Tag Archives: The Legend of Zelda

INTERVIEW: Brushfire Games

Another day, another interview. This is becoming a habit almost, but for good reason. Today’s Q&A is with the developer of the site’s latest leaderboard entry, Shipwrecka Legend of Zelda-esque adventure that feels more than a little bit like that classic series.

Developer Brushfire Games, and more specifically, founder Nick Gravelyn, graciously took the time to give some background on the game, and some details on the team’s future, having recently been added to Xbox One’s growing list of indie teams with games in development.

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Clearly, Shipwreck has a lot of love for the Legend of Zelda series. Really, it’s bordering on stalker status. Was that intentional, are you required to stay at least fifty feet away from Princess Zelda, and was Shipwreck always planned as a sort of valentine to that series? How did the idea come to fruition?

 Legend of Zelda: A Link to the Past is one of my favorite games of all time, so when I wanted to make a “big” game in 2013, I started prototyping features for a game like that. Because I come from a programming background, design and writing are skills I’m still building, so the game was originally called “Ember Prophecy”, and was very Zelda-like in nature. You’d have three dungeons, then a major event and plot twist, and then three more dungeons.

When I brought our first artist on board, we decided to switch up the theme to try and move away from Zelda a bit more. We moved the game to an island to establish a natural world border and came up with the Shipwreck idea. In the original version, there was no major boss or problem on the island; it was just a story of you and your crew repairing your ship and leaving for home.

Over time and playtests, though, we eventually scaled back to remove the crew and add a larger evil to the world because without it there wasn’t as much drive or purpose to the game. So we ended up going a bit full circle and the game ended up feeling a bit more like Zelda again, but we felt we still were doing what we could to make it our own.

Shipwreck - InterviewScreen

Giant crabs will ruin anyone’s party.

It’s hard to argue with the results. One of the more excellent things about the game is its dungeon design. A lot of the layout and puzzles could pass as the work of Nintendo itself. What were some of the challenges in creating the dungeons and making them unique, and in getting everything to work together just right? In hindsight, is there anything you wish you could’ve added or changed?

Dungeons for us were really hard, and took a number of tries to get them where they are in the released game. As I mentioned, I’m from a programming background primarily, so it took some experimentation to find what works and what doesn’t in the dungeon design. We wanted to strike a balance between challenging and fun so people wouldn’t get too frustrated. In the end I think we may have leaned too far to the easy side, but I don’t really mind.

There are tons of things we’d change if we went back, but that’s how game development goes. You spend 13 months working on a game and by the time it’s done, you have 13 months more experience in programming and design, and you realize all the things you wish you could add. One of the hardest things in game development is calling it done and getting it out to players.

Agreed. I wish I was a perfectionist. Maybe I’d be a better interviewer. How did Brushfire Games get started? If you had a ton of cash and resources, what kind of game would you dream of making? What would be your ultimate goal for the company?

I started Brushfire Games to help focus my dream of having a small indie studio. When it’s just you toiling away at night, it’s fun, but once you register the LLC and hire some contractors, it hits home that you have to work hard to reach your goal. That really helped motivate me last year while working on this game.

If someone tossed us a ton of money, I’m not really sure what we’d tackle first. I know I’d like to do a 3D adventure game someday, and that’d require a lot of time and resources to do well, but we have a lot of game ideas in lots of genres that we’d like to make eventually.

My ultimate goal would be to have Brushfire Games grow into an 8-15 person company where we can make some larger titles without getting so big as to incur a huge cost in management overhead. Right now, though, it’s just the two of us and we work with contractors when needed to fill in the skill gaps.

Shipwreck - InterviewScreen2

With Shipwreck released now, and I see you’re looking to get it onto Steam as well, do you have any big, additional plans for the game? New content? Or maybe an idea for an entirely new IP?

We don’t have any current plans for additions or features to Shipwreck. We think the game stands as-is, and that to add more to it would make it feel unbalanced.

We are working on our next game, which is an entirely new IP and genre. Since we’re part of of the ID@Xbox program we are hoping to bring it to Xbox One, but because we’re using Unity for our new title, we’ll also be considering other platforms later on.

Very nice. You’ll have to give my (theoretical) Xbox One indie site the exclusive first look when you’re ready. Speaking of ID@Xbox, how do you think indie games and their development will fare on this new generation of consoles? XBLIG had its ups and downs, to say it one way.

I’ll always have a biased view of XBLIG because I worked on it for a couple years at Microsoft. Overall, it has its good parts and bad parts, but it’s really nice to be able to ship a game on a console with very minimal overhead.

We’re pretty excited about the ID@Xbox program for Xbox One. We’re still in the early stages, but our experience so far has been great. It’s too early in the console lifetime to really know what’s going to happen long term, but we’re really looking forward to making games for the current generation of consoles.

My fingers are crossed for all involved, but in the end, it’ll come down to the games. It’ll be exciting to see. Thanks again for taking the time, Nick, and best of luck.

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Shipwreck is available now. You can find more info at the developer’s site.

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REVIEW: Shipwreck

Ten minutes into Shipwreck ($1.00), right in the middle of the first dungeon that plays like a tutorial, and you’ll be saying ‘Man, the Zelda is strong with this one.’ This is more than just a cheap opening statement. Other indies, like EvilQuest, have nailed the visuals and basic presentation just as well, but Shipwreck is the first I’ve played to genuinely feel like it could be a true game from the series it adores.

The plot, too, smacks of something familiar. Your ship is disintegrated in a sudden and mysterious storm, leaving you marooned on an island that won’t let you leave. Very Lost-esque, in that regard, or, in fact, similar to the storyline of Link’s Awakening. Much the same as that title put Link on an island and ditched the once-staple Zelda words and characters (no Triforce, no true Ganon), so too does Shipwreck craftily re-label the familiar (gold coins replace rupees, apples over hearts, etc.).

Not that the game shies away from the correlations. This is a respectful homage, but one that veers dangerously-close to ‘clone’ (because it’s so good) in certain instances. Luckily for developer Brushfire Games, the entire game is fantastically done, so you won’t much care or assign any blame. Gameplay is thus equally fluent. The protagonist is given a sword to start, and you acquire a shield soon after. You can equip two items at once, and the toolset you’ll accumulate over the course of the journey is old hat to any Hyrulean superfan (crossbow, lantern). So far, so Link.

The overworld of this island is beautiful, but smaller in size and not as thrilling. You have the requisite chatty villagers, homes to rummage through, and a mayor asking you to rid the land of a vengeful ghost (the cause of said storms), collect the four elemental seals, so on and so forth. Other than the town proper, where you can stay at the inn to heal your wounds or purchase portable recovery items (this will be necessary) the overworld is mostly used as a walkabout to separate you from the meat of the game— its excellent dungeons.

Here the game excels, offering up cleverly-designed levels that mimic the puzzles, the layout, and the feel (yes, I’m saying it again), of Nintendo’s best. You’ll throw switches, trigger spikes, find keys, fight pesky foes in near-darkness, hell, even purposely-plummeting to lower floors to access otherwise inaccessible areas is faithfully-reproduced in Shipwreck‘s labyrinths. And it’s great. Really great.

Shipwreck - Screen

‘Go ahead and get inside the creepy lighthouse, kid. I’ll stand guard out here.’

So much so, that you won’t mind some of the ho-hum boss fights, or lament the absence of an overworld map, or better tracking of locked doors and objectives in the dungeons (some confusing moments, but it’s all minor stuff, I promise you). Counting the extended tutorial and the final showdown at the lighthouse, it makes for six unique dungeons in all. That’ll equate to about three and a half hours of adventuring for most, and if you’re like me, you’ll wish it went on for longer.

Which is the very thing you want to hear about a game and its overall level of satisfaction. Everything in Shipwreck looks, feels, and sounds (Catchy soundtrack? Check!) authentic, and the love it shows towards the source material is evident. So lap it up, ladies and gents. This is probably the closest we’ll ever get to a Legend of Zelda game on Xbox, and I can’t imagine it being any better than this.

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Review on Indie Gamer Chick

Review on Game Bias

REVIEW: Sushi Castle

Ignoring the urge to joke that this is a review of a medieval-themed chain of Japanese restaurants instead of a game, Sushi Castle (80 MSP) is actually a roguelike dungeon shooter whose obvious inspiration is PC indie The Binding of Issac (thanks @MavericForever). Both of them, in turn, owe their existence to Legend of Zelda. Imitation is the sincerest form of flattery, of course, and Milkstone Studios abides, opting for ninjas and their aesthetic in an attempt to differentiate itself. So, it’s clearly not original, but is it any fun?

It is. Having been a recent convert to the world of ‘losing all your shit once you die’ games, I quite enjoyed Sushi Castle, which places random chance on equal footing with skill. And that randomness applies to every part of the game, not just what room you find yourself in.

Using the dungeon template of the original Zelda, each room must be cleared of enemies before you can advance. Other doors require scissors (taking the place of keys), which sometimes lead to treasure rooms or wishing wells, or (careful what you wish for) more trouble. Enemy spawns and types, weapons and outfits, items that can boost or subtract your stats— they all switch up. Complete a pair of floors with a boss at the end of each, enter the next section. The goal is to get to the end without dying, however you can.

And however you go about it, expect to have a fight on your hands. Either you’re swamped with enemies or there’s traps waiting to be sprung, often in a friendly disguise like chests or items. You can never take for granted that the next room (or its contents) will be lax. And it’s those random layouts and payouts, the nagging uncertainty that precedes each decision you make, that provide the most tension and fun, and ensure a new challenge (or frustration) each playthrough.

With death comes the total reset as advertised, so there’s no strategy in holding back; hoard when you can, buy when the chance presents, and when the times comes, hit with everything you’ve got.

One final bit: The DLC section in the menu, which lists Sushi Castle‘s future intentions once the game hits certain sales milestones. I’m okay with DLC in retail. I’m even more comfortable with in XBLIG, as it’s a free update if you’ve bought the game. I just wish developers wouldn’t go out of their way to tell me what they’d like to add. Whether it’s the case or not, it smacks too much of shipping a half-finished game, dependent on the wallets of others.

Still, Sushi Castle is fun for console gamers who’ve missed out on ‘Issac’ roguelikes until now. Despite the groundwork having been laid for it, the game establishes an identity, and I welcome the DLC, if / when that happens. Not that it’s even needed. What’s in place already is good.