Submissions by ZacWatson tagged platformer

Overview

Information is Power. In Memory Thief, players have the opportunity to see just how powerful that information is. As a detective investigating a series of crimes in a futuristic utopia, players witness firsthand this power. The ethical nature of 'memory theft' is questioned as players both use and investigate this powerful technology, and the effect it can have on society as a whole.

Core Mechanics

Memory Thief is a 2-D sidescroller presented as a cross between a typical point-and-click and a platformer. Memory Thief utilises dialogue systems similar to P&C games, while also using platforming for chase sequences and limited combat. The game is presented as a nonlinear series of stages (similar to FEZ) which are accessed through the police station, which functions as a 'hub world'. The game uses a number of real-world constraints - for example,. players cannot jump up or fall very far. Instead, ladders, stairs, and elevators are used to move up and down levels. This also allows the level design to mimic rooms and buildings similar to the game Gunpoint. As players progress through their assigned missions, their technology, items, and clothing can all be customised in order to better suit future missions. Similarly, players can also choose from a number of skill trees that affect their performance in missions. Many of these focus on memory manipulation and conversation, allowing players to further interact with NPCs in different ways.

Narrative

Memory Thief is a game that chooses to focus on delivering a lesson in the dangers of technology. Namely, the issues that can arise from a person losing their memories, calling into question who they really are. At the same time, the game attempts to portray the ethical issues surrounding it. As a supposed 'lawful' representative, players are given numerous situations where they can employ the same technology in order to 'fast-track' their way through situations. However, this can lead to narrative-constructed penalties, with their story changing depending on how well they 'toe the line'. It also opens the window for more strategies; players with information 'stolen' from suspects or criminals can also be used to the main character's advantage. Similarly, players may also find that some criminals have advance warning of their presence or intentions, due to their use of the same technology.

Memory Thief utilises a similar level design system to Noir Syndrome, albeit differing in the navigation between levels.

Overview

In Wind Walker, players take control of a young boy, Kata, as he confronts his fears within a dream world. Presented as a 2D sidescroller, Kata journeys through a variety of dream realms, confronting beasts based on several different elements. Water, Fire, Earth, and Storm are just a few of the several different areas that Kata progresses through.

Core Mechanics

The core mechanic in Wind Walker is Kata's ability to manipulate the wind. The wind provides a number of different abilities to Kata, allowing him to blow enemies around the screen, as well as push objects and pieces of scenery around as well. This allows Kata to activate switches by moving terrain objects onto them, or enemies as well. The core mechanic is further adjusted depending on the elements that Kata has conquered so far. Water and Kata's wind powers can create waterspouts, lifting him to new places and areas that he could otherwise be unable to access. Combinations of these powers are made necessary as Kata progresses through the levels, requiring more problem solving and logic as the game continues. Kata is also able to gather collectibles that increase his powers, granting new effects on top of the combinations that have already been acquired. Because Wind Walker is about Kata confronting his fears, the creatures that represent his fears each represent a different type of fear. As such, these different fears require different tactics to defeat. Some require pure attacking to defeat, while others require use of Kata's unique powers in combinations to whisk them around the level before disposing of them.

Environment

Wind Walker utilizes a hand-drawn art style, attempting to recreate and animated painting of a fantasy realm. The different realms reflect the types of elements they focus on, with a central theme throughout. The fire realm, for instance, is permanently covered in a red sunset, while the Water levels feature a clear blue sky and loud music. The music is as much a part of the environment, and the changing and shifting music between the different elements further differentiates them from each other.


Wind Walker uses a japanese-inspired art style.

Image Source