t a chore. It
was where the thinking happened. Sixteen bits of RAM saved on a map screen bought a whole
category of player engagement, and the industry spent thirty years buying it back with
waypoints.<em>Animal Well</em> just declines the purchase.</p><h2 id="the-ancestor">The ancestor</h2><p>Everyone says<em>La-Mulana</em>, and everyone is right. Nigoro&rsquo;s 2005 game (remade in 2012) is the
direct forebear: an interlocking underground, puzzles solved by cross-referencing information
from other rooms, an in-game notebook, and a total refusal to signpost. If you loved<em>Animal
Well</em>&rsquo;s middle layers,<em>La-Mulana</em> is where they came from and it&rsquo;s harder.</p><p><em>Fez</em> (Polytron, 2012) is the other parent, for the metapuzzle architecture — the game
underneath the game, cracked collectively by strangers on forums. And further back, the eight-
bit arcade adventures:<em>Jet Set Willy</em> on the Spectrum and C64 in 1984, a house of rooms with
no explanation and no mercy, where the community mapped it because the game plainly wasn&rsquo;t
going to.</p><p>For the modern relatives,<a href="/respawn/tunic-the-manual-is-the-game/">Tunic</a> does the same
withholding through a fake instruction manual and is the closest sibling in spirit.<a href="/respawn/blue-prince-the-house-that-redraws-itself/">Blue
Prince</a> takes the same &ldquo;the room is the
riddle&rdquo; idea somewhere architecturally stranger. And<a href="/respawn/metroid-dread-the-series-remembers-what-it-is/">Metroid Dread</a> is the useful
contrast: the genre&rsquo;s founding studio, doing the orthodox version, extremely well, with every
door colour-coded.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The obscurity has a floor and a ceiling, and both are real problems.</p><p>The floor: some of the first-layer solutions read as guesswork rather than deduction, and
there&rsquo;s a difference between a game that withholds information and a game that hasn&rsquo;t given
you enough to reason with. A few of the mid-game item uses land on the wrong side of that
line, and the honest experience for most players involves at least one wiki tab.</p><p>The ceiling: the later layers are, by design, community puzzles — the kind of thing solved by
a hundred people pooling screenshots for a week, involving out-of-game reasoning that no
individual is expected to complete. I admire the ambition and I&rsquo;ll say the quiet part: that
content isn&rsquo;t really<em>for</em> you, playing alone, in 2024 or later. It&rsquo;s an artefact of a moment,
and the moment has passed. The game&rsquo;s first ending is complete and satisfying. Everything past
it is a different hobby.</p><h2 id="the-verdict-argued">The verdict, argued</h2><p><em>Animal Well</em> is the most confident piece of design I&rsquo;ve played this year, and the confidence
shows up as<em>subtraction</em>. No attack. No tutorial. No objective marker. No dialogue. What&rsquo;s
left is a world where every object has properties, every animal has behaviour, and every
locked door is locked by your own failure to notice something that&rsquo;s already on screen.</p><p>That&rsquo;s the whole pitch and it&rsquo;s a real one. One man, one engine, seven years, thirty
megabytes, and a design that gets more out of a bubble than most studios get out of an arsenal.
The size is a<em>consequence</em> of building a game out of interactions rather than assets, and
that&rsquo;s the thing to take from it.</p><p>It&rsquo;s on PC, PS5 and Switch, and it plays fine on all three. Go in blind. Stamp the map.
Resist the wiki for as long as your pride holds.</p><p><strong>Play next:</strong><a href="/respawn/tunic-the-manual-is-the-game/">Tunic</a>, immediately, and<a href="/respawn/blue-prince-the-house-that-redraws-itself/">Blue Prince</a> after.</p><h2 id="spoilers-below">Spoilers below</h2><p>The first ending is a lie of omission, and it&rsquo;s the best-constructed lie in the game.</p><p>You collect the four flames, you open the door, you leave, and the credits acknowledge you.
It&rsquo;s a complete metroidvania: a couple of hours of clean, weird, well-paced work with a proper
shape. Then you find tools the first layer never asked for, and the world you finished turns out to
have been the tutorial layer of a considerably larger object.</p><p>Layer two is the eggs. Sixty-four of them, scattered through rooms you&rsquo;d already cleared,
reachable with tools used in ways the first layer never demanded. The bubble wand you&rsquo;d been
double-jumping with becomes a precision climbing rig. The yo-yo becomes a measuring device.
Nothing new is added; the same verbs are asked harder questions. That&rsquo;s the design thesis
proven on itself — the game demonstrates that its own toolset had depth it never showed you,
which is a claim most games make in marketing and none of them can cash.</p><p>Then layer three, and this is where<em>Fez</em>&rsquo;s ghost walks in. The bunny mural. Sixteen rabbits
hidden behind puzzles that reach outside the game — pattern-matching across rooms,
information that only means something once you&rsquo;ve seen an unrelated wall two hours away, and
at the far end a set of solutions that were genuinely cracked by a Discord full of strangers
in the weeks after launch, working together, screenshotting everything.</p><p>I&rsquo;m ambivalent about that last tier and I&rsquo;ve said why. What I&rsquo;m not ambivalent about is what
it reveals: the entire game was built downwards from the metapuzzles, and the two-hour
metroidvania on top is the<em>skin</em>. The reused rooms, the sparse decoration, the thirty
megabytes, the animals that persist because you can&rsquo;t kill them — all of it exists so that
every screen can be evidence for something you haven&rsquo;t thought of yet.</p><p>Which is why the locked room is the right frame. You stand in the same rooms the whole time,
in front of the same objects, getting slowly less stupid. The labyrinth was always this size.</p>
]]></description><pubDate>Tue, 02 Jul 2024 09:00:00 +0000</pubDate></item><item><title>Hypnospace Outlaw: The Operating System as Level Design</title><link>https://vo.rs/respawn/hypnospace-outlaw-the-operating-system-as-level-design/</link><description>&lt;![CDATA[<p><em>Hypnospace Outlaw</em> has no URL bar. I want to start there, because it&rsquo;s the decision that
makes the whole game work and it&rsquo;s the one thing every screenshot fails to convey.</p><p>You are an Enforcer — a volunteer moderator of Hypnospace, an alternate-1999 network you
browse in your sleep via a headband. The game hands you a desktop and a browser and a case
file that says something like<em>someone is distributing copyrighted material, go find it</em>. It
does not say where. There is no address to type. Navigation runs entirely on the search box,
which matches on tags and page titles, and on the links that pages have to each other. To get
anywhere you have to guess what a 1999 hobbyist would have called their own page, type that,
and follow the wreckage.</p><p>Tendershoot — Jay Tholen, with Michael Lasch and Xalavier Nelson Jr. — shipped it through No
More Robots on 27 March 2019 on PC, with console versions following in August 2020. It
Kickstarted as a joke about GeoCities. It is one of the best-designed adventure games of the
last decade, and the reason is that it stopped pretending an interface is a wrapper around a
game and made the interface<em>be</em> the game.</p><h2 id="the-search-box-as-a-lock">The search box as a lock</h2><p>Think about what a keyword search does that a hyperlink doesn&rsquo;t. A link is a door somebody
built for you. A search is a lock where the key is a<em>thought you had</em>.</p><p>When a case tells you to find whoever&rsquo;s sharing music they don&rsquo;t own, the game is asking you to
model a person. What kind of teenager, in 1999, uploads music to a sleep-network? What would
they name the page? What community would they be adjacent to? You type your guess, you get
nothing, you try the slang instead of the noun, and eventually a page loads with a tiled
background and an animated GIF and there it is. The click that opens the door is a<em>deduction</em>, and the game never told you that you&rsquo;d made one.</p><p>This is the same load-bearing move as<a href="/respawn/return-of-the-obra-dinn-the-deduction-masterpiece-in-two-colours/">Return of the Obra Dinn</a>
— knowledge in your head as the actual key item — and<em>Hypnospace</em> pushes it further, because
Obra Dinn at least tells you when you&rsquo;re right. Here you find out you were right by watching a
page load. There&rsquo;s no fanfare. Nobody hands you a puzzle-solved chime. The reward is<em>information</em>, and the game trusts that information is enough.</p><p>The other half of the system is the tags. Every page carries user-written tags, so the search
index is a folksonomy assembled by imaginary teenagers with imaginary priorities. Follow a tag
and you don&rsquo;t get a curated list; you get a slice of a subculture, most of it irrelevant, some
of it the thing you needed, and all of it written by somebody with a voice. It&rsquo;s the most
convincing internet ever built in a game, and it&rsquo;s convincing because the<em>retrieval</em> is
period-accurate. AltaVista made you think like the person who wrote the page. So does this.</p><h2 id="the-desktop-is-a-real-surface">The desktop is a real surface</h2><p>The second system is the machine itself. HypnOS gives you a desktop with icons, a taskbar, a
help app, a chat client, downloadable themes, cursors and screensavers, and a hard drive with
finite room. You buy things with Hypnocoin. You install things. Some of them are adware. Some
of them are viruses that eat your icons, and one of them is a malware infestation you have to
clean up with a downloaded tool while it actively fights the desktop you&rsquo;re trying to work on.</p><p>Making a fake OS is easy. Making it<em>load-bearing</em> is not, and the trick here is that the OS
is where the consequences land. Your evidence is the files you&rsquo;ve dragged onto your own disk.
Your bookmarks are the map you drew. When a virus scrambles the desktop, it&rsquo;s scrambling the
level. There&rsquo;s a whole genre of games with a fake-computer skin where the desktop is a menu
with wallpaper;<em>Hypnospace</em> is one of the few where you&rsquo;d feel the loss if it broke.</p><p>The ancestor here is<em>Uplink</em>, Introversion&rsquo;s 2001 hacking game, which put you in a
fictional OS and let the fiction and the interface be the same object. Before that,<em>Digital: A Love Story</em> (Christine Love, 2010) — chronologically later, spiritually earlier —
did the BBS version with nothing but a modem, a dialler and message boards, and proved you
could carry an entire romance through an interface with no avatar in it. And further back
than either: I grew up on Workbench and dial-up boards, and the thing this game gets right
that the nostalgia merchants miss is that the old internet was<em>slow to search and full of
strangers</em>, which is precisely what made finding anything feel like an achievement.</p><h2 id="where-the-loop-bites">Where the loop bites</h2><p>The moderation work is the sharp edge, and it took me a while to notice how it had been built.</p><p>You are being paid, in a currency you spend on cursors and desktop toys, to enforce rules
written by a corporation, against people whose pages you have just spent twenty minutes
reading. The design makes you<em>know</em> them first. You find the shared file by understanding
the kid who shared it, and then you flag the page, and the flag has an effect on a person
you&rsquo;ve now got a mental model of. The game never lectures you about this. It just orders the
verbs that way: read, understand, report.</p><p>That&rsquo;s a systems argument about content moderation delivered without a single line of
dialogue about content moderation, and it lands harder than any essay would, because you did
the labour. The cases escalate. The rules get pettier. Hypnospace Central&rsquo;s tone stays
cheerful throughout, which is the joke.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>It&rsquo;s a real adventure game, which means it has real adventure-game failure states. Some
searches want a specific word and accept nothing adjacent, and when you&rsquo;re stuck you&rsquo;re stuck
in the worst way: you can&rsquo;t tell whether you&rsquo;ve had the wrong idea or the wrong<em>spelling</em>.
The game&rsquo;s built-in hint system — chat contacts who nudge you — is thin, and the case pacing
in the middle act sags while the writing does world-building the puzzles don&rsquo;t need.</p><p>The other cost is volume. The network is enormous and most of it is texture, and<em>loving</em> the
texture is basically a requirement. If you find the fake GeoCities pastiche exhausting rather
than delightful by hour two, the puzzles behind it will not carry you. There&rsquo;s no version of
this game that works if you&rsquo;re not willing to read strangers&rsquo; terrible poetry.</p><h2 id="the-verdict-argued">The verdict, argued</h2><p><em>Hypnospace Outlaw</em> is the strongest case I know for building your game out of its interface
instead of behind it. Every reward is a page you found, every key is a word you thought of,
and every consequence lands on a desktop you personally cluttered. That&rsquo;s a closed loop with
no fat in it, and it&rsquo;s why the game is still being recommended five years on while the
prettier adventure games of 2019 have evaporated.</p><p>The thing it does that I&rsquo;d steal, if I designed anything: it never confirms your cleverness.
You type a word, a page loads, and you move on. The absence of a chime is the whole design
philosophy. It assumes you know when you&rsquo;ve been smart, which is a level of respect the genre
almost never extends.</p><p>It&rsquo;s on PC, Switch, PS4 and Xbox, and it wants a mouse — the console versions work, and the
console versions are also a compromise with a game built for a cursor. Play it with a
notebook. You&rsquo;ll need one.</p><p><strong>Play next:</strong><a href="/respawn/immortality-the-fmv-game-that-demands-you-scrub/">Immortality</a> for
search-as-mechanic taken somewhere much stranger, or<a href="/respawn/norco-the-southern-gothic-point-and-click/">Norco</a> for point-and-click with the
same eye for people at the edge of a network.</p><h2 id="spoilers-below">Spoilers below</h2><p>The turn is the Mindcrash, and it recontextualises every system above.</p><p>Late in 1999, Hypnospace runs a New Year&rsquo;s event, and the headband — the consumer device
piping this network into people&rsquo;s sleeping heads — malfunctions at scale. People die. The
network you have spent the game policing for copyright violations and mean comments turns out
to have been the actual hazard, and the company&rsquo;s response is what any company&rsquo;s response
would be: the servers go quiet, the archive rots, and the game skips forward.</p><p>What makes it work is that the game had already told you. Zane Lofton&rsquo;s pages are all over the
early network — a kid running a fan site, being a kid — and the case files have you flagging
his stuff for petty infractions while the real risk sits in the hardware nobody&rsquo;s moderating.
You spent hours enforcing rules about<em>content</em> on a platform whose danger was structural. The
Enforcer programme was, in retrospect, a corporation crowdsourcing the appearance of safety.</p><p>Then comes the epilogue, and it&rsquo;s the best thing in the game. You&rsquo;re in 2019, poking at a
recovered archive of Hypnospace on a modern machine, and the network is a fossil. The pages
you searched are files on a disk. The people you flagged are twenty years older or gone. And
the search box still works — same tags, same folksonomy, same terrible poetry — which means
you can go and find out what happened to the specific stranger you got banned in hour three.</p><p>The final act asks you to use the game&rsquo;s core mechanic on the wreckage of the game&rsquo;s own
world, and the mechanic doesn&rsquo;t change at all. Nothing has to. The keyword search that felt
like a lock in 1999 now feels like an exhumation, and the only variable that moved is what you
know. That&rsquo;s the same trick every good deduction game runs, and<em>Hypnospace</em> is the one that
ran it on an entire fake civilisation.</p>
]]></description><pubDate>Tue, 28 May 2024 09:00:00 +0000</pubDate></item></channel></rss>