(http://www.thethoughtradar.com/Eternally%20Us/Screenshot.png)
Eternally Us is a tale of love, life and friendship. It was built by Leafshade and I for the April MAGS competition, with the help of some fine voice acting folk and the testing advice of Sebastian.
We hope you enjoy.
Download (http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1303)
Mmm this is nice so far. However...
Spoiler
When you grab the tree root and then look at it, the character disappears
Once again, you two have made a lovely game :D
Quote from: Tier on Sat 01/05/2010 12:41:10
Mmm this is nice so far. However...
Spoiler
When you grab the tree root and then look at it, the character disappears
fuck fuck fuck.fixed, fixed, fixed
Loved it, loved it loved it!
Some of the best voice acting I've seen in an AGS game. Congratulations!
Is that pidgeon shooting laser beams? :o
Great game guys! I loved every moment of it. Some amazing voice work too.
Some small issues I've noticed in my quick playthrough, but nothing serious.
Spoiler
-hotspot at the base of the left tree is glowing like it was supposed to be glow for his eyes. Only a small region too.
-holding the branch while looking at it or the tree will cause the player to go invisible You just fixed it.
-She uses Glowworm in the dialog when she picks it up but it says Glow Worm when you hover over the item (or it was looking at the item).
-interacting items with the grave and acorn on the ground result in "I don't see how that would help." without voice.
Amber has a great voice, I enjoyed listening to her.
Also I take back my negative feelings of those pre-rendered falling rain, snow and leaves.. they look completely fantastic.
Tick Tock.. Great lines for him, and voice too.
Awesome game.
Tick tock!
I think it needs a walkthough or I am missing something.
I cannot even figure out the first puzzle (the Pigeon one).
And amazing voice acting and artwork, btw.
no need to comment about it
FANTASTIC
I almost cried at the end you really touched me
so dramatic and you kept me thrilled or strained all the way to the end
:) :) :) :) :) :) :) :) :) :) :) :)
nad BTW i am not a fan of voice overs, but this one really fits quite well.
thank you
Tier: Thanks for pointing out the bug, glad you enjoyed, and yeah our voice cast for this were proper
incredible!
Crazy: No but it should be :(
RT: Told ya bout the FX, man ;). Glad to hear you enjoyed it too, and good show finding those glitches.
Arjon: Cheers bro!
wisnokij: It's a tiny bit complicated:
Spoiler
When you throw bread to a spot, the little pigeon lags behind the big ones, perhaps try throwing some to him once they've flown away?
If you're still stuck:
Spoiler
Perhaps he needs a bit more time to get the bread... try getting the other pigeons as far away from him as possible first
Glad you're enjoying it in spite of this.
David: One could hardly ask for better feedback than that. Thank you!
Thanks,
and having played more now, I can say with certainty it is the best voice acting and script writing I have ever listened to.
and with the superb visuals and an interesting story, it makes a very moving experience.
Quote from: Crazy on Sat 01/05/2010 13:43:22
Is that pidgeon shooting laser beams? :o
WHY DIDNT WE THINK OF THIS?!
PEW PEW PEW!
EDIT: my 1000th post is about pigeons.. ::)
Very nice, guys! I loved how every room was linked together and all the visual effects you guys added. The voice acting was also quite good and I wish I could turn off the subtitles just so I can listen to them talk instead of reading all that text!
Couple of things I found was that when you
Spoiler
use the bucket with the grave
there is no corresponding voice to the text that is being said, and also when I save the game I just see text and no speech. It was also running pretty slow on my computer, although I do have a windows computer with a Pentium 4 from 2002...
Oh also, for the fade effects and stuff did you guys roll out your own? I'm always curious to know about these things, since I wrote the Tween module so no one would have to write their own thing ever again, hehe...
all the tweening was coded by me. Very badly.
I only remembered the tween module halfway through development and didnt have time to go back and change everything so i just thought screw it.
I'll fix the missing voice file.. I'm almost certain it was recorded I just mustve missed it off... its hard to be 100% sure that youve got them all.
The visual effects can be fairly taxing on older machines but i tested it on a P4 3ghz with an old intel graphics card and got a full 40fps.
those full screen particle effects can be a little much though.
you might have better luck in dx9 mode but then you sacrifice the Vsync which is kinda important with scrolling rooms.
Very nice game. I enjoyed it quite much. On the production side, it was pretty impressive. (How did you do those rain/snow/leave effects??) :)
Some minor gripes (in my humble opinion):
Spoiler
- The left tree's talking animation starts about 3 seconds before the voice file, and is about twice the speed of the voice anyway.
- You could speed up the credits a bit. :)
- I wonder if there is a way to infer the different stages of grieving, rather than state it outright, because I feel that this may be one of those cases where there is more power in leaving something to be interpreted to the player, rather than outright told.
- The "villain" of the story: I thought the atmosphere change was a bit jarring in the beginning, from tranquility to downright horror. Perhaps if there was a more gradual change into it. (You know, in Trilby's Notes how the dark world slowly manifests itself and you don't know what's going on... then finally the Tall Man appears after numerous build ups of suspense). You could just open the door and leave the player in mystique as they seem to be going down into a proverbial rabbit hole.
Anyway, that's just my opinion. I really enjoyed it. Good job on all fronts!
Really great game; and good message too.
I don't know how you do it, Ben, but you do it every time.
Lovely, lovely graphics and animations.
Marvelous voice acting from the cast (surely not amateurs!), especially the two girls, and great music too.
The concepts and the flow of the game itself were also very well executed; the whole experience had a very satisfying roundness.
Excellent game.
Congrats to all involved. :)
Quote from: TheJBurger on Sat 01/05/2010 20:52:12
Very nice game. I enjoyed it quite much. On the production side, it was pretty impressive. (How did you do those rain/snow/leave effects??) :)
The are pre rendered effects done in after effects.
If you'd like something similar for your game, give me a shout. I'm sure i can fix something up fairly quickly.
(same goes for that steam effect on your trailer, tut tut)
Spoiler
Some minor gripes (in my humble opinion):
- The left tree's talking animation starts about 3 seconds before the voice file, and is about twice the speed of the voice anyway.
This is due to the way the actor delivered the lines. He opens then with a lot of vocal 'noise' so i had two choices.
I could either cut those off and have a more fitting animation.
or i could leave them in and sacrifice the animation a little.
I chose the latter simply because it added alot to the character which I felt would be a terrible thing to lose
Spoiler
- You could speed up the credits a bit. :)
most nitpicky comment ever :p and anyway you can press escape to exit the credits.
Spoiler
- I wonder if there is a way to infer the different stages of grieving, rather than state it outright, because I feel that this may be one of those cases where there is more power in leaving something to be interpreted to the player, rather than outright told.
I did think about this at length but i decided that, on balance, it would be better to produce the point of the game in a kinda of 'reveal'. Like that scene at the end of The Usual Suspects.
Spoiler
- The "villain" of the story: I thought the atmosphere change was a bit jarring in the beginning, from tranquility to downright horror. Perhaps if there was a more gradual change into it. (You know, in Trilby's Notes how the dark world slowly manifests itself and you don't know what's going on... then finally the Tall Man appears after numerous build ups of suspense). You could just open the door and leave the player in mystique as they seem to be going down into a proverbial rabbit hole.
I hadn't really given this that much thought. In such a short game it is kinda necessary to really push the progression a little but, on reflection, I suppose it could have been handled a little better.
Quote
Anyway, that's just my opinion. I really enjoyed it. Good job on all fronts!
Ta luv!
Pretty fanatastic game, I especially love the flow of the game and the production values.
I would have to agree with theJBurger regarding the naming of the rooms, I don't think it is required.
I also felt it was a bit odd that characters always had a smirk on their face even though they were clearly depressed.
Well, what can I say. You two impressed me once again. A very touching interactive story with good graphics and excellent voice acting. I just loved the room transitions.
A beautiful game guys, the artwork and the tone is very pleasant, for some reason from loading it up I almost feel relaxed. I've only had a quick bash but I hope to give this more attention :)
One of the nicest yet.
I wrote up a little review on Eternally Us, not that anyone reads what I write.
http://wisnoskij.blogspot.com/2010/05/eternally-us.html (http://wisnoskij.blogspot.com/2010/05/eternally-us.html)
Never really been a fan of your very poetic style of writing, Calin. Just a little too verbose and flowery for me, especially the gargoyle things on the anger screen. It certainly was very pretty, and the effects were all kinds of nice, but I didn't really feel much connection to the story. I'd have preferred Amber had some more characterization in the beginning and middle sections, until the finale, she only seems to ask simple, repetitive questions that reminded me of Solid Snake. The ending
Spoiler
was sort of obvious from the beginning, that Fio was dead and all that. I did like the stages of loss review and didn't think that stating it outright was a bad thing.
Puzzles were mostly pretty good, some overly simple, but the good ones really shined. I liked best the puzzles that depended on timing and location rather than item-hotspot combination.
Overall, pretty good, sorry I'm not amazed or stupefied, but it's just my opinion.
I don't think anyone expected anyone to be amazed or stupefied ;)
As long as you enjoyed it more than you hated it I'm happy. :)
Quote from: david on Sat 01/05/2010 17:45:28
no need to comment about it
FANTASTIC
I almost cried at the end you really touched me
so dramatic and you kept me thrilled or strained all the way to the end
:) :) :) :) :) :) :) :) :) :) :) :)
nad BTW i am not a fan of voice overs, but this one really fits quite well.
thank you
What game were you playing?
Wow! I practically never post here, but I thought I'd log in to let you guys know how I liked the game.
Even though I finished the game in about 30 minutes, it was probably the best game I've played this year! Honestly!
The backgrounds and sprites were excellent. The music was perfect. I really loved the effects with the rain, snow, and leaves.
What else? Voice acting was amazing. Puzzles were very enjoyable and not too frustrating. No bugs. Most importantly of all, the story was immersive and had some great emotional moments (the ending mostly). Oh, and those room transitions!
Best ever! :)
Ben you're a machine.
*DOWNLOADING*
Quote from: Corby on Sun 02/05/2010 02:27:17
Wow! I practically never post here, but I thought I'd log in to let you guys know how I liked the game.
Even though I finished the game in about 30 minutes, it was probably the best game I've played this year! Honestly!
The backgrounds and sprites were excellent. The music was perfect. I really loved the effects with the rain, snow, and leaves.
What else? Voice acting was amazing. Puzzles were very enjoyable and not too frustrating. No bugs. Most importantly of all, the story was immersive and had some great emotional moments (the ending mostly). Oh, and those room transitions!
Best ever! :) I also cried so badly, I run out of tissues..
What game are you guys playing!! Seriously! :D
...
damn birds.
Terrific game. Stop. Very touching. Stop. Awesome production values. Stop. More please. Don't stop.
Whoa, pretty slick guys! The voice acting is great quality and the music really helps sell the mood.
I'm getting a little frustrated with the one option clickingthough. I find myself grumbling at the screen after hearing the same excuse over and over again when all I want is her to look at something to give me a hint at what I'm supposed to do... Keep in mind I'm pretty terrible at these games :D
Speaking of being terrible at these games... can someone drop me a quick hint?
Nevermind. Just realized you can right click *sigh*
great game, calin and ben.
like the others said, the voice acting and effects really stood out. loved the way you did the rain reflection, as well as where she walks in the mud.
My comments:
Another outstanding game. The immersion factor is 100% because of the graphics, sprites and music. I've never experienced such good voice acting; I usually switch it off. In this game, it just takes the game up to the next level.
The puzzles are simple. So simple that the game is almost like watching a movie where you have to click "next" to get to the next scene but having puzzles slow you down just makes it a bit more interactive. The only puzzle I spent some time on was the birds. Perhaps the hardest puzzle should be the last puzzle of the game rather than the first puzzle that launches the story.
This is not a criticism, merely an observation. If you're expecting a King's Quest-style adventure, this isn't it :) This is a very thought-provoking, moving and interactive experience rather than an adventure game. I have to disagree with the people who suggest that the brief explanation of the different rooms that comes at the end somehow diminishes the game. My opinion is that it ties everything together and shows you more about what game is about. I, for one, would not have picked up on this.
Lastly, I'm wondering if there was an actual event that led to the theme behind the game? Did someone who authored the story experience a loss similar to what is depicted in the game that had to be dealt with emotionally?
Thanks for another gem of a game!
Cheers
Paul
A few comments:
1.) I really wish
Spoiler
we had gotten to know everyone before it started. The ending wasn't that sad because we didn't really know them. It felt like reading about it in a newspaper. I was genuinely sad, but I feel it would have been much more powerful if we had seen, for example, (or at least heard of) some specific examples of the good/bad times both had been through together.
2.) The puzzles were pretty decent, although some had me stuck for a bit, specifically the ones with animals.
3.)Art, as already mentioned, was excellent.
4.) Overall it was touching and certainly worth the play-through. Good job :D
A very tight game, I enjoyed it all the way through.
Great work guys!
I really enjoyed it! It's a great game. Thank you.
naggynerd.com has reviewed this game. Read the full review here:
http://www.naggynerd.com/?p=326
Art and music were top notch.
The voice acting left me speechless! (Pun intended.) Just amazing.
Puzzles were very different from the standard, which is always good, and they were hard enough for the game.
Several suggestions were made about how to improve the game: more characterization for Amber, a less "spoon-fed" ending, et cetera. I don't think any of these apply to a game this short.
On that note, when (not *if* but when) are you going to produce a full-length game?
- Cogliostro
Are you thinking about something like this:
http://www.youtube.com/watch?v=1rdaj8cE2nE
?
Very well made and great atmospheres you guys created in some of these 'rooms'. Loved the rain/snow etc fx. Good pacing, explaining at the end didn't bother me.
thumbs up!
How beautiful again..... great visual effects, nice transitions within the room. Beautiful voices.
Congrats to all who participated in this.
What annoyed me a bit was the predictability in the puzzles. But that didn't take anything from the beautifully told story...
What I also found strange is ...
Spoiler
The puzzle with the bucket: You pull the rope and can't get it down because you're not heave enough. Fair. But when you pick up the stones, you still can't. Only after they're in the bucket you can get it down.. What's the weight difference?
And of course.. I have to report a typo.. ;-)
Spoiler
It's the last one (#3) in the credit list: Grostesque = Grotesque
I enjoyed the game a lot and didn't expect otherwise with the talent involved.
Graphics are excellent, I particularily loved the autumn forest with the falling leaf effect. In general the whole game had a very polished feeling, from little animations for every action to fitting sound effects and the voice acting.
Although the game wasn't about puzzles, what was there was challenging enough, considering each puzzle was contained to a single room.
As for the story, it was touching of course, but I felt the outcome was predictable. Making the bulk of the game more subtle/ambiguous might have heightend the impact of the ending for me.
Minor quibbles aside, great work, everyone involved! :)
For those who say the ending was predictable:
Spoiler
Did you really pick up that the five "rooms" were the five stages of grief?
If so, bravo.
Quote from: SteveMcCrea on Tue 04/05/2010 14:29:24
For those who say the ending was predictable:
Spoiler
Did you really pick up that the five "rooms" were the five stages of grief?
If so, bravo.
The people who didn't pick that up can't read.
Beautiful game, nice idea, generally great voice acting and good soundtrack (maybe not quite stylistically consistent but that is nitpicking!). Nice weather effects and good solid scripting (at least in appearence and effect! ;))
The only criticism I have (and this is meant as 100% constructive) is that the dialogue does verge on the pretentious side here and there, esp. gargoyles(?) and trees. This may just be my opinion but I find that often simpler is better.
Great job Ben & Calin! :)
@Merte - I think Steve meant anyone who picked it up before the "reveal" at the end, and I add my "Bravo!" to that.
Steve:
Spoiler
Yup, don't remember where I first picked up on it but was pretty sure that my observation was correct when I got to the swamp (then again, I've been fascinated by the stages of grief concept ever since watching All That Jazz). I don't think it spoiled anything though - it was pretty clear that Amber would come to some kind of insight and learn to cope with her loss, but until I saw the gravestone in the final screen I wasn't sure if Fio was dead or it was just a (somewhat melodramatic) reaction to a simple breakup.
Whether it's predictable or not, this isn't an M. Night Shyamalan movie (thank god!). It's perfectly enjoyable even if you've guessed the "twist" - possibly even more so. In fact you probably get much more emotionally involved with Amber if you realize it early on (or when replaying the game), than you would experiencing it as a pure fantasy story about a love interest spirited away by supernatural beings.
My only point of criticism is the final labeling of the stages which (besides robbing me of the opportunity to show off my cleverness on the forums :)) I feel lessens the emotional impact of the game. By revealing the underlying structural concept, in the middle of the grand climax nonetheless, you also turn everything we've felt intuitively so far into a clear intellectual construct. Instead of letting the final moments sink in and allowing us to reflect upon Amber's spiritual journey, we're given the answer sheet and spend the credit sequence mentally backtracking through the game thinking "oh, I see, yeah that was pretty clever" rather than pondering how this emotional roller coaster ride affected us and what we'll be taking with you from the experience.
That aside, my overall reaction to this game was "Wow, fucking wow!". This is very likely the best MAGS game I ever played. Actually it makes me feel better about not making the deadline myself, because no way I could or would want to compete with artistry like this.
To echo what everybody else have been saying: Awesome voicework, Ben's most beautiful art so far, lovely particle effects and most excellent writing. It takes amazing talent to write this kind of dialog without being melodramatic - especially when acted out - so kudos!
A very nice game!! for me, this is Ben's best artwork so far..
and i have to say those rain/snow/leaves falling effects might be one of the best particle effects in ags games, it's really blend with the background which i like it so much..
nice story and music.. and of course, great voice acting!! well done Ben & Calin.. and anyone involved in this game.. :D
Hooray time for me to defend my writing!... again.
Do you *really* think it was over the top?
I mean, granted, it is a little dramatic in places but it is supposed to be.
I can fully appreciate McCarthy being over the top.. because it was but to me this is just standard metaphor.. it's just writing.
It's not Keats or anything but ya know..
The gargoyles might possibly be considered a little purple but they were largely inspired by Samuel Beckett's 'Play' so i, somewhat consider it homage but I don't possibly see how the trees can be considered so. They were cryptic, not pretentious.
As for the ending,
Spoiler
it was never supposed to be a huge secret.. It was supposed to be hinted at along the way and I kinda thought people would appreciated that Fio was dead by about the 3rd room.
The reason I included the explicit labels was to increase the smug factor for the player. If it were a book or a play I would probably not have been so forthcoming but games are different and giving sense of achievement to the player is very important.
The player didnt 'win' this game by getting to the end.
I've been mulling over whether or not to post something about this for about a day or two now, and considering it comes up far too much in my conversations with others (by their choosing, not mine), I figured I'd finally put some of my opinions and thoughts of this game down in text, on the thread.
Please note, these are merely MY opinions, MY thoughts on things, MY constructive criticisms. By looking at this thread, I'm sure most of you, a great majority, will not agree.
That's fine. You're entitled to your opinion. That said, because our opinions likely differ, please do not tell me that I'm wrong. It's my opinion. You have yours. This isn't me trying to convert anyone to my opinion, I just want to express myself, and hopefully some of the constructive criticisms I post can be used to better the future creations of the creators.
If anyone has issue with anything I say in this post, feel free to PM me. I'm more than happy to discuss any of these points at length. In fact, I would even welcome discourse directly with the creators, should they deem me worthy of their time.
Anyways, enough of the preface, let's get down and dirty. Now, as you've probably guessed, I am going to write a lot. If you don't like reading, skip my post now. Please. Because this is going to be, in most likelihood, a long post. (yes, I save my words for posts like these, which is why I don't have many posts)
So, I'm not really sure where to start with my opinions, so I'll just start from literally the very beginning.
Off the bat, overall, regardless of the 'scene' in the game, the artwork by Ben304, was utterly fantastic.
I want to point that out, even though everyone else did, because personally I feel that the greatest part of Eternally Us is the artwork. I find it to be very colourful, very lively, the animations are delightful, and every 'screen' is a visual treat. A 'sexual escapade for the eyes', as it were. Now, I realize that I'm heaping loads of praise on the artwork, and maybe it's not without its flaws. HOWEVER, even as an artist, if there were any flaws I didn't immediately notice them, due to how well everything artistically was put together. Anyone can nitpick artwork, but I for one am not one of those people. I find if something looks good, it looks good, and generally, that's fine. (Ben, your art and style look quite above just 'good' or 'fine'). Oh, also the logo? Nice touch.
Audio wise, I really have no complaints here either. Why? Because I don't compose music. Because I don't compose music, I really only know what I like, not necessarily what is good. That said, the music in Eternally Us, to me, seems fitting for most of the scenes. It's appropriate, has good volume levels, and due to the nature of the game, isn't overly catchy, or memorable. Which I appreciate, because if it was, that would miss the entire point of what you were trying to do with the game. I would never sit down and listen to the Eternally Us soundtrack (hopefully you're not planning one), because I feel that the music really shines in conjunction with the scenes its in. This is not a negative comment, for anyone looking for something negative in my words. I sincerely do appreciate the fact the soundtrack is suited only towards the scenes its in, and only while playing the game, because that shows that care was taken to craft the tracks specifically for the game, and not for generic purposes or easy listening.
Oh, as for voice acting? Generally well done, although a number of the male voices sounded far too similar to each other, and I did end up surprised that it was three different people, which speaks muchly to each of their ranges. Kudos to them. And both VAs for Amber and Fio did a bang up job with what they had to work with.
So you're all likely wondering why I'm writing so much, and why I feel my opinions differ, when they seem to be quite similar so far to everyone else. This is where the real meat and potatoes of Eternally Us comes to the forefront. I'm talking about the story. The writing. The progression. The puzzles.
While I understand that the common opinion (at least in this thread), seems to be that Eternally Us can do no wrong, and is an emotional journey, I will be one of the few (if not only) to differ in opinion on that. While I can certainly understand the journey, and did so while playing, I feel it fails to create an appropriate emotional tie to allow it to reach the intended reaction that the authors desired.
POTENTIAL SPOILERS...
Spoiler
Allow me to explain. From least irksome to me, to most irksome.
Least irksome: Puzzles.
Why do I find them irksome at all?: I'll be honest. There is a clever one or two. The squirrel and the acorn? I found that to be clever. Most of the others? Well, they fit the scenes well enough. However there was one that I feel was wasted potential, and leads into one of the things that I found most irksome about the game.
The bird feeding puzzle.
Likely not surprising to some people, although my reasoning may differ. MY reasons for finding the bird feeding puzzle irksome are two fold. The first of these, regards the 'puzzle' itself. Why is it irksome? Well, because it's kind of unnecessary. What do I mean? I mean there's 4 options, only 2 are valid, and unlike any of the other puzzles in the game, it doesn't quite relate to the scene. It becomes a puzzle that some people may struggle on, if they don't realize the crumbs need to be tossed at the path, but beyond that there is only one solution, and it doesn't further the character development of Amber and Fio. I find a puzzle of trial and error, where you have A, B, C, and D, but C and D have no use whatsoever, and any combination of A, C, D or B, C, D will not yield results, doesn't help anything. Granted, that's a puzzle design irk. And my views on puzzle design are likely different than others. So, that's likely REALLY personal opinion. Still, to me there's an even greater reason I found it irksome/bothersome...
And that reason also ties into what I found most irksome about the entire experience.
Most irksome: Lack of character development/attachment/emotional tying to characters.
What's that AC? No character development? No emotional ties? What are you talking about AC? That's crazy talk.
You know, you're all right. I am crazy. I'm the sort of crazy that happens to enjoy a well told story. In my opinion, I feel the authors were aiming to create a story that takes the spectator on a emotional journey through the stages of loss. Where the player starts thinking they have something or someone they care about, and then working through the various stages of loss until they find acceptance. In turn, they wanted to add the twist, of having the player wonder what exactly they had lost, thusly revealing in all its glory, that Fio had in fact died, and had been dead the entire time. Most player likely realized Fio was dead well before the end, but Fio's death wasn't the focus. The journey of loss ending in acceptance was.
Now, while I applaud what they were aiming to do, I feel it fell short of their goal. Again, as I've just established with my 'crazy talk', you all likely disagree. I understand. It's fine. You don't need to remind me, or even explain your point of view. I can clearly see your point of view, however I don't share it.
So, how did it fail? Why would I say that it failed to do what it set out to do? Now, I could be wrong in so far as what they were trying to do. I could be. Based upon everyone's reactions however, I'm thinking I'm not. That said, and out of the way, we fail to have any sort of insight into either Amber or Fio before the wonderful journey begins. The most we learn before the 'game' or journey, or emotional rollercoaster, or whatever you want to call it starts, is that, unless I'm remembering this wrong, Fio likes the smell of cut grass. I also, unless mistaken, got the impression that Fio had some degree of compassion for small animals. That's about it. Oh, and the vague impression that Fio and Amber knew each other. Whether they were long time friends, lovers, enemies, rivals, sisters, mother/daughter, aliens from the planet Wazoo, neighbours, cousins, what have you, we never really get a full impression of until the end. But I'm not at the end yet. I'm still at the beginning, so bear with me here.
Let's back up a moment, faithful reader. Remember when I spoke about how the bird puzzle bothered me? Well, it also bothered me because it was a perfect, prime, ripe opportunity for us to learn more about Amber and Fio. To get to know them. To learn what makes them so close. Two things that would have 'helped that' here. One? Maybe having three or four 'similar' scenes of them in the park, talking to each other. Maybe some dialogue options. Let us get used to the characters, then toss her being gone at us. We'll have been attached by that point. Emotionally invested.
Two? Okay, don't do those scenes, but why can't Fio and Amber talk while Amber is throwing around the bread crumbs? I think that would've been a great way for us to become more emotionally invested in the characters. Maybe they just reminisce. Maybe they talk about any number of things. It'd still make us more involved. The longer you'd try to solve the bread crumb puzzle, the more you'd learn about the characters, almost as if trying to spend more time to Fio. To hold on to her as long as you can.
To me, that first scene was almost a wasted opportunity to get the player/viewer/reader REALLY attached/involved/tied to the characters on some level, be it emotional or not. In fact, had the writing merely lent itself to providing us a better glimpse into the deep relationship between Fio and Amber PRIOR to Fio disappearing, I feel that (at least for me) I would have been more emotionally invested throughout the journey, and may have felt something for the characters, as opposed to, well, nothing.
Other wasted opportunities for furthering the ties, came in each scene. In no scene are we treated to any reasoning for Amber to search after Fio, except that they were close. Or something like that. In fact, nothing is really mentioned about their relationship or why they were so close - even the snippet we get of their relationship at the end doesn't serve enough information to us. The information we get is too little, too late, even if nice. I mean, sure, nice to know they had a sleepover, and there was a star shaped flashlight. It didn't bring me any closer to caring about either character though.
In every scene, Amber seems to fight so hard after Fio, one way or another, but, again...no dialogue explaining it. No, "I have to find Fio! We grew up together! Etc. etc. etc." Just, "Need to find her, where is she? Help me find her."
Which brings me to a minor thing. The whole 'non-interactive' Amber going through the door and following what I assume was the character 'Hurt'. After thinking it through, I find that it was only necessary for it to be non-interactive because the player, at that point, has no reason to follow.
Hear me out. We know nothing of Fio. Or much of Amber. There's an open door. As a game player, we might follow due to it being the only exit. Otherwise? Not really. There's no reason or context to 'follow 'Hurt'. There's not reason or context to travel in the random door from thin air. At least to me. If there was more to attach the viewer to the characters, then going through that door would feel natural. If there was more character development/progression in each scene, learning about why Amber would CARE so much about Fio, and why we the player should care about Amber and her plight. Not to mention her ever increasing journey.
Is some of the dialogue pretentious, flowery, over-wordy? Maybe. Maybe not. It doesn't bother me. I know what the writer is going for. Problem is, it almost seems like the author is trying TOO hard to let us know that they're smart. That they know how to write something. What this does in the case of Eternally Us, is it robs the spotlight from time that could be used to show us more of the characters. Instead, it highlights the situation. The situation has little weight without insight into the characters. We (and I guess I mean I) don't feel involved with the characters, so working through the stages is like looking at a series of postcards. Overly pretty, interesting to interact with, but it's like the backs are blank and waiting to be filled with personality.
I could keep typing, and could keep providing ideas for alternate ways of going about things, but I don't want to make this long post EVEN longer.
END OF SPOILERS.
...yep. I wrote a lot. Thank you if you read the whole thing. I did cut it short, but hopefully my points and views were made, and you can understand where I'm coming from. If not, that's fine. I respect you and your opinions, your views. I think everyone who has played this has some sort of opinion on it, and I think that's a good thing. Hopefully the creators will learn from this experience, and whatever they do next will build upon this, and become even better by sheer virtue of improving on the story/interactions.
So, yeah. Wrote a lot. You just read a lot if you got here. It's just kind of unfortunate, that in a way, you've likely learned more about me, my opinions, my views, maybe even my writing and thoughts, than we as players learned about Amber and Fio throughout the entire play through of Eternally Us. Which is unfortunate. I really wanted to get to know Amber and Fio. They seemed like a pleasant pair.
P.S. BTW, I don't like the smell of cut grass in the summer. Oh, and I never had a star shaped flashlight as a child. Just FYI. Small animals are okay though. I also have a cat and a dog. The dog is a cockerspaniel named Moka, the cat is a tabby named Ginger. Oh, and I have a sister, who is three years younger. :) THE MORE YOU KNOW!
I really enjoyed the experience. Thank you Ben and Steven.
Gah, I should have spaced this out in several comments, but I'm afraid I'm going to have to wall of text you fine folk as well, I guess. AngelicCharon should feel right at home reading this ;). Btw I don't know how much of this coincides with Leafshade's opinions, so take it just as my own I guess.
Firstly, thanks to everyone who has played the game and especially those who have commented. To the people who posted really nice comments, you absolutely made the time and effort spent putting it together worthwhile. I've always wanted to be involved in a project that people found moving and have never been in a position where I could say that what I had created was, so it, for me, was the ultimate goal of this little project. To hear that one's goals are attained, even if not for every player, is a very encouraging thing. Some people have posted some super nice comments, I don't know whether it's exaggeration or whatever, but it's still nice to hear positive words.
For the people who posted reviews of the game on their sites, I also say thanks. It's nice to get mentioned here and there around the internet, and I really appreciate anyone who helps spread the word.
And that's prolly all I'm gonna say to the nice people who say nice things. That doesn't make you less important, sorry, but if I spent 400 words thanking people who are nice it's gonna be a boring post.
Before I go into the people who have criticized, a couple of people have labeled this a "Ben304 Game" or a "Game by Ben Chandler". It's probably me being overly sensitive about the issue but let's face it, if you look at the credits it is obvious Steve put more work and effort into this than I did, and it seems a little unfair that this seems a tad forgotten. It's cool to hear that people remember me, but let's not forget that this was most definitely a team effort.
Ok, with regards to the various criticisms... first of all, helpful feedback and suggestions are always welcome! AC, you said you'd been mulling over whether to post about it or not - if you're umming about it, it's probably best that you just post this stuff anyway. Easier to get it said when you feel strongly about it I suppose. Except Dualnames who said he thought there should have been sex. Either that's a Dualnames joke that I totally missed or he has spent too long around forums :=
Now, let's break this down!
For the people that thought the puzzles were too easy:
Yeah, they were easy puzzles. Sebastian mentioned to me a couple of times during testing after some tweaking "Don't you think this is too easy now?" and I said "Nope". I wanted to make puzzles that reflect the things Amber goes through during the game - making relevant gameplay in such game was very important to me because doing zany random puzzles would have seemed totally out of place. Interestingly enough, I've posted solutions to all but 2 of the puzzles, and I know that one of those two puzzles had at least one person stumped for a little while. I didn't want the puzzles to get too far in the way of the story, so no weirdo combination puzzles.
To Edmundito who said the puzzles were unengaging... well, fair enough. I did my best to design things that would be entertaining and still relevant - can't expect everyone to enjoy them.
To Leon who asked about the weight difference with a certain puzzle... don't you know that inventories actually distort time and space so that the character can fit everything inside their pants? Items obviously become weightless once picked up, which is why Amber needed to remove inventory items in order to solve that puzzle ;)
With regards to people who thought the first puzzle was kinda off key compared to the others, which were (I thought) fairly relevant to the scene at hand, I totally agree. With the other 4 I had nice symbolic idea of how to represent the emotion... but with the very first puzzle I wanted to just create something that would resemble having a nice day out with a friend. I remembered feeding ducks in the park with my friend Natalie ages ago and it was a very fond memory so I decided I could probably try and base the puzzle on that. Some people seem to have solved the puzzle randomly and gone "It makes no sense". Fair enough. Sometimes puzzles can be accidentally clicked through and leave you going "What just happened?" As much as I'd like to avoid this as a designer, I've not found a good way to do so yet, and I'm sorry if it spoiled the experience for you. I still think it's a pretty neat puzzle.
With regards to the people who thought it was too poetic... well, I'm glad it is poetic. Originally I was going to try and do a game with the (super rough) same basic concept as this game had, that being basically
Spoiler
A journey of emotions represented by different scenes within a single room
And I really had no idea what to do other than that. I knew I wanted it to have an autumn scene (before Leafshade offered to help the game looked, embarrassingly enough like this (http://img263.imageshack.us/img263/6954/bgcopyx.png) and I basically wanted to make an interactive version of something akin to this music video (http://www.youtube.com/watch?v=QTtee6c7-gw) which is my most favourite music video ever). I started discussing it with Steve and he managed to take my crappy and hazy concept and find an actual idea that would work in there, being
Spoiler
The stages of loss
And then offered to help. If he hadn't offered to help, I would have made something crappy with writing that I've honed only on comedy and every now and then something kinda lackluster that tries to be serious but falls short on an actual message (oh, hello Heed, how are you?) and he would have gone and done something else poetic. I always wanted the game to be kinda poetic, so the fact that he wrote it so made me very happy. Be glad I didn't try to write the parts in this game. It would have sucked.
As for not being able to connect with the characters, well... fair enough I guess. I thought the writing was pretty damn good at conveying what it was meant to convey, but I'm biased because it's our game. I've no doubt Leaftits learnt more about writing doing this game, just as I learnt more about drawing. I know his writing seems to divide people, and it's great that you point out what you dislike. I'm just glad I didn't have the task of trying to convey all the emotions in the game to people through words.
I nag Calin a heck of a lot when we're working on games, so I'll definitely make sure to nag him more about backstory in the future, I guess. We're still figuring out what the hell we're doing, so feedback is always rad to hear.
Thanks for playing ladies and gents, and especially for commenting. If I've missed a point you'd like me to address, point it out and I'll think thoughts about it and hopefully learn some more new stuff.
AngelicCharon, if you wish to discuss anything further or in greater detail feel free to drop me a PM. Sometimes I take a while to reply, but I'm always up for discussion. I doubt Leafshade would mind either but hey, who am I to speak for him?
Man, I've never written a reply this long about a game I worked on before. I feel like such an egoface, but honestly I'm not trying to be like that :-[
EDIT: And as for the graphics, well I am very proud of them (thanks in no small part to the addition of Steve's breathtaking effect) but still see plenty of room for improvement. Glad to hear that they've gone down so well though!
EDIT2: Also, Fio originally looked like a pig girl (http://img687.imageshack.us/img687/8845/piggirl.png). A few days before release Leafshade mentioned this and I was like "Holy crap she does too how are people supposed to like her!?" and went through and redraw all her frames. Call it a weak moment ;D
I haven't read Ben's reply but I'm going to add my say to what AC has said.
I agree that some randomised anecdotes during the pigeon puzzle would have been great, then, as AC says, the player would have followed 'Hurt' on their own. This extra exploration of the characters would have made the game even better than it was.
I believe I've basically said the same, in a few less words! ;)
Anyway, loved the game and what Calin/Steve did with Ben's graphics - the extra effects were beautiful.
I really liked this game. As a Mags entry it surpasses anyone's realistic expectations. I did think it was a tad easy though. The puzzles were imaginative and fitting, but not very challenging. The artwork was gorgeous, and I loved the way the whole thing was essentially one big scrolling room. And the particle effects were awesome. Very impressive indeed.
I thought the writing wasn't over the top at all. Spot on in my books. For the first few screens I thought that the whole thing was an allegory for letting someone go without telling them you love them, and that the demon guy was an embodiement of Amber's frustration and anguish at not having said something when she had the chance (it made me persoanally resolve to say something to the girl I have a soft spot for - I've left it far too long :() But it soon became apparent that Fio was dead, which is worse, haha. Unfortunately I did need the whole 'five stages of grief' thing to be spelled out to me... I guess I'm not clever enough to have worked it out myself.
The voice work was okay, and very welcome, but with some of it I couldn't help being grateful for the subtitles because the dialogue wasn't always very clear... the gargoyle's in particular spoke very quickly.
But overall I was impressed by this short game that really shows the power of AGS. And the power of collaboration. More people should swallow their pride and partner up. Team games are nearly always of better quality than solo efforts.
Hello!
I also helped somewhat on this game, even if it was only testing things and saying "Why does it crash the game when I try to talk to the tree while I am holding a root?". I have some opinions to share, though.
Normally, or at least everytime Ben and I have teamed up so far, I keep pushing in the same direction AC went: Who are those people, why do they do this, and why should the player want to take control of them and help them overcome the strange obstacles we throw in their way?
I didn't here. I knew every line would have meant a tremendous extra effort for the voice actors (which equals: "Adios, MAGS deadline."), I realized that the two of them were already going to their limits and, most importantly: I already knew the background story, because Ben had told me. Which practically incapacitates my objective beta tester position concerning story progression and character development, obviously.
The writing appealed to me most of the time, although I felt the Beckett Grotesques took a part that was a bit disproportional in relation to the other scenes. I didn't find this tiresome or over the top, though, because you see poetic expression in video games so rarely that I, at least, enjoy it every time it is not downright embarrassing. And it was definitely not embarrassing in Eternally Us.
I do agree, though: If there should be time for an updated version, jump at the pidgeons! I mean, really seize them! It's a classic in short movie storytelling to get people to relate with characters very quickly: put them on a park bench, in a sewer, in a bouncy castle or in an elevator together and let them solve a task.
That said: I read through the whole of your post, AC, and I had the feeling that half of the length of it was basically friendly banter about how people should not get you wrong, hehe. I guess it was worth it, though, I feel like you made your point in like a real gentleman, fighting against his personal foe "lack of character background and development in computer games". Which is also my arch nemesis!
But I guess this is absolutely valuable feedback you gave there, and you have every right to voice that, and I am on your side on this one. To me, Eternally Us is like a step in the right direction, but at the same time you lost your watch hurt your ankle and now curse the whole step in the right direction, because you could have taken that step so much better. But it was a decent step alright, one month's worth of a step in the right direction!
edit: thought of a better metaphor than "losing your watch".
Calin - definitely no need to defend your writing here, on any view it was really good and objections from idiots like me count for nothing! ;)
If anything it was style and not substance that has been mentioned and therefore is subjective in any event. Many people absolutely slate Dickens & Shakespere etc. after all!
Quote from: Ben304 on Tue 04/05/2010 19:21:17
And then offered to help. If he hadn't offered to help, I would have made something crappy with writing that I've honed only on comedy and every now and then something kinda lackluster that tries to be serious but falls short on an actual message (oh, hello Heed, how are you?) and he would have gone and done something else poetic. I always wanted the game to be kinda poetic, so the fact that he wrote it so made me very happy. Be glad I didn't try to write the parts in this game. It would have sucked.
:o Benjamin, are you sick!? Listen to me! *takes by shoulders and shakes*
Heed was a wonderful, poetic game. I don't want to diss Eternally, because I really liked it, too, but I think Heed had a more effortless beauty. The quirky moments ("More tea, Bradley?") didn't detract from it, they actually helped to keep it in a light, endearing state of melancholy. And no message? I think it had a clearer message than Eternally. OK, Eternally Us describes the process of coping with loss. So what's the message? Something like 'you have to let go'? I found Heed had more profound things to say, maybe because they are just touched upon, not spelled out.
That's all I want to say right now. I think the games you've made together aren't superior to the best ones you made on your own (which I think are Heed and Featherweight). They are all smart, creative stuff. So don't put down the pen, Ben. (That pun was intended.)
In fact Eternally Us to me, it should be like Ethan's signature. Totally.
And to say the best thing I believe about you, it that you have doubts."The main problem in this world is that stupid people have confidence, and geniuses have doubts." ;)
I really loved Shifter's Box. Not because the graphics were gorgeous. Because it was a fun little game, and it wasn't trying so hard to be anything at all.
Cheers, James.
TM:
You're kind to defend Heed, but to be honest it came from a totally different place entirely. I was very depressed when I made it, and it is a game about finding purpose - not just for the main character, but also for myself at the time (which in a sense I guess you could suggest I portrayed myself in the game to a sense). With Eternally Us I already felt like I had a purpose, and it didn't come from a depressing place, really (at least not very much from my side of things). Steve has a very different, more refined writing style to me, and I am very fond of it. Still, I appreciate you sharing your thoughts!
Jim:
And yeah, I totally understand where you're coming from. I love fun little games, both playing them and making them.
But sometimes I want something more serious as well - either to play or to make. I understand that not everybody will enjoy every game I work on - some people probably wish the silly games were more serious, and others wish the more serious games were more light hearted. Some people probably dislike each game of mine they've tried. Fair enough, we all have opinions.
I don't enjoy sticking to a single style, and the beautiful thing about it being a hobby is that I can build whatever I feel like building and don't feel like I am working at something that I don't enjoy.
There will be more fun little games. There will also probably be more of the other sort of games. I will enjoy working on both. I hope people will enjoy playing at least some of them!
Cheers to everyone else for the other comments as well, btw. They're very appreciated!
Quote from: Ben304 on Wed 05/05/2010 23:28:26
Jim:
And yeah, I totally understand where you're coming from. I love fun little games, both playing them and making them.
But sometimes I want something more serious as well - either to play or to make. I understand that not everybody will enjoy every game I work on - some people probably wish the silly games were more serious, and others wish the more serious games were more light hearted. Some people probably dislike each game of mine they've tried. Fair enough, we all have opinions.
I don't enjoy sticking to a single style, and the beautiful thing about it being a hobby is that I can build whatever I feel like building and don't feel like I am working at something that I don't enjoy.
There will be more fun little games. There will also probably be more of the other sort of games. I will enjoy working on both. I hope people will enjoy playing at least some of them!
Cheers to everyone else for the other comments as well, btw. They're very appreciated!
I'm just saying that you'll get to what you want, but don't try to push it that much. Shifter's was a great game, because you didn't bother to make it be something that it isn't! That's all I'm saying.
Let it flow, you have talent, and the last guy I said that to, has been dead since 2001.
Quote from: Dualnames on Wed 05/05/2010 23:34:04
Let it flow, you have talent, and the last guy I said that to, has been dead since 2001.
Lets hope there isn't a pattern emerging there...... : :o
Ben, check if you turned that iron off before you go to bed, all right?
...so... beautiful...
It's hard to believe that you've done that in only one month. I even don't care that the puzzles are easy (or not existant), it's just a wonderful little story.
Oh, just one thing: I forgot to count, but how many times did the credits say "Steven Poulton"? 100 times or 10000000000 times? :P But that's actually my only grievance. ;) Technically spoken this is the best and most beautiful low-res stuff I've seen in ages.
Terrific job, guys and voice actors!
Finally tried it. Some audio/animation hiccups are really probably due to short time, but all in all it was nice. Art, voices and music were great. And I get the dialogs being a bit over romantic perhaps but it's within the overall style (I don't prefer it that much myself but I knew what style this game was in since it's Ben's game as well).
Possible spoilers ahead, but if you haven't played the game, you won't get what I'm refering to anyway so... :P :
I didn't actually get what was going on till the end (yeah, the backgrounds may give hints), still don't know who Tick-tock guy is (well I saw in the credits but still) and frankly he starts of sounding like he's evil (almost actually saying it and not as in he seemed evil which would have been the point) but in the end it turns out it was only a duty.
And why put glow thingies in lamps, just wondering if I'm missing some allegory (similar puzzle examples are very much present in this game, seem a bit glued on afterwards just to make it more interactive and not a cartoon).
I really like Ben's style, but always kind of regret it doesn't go to darker places. Don't know if it's valid crticism, cause there is nothing actually wrong with it and just shows how shallow I am, but it seems all your games are "artsy". The mentioned Winter shadow project, might be a change of pace so I'm looking forward to that.
I have to say, congrats on building a game that can receive such polar differences off opinion. It's when you know you have something special on your hands =D.
now going on the bandwagon of expression views (lol), I actually didn't mind the pigeon puzzle. It fit the scene nicely, and set a mood, but it did slow pace some.
I guess the only real crit. I have is the fact that I didn't even realize the game had an inventory until the snowy scene when by happenstance I moved the mouse to the top of the screen.
I guess this was mainly due to the second scene,
Spoiler
when you grab the pipe it was automatically in your hands to use on the crate. When I grabbed the glowworms I was wondering why they weren't in hand to use on the lanterns. (Only after I played did I look at the read me file--sad i know lol). The game could actually probably work without an inventory stock, except for the final scene I guess.
.
Overall it was a pleasant way to spend 45 minutes, and the final line made me crack a smile, if only cause it reminded me of those family feel-good films that leave you with a warm and fuzzy line at the end =).
Wow, it is unbelievable you made this in just a month! Bravo!
The positives:
- The production values for this game was possibly the best I've seen in an AGS game ever! The artwork was excellent, very very beatiful.
- The rain/snow/leaves were top notch, I'd love to know how to do that (tutorial hint hint ;)).
- The music was really beautiful also, really fitting to the atmosphere.
- I found the dramatic writing to be fitting as well, and I also liked the Kevin Spacey revealing thing you did at the end.
The negatives:
-The puzzles. First, they were dead-easy to me. With the exception of the acorn puzzle, I was pretty much on auto pilot the whole game. But that I can still understand and forgive, this game was probably more intended at the casual gamers. What is totally unforgivable to me, was the repeatibility factor in the puzzles. It's ok to do it in one puzzle, but I counted four times(!!!):
Spoiler
-Having to put three stones in the bucket
-Having to collect three light worms and put in the lamps
-Having to break the box three times
-And the worst of all, was the puzzle with holding the hand of the tree again and again, which was really irritating!
I didn't find it to have any added value, besides artificially lengthening the game, and frustrating the player, making him feel like doing work instead of being entertained or challenged.
-The story. First, it's a depressing story, which I don't like, but I can appreciate it's a matter of taste (oh, and ben, I'm not talking serious vs light hearted since I can enjoy serious, I'm talking sad). Besides that, the story and the characters were pretty flat. I agree with that respect to pretty much everything AC said on that subject.
There's some story writing method (I don't remember it's name), where you first write your story idea in one sentence, then you develop it into a paragraph, then you develop each line in the paragraph to its own paragraph, etc etc, until you have a story in your hand. It seems that you started with a sentench
Spoiler
girl coping with her friend's death
, then developed it into a paragraph
Spoiler
girl is having a hard time coping with her friend's death. She goes into a metaphoric journey which symbolizes the five steps of denial, anger ... acceptance. The reader will go the journey along with the girl, but will reveal the meaning of the journey only in the end.
So far so good, only it seems that you stopped there, which is really a shame. I can understand that it's probably related to writing the whole thing in only a month, and most of your efforts were dedicated to the production values.
Ok, that's all, I know it looks I have more to say on the negatives, but it's because the good things are really obvious and the bad things require more explaining, in my view...
The story is essentially taken straight out of the cliche box I suppose.
I guess the point of making this was to experiment with different techniques in terms of narrative and see if we could use a variety of techniques to tug at the heartstrings even if the story wasnt as deep as it could have been.. Time restraints didnt help either.
Even if the story is weaker than the other MAGS entries (where applicable) I still think It's a beautiful game.
Yes, it is a VERY beautiful game. Maybe I am dense, but I didn't catch the "stages of grief" reference till the very end. Even if I had, who cares? It was a great game to play and I enjoyed it too much to be critical--there's nothing in my mind to criticize anyhow. (And maybe it's because I'm a girl but it made me cry a little. Not many games can do that...!)
I found a glitch. I'm guessing its just something you forgot to take out, but something strange happens when you press '1' '2' or '3'. It doesn't work during the credits though.
Yes i know that there is no rational reason as to why i would press those keys in any ags game but it happened.
still, i really enjoyed playing the game, its one of the good ones for sure.
Ha ha, Damnit they were there for testing purposes very early on in the development.
Did you just sit pressing buttons to find that?
I made the mistake on the 'Anger' level. i tried to select the pipe again using the number keys instead of actually going to the menu.
I have been playing a bit of oblivion lately and i use the quick-keys quite a bit. Still, its very strange that anyone would ever come across that.
Calin and Ben,
I finally had the chance to play this game today and wanted to say congratulations to both of you. This is a gorgeous piece of artistry. Ben, you really outdid yourself with the flowing-into-eachother scenes. I loved the twist at the end into the desert and then panning over further to see the wood holding it up. Really nice touches. Calin, the writing and concept were perfect. Very touching stuff. And I loved the pre-rendered (I believe) particle effects on top of the scenes. I'm surprised they didn't lead to any slow down. Oh, and the voice acting was very well recorded and acted. Good sound quality. Great music. Well executed all around, gentlemen! Fine work! Already my game of the year!
Well I'm glad you liked it Vince. That's certainly my first game of the year nomination. :D
I'll fix the stupid debugging leavey inny thingy tomorrow.
Quote from: Calin Leafshade on Thu 13/05/2010 00:20:45
Well I'm glad you liked it Vince. That's certainly my first game of the year nomination. :D
I'll fix the stupid debugging leavey inny thingy tomorrow.
Such a common mistake people make. It's so easy to totally forget about the debug command though :)
Everybody is probably just craving to know my opinion with me being Snakes of Avalon tester and all. So here you go, sweetpies
The idea and presentation were sweet. The gameplay, however was lacking. Why such beauty must have so little interactivity?
But the rain was awesome. Every game should have such rain. Do you hear me? Every gaymeh!
You guys make a great team.. Loved Ben's graphix as always, and also loved the voice acting, very well done.. Some lines weren't voiced BTW..
Looking forward to your next games..
All the lines are voiced but I missed some out like the numpty that I am.
Will fix all the bugs today.
Beautiful game!
There should be an option to turn off the reflection/rain, it lags my poor poor computer... Im guessing thats what lagged it, cause it happened in Mcarthy Chronicles as well, and as it was all in one room i had to play the whole game lagged :P
But it was worth it. I love amber's voice
the effects shouldnt be anywhere near as intensive as mccarthy.. if DD5 lags try DX9 and vice versa.
OK, I'm just going to throw my comments into the mix...
Steven and Ben, excellent job! I love the graphics, I love the weather overlays and I love the lyrical nature of the game. My only criticism is that the puzzles were a little bit easy, but that doesn't bother me because to my mind it's more like an interactive story than a game.
I played this at work where I don't have any speakers, so now I've downloaded it at home so I can hear the music and the voice acting (I hope Ben won't mind me paraphrasing what he said to me when I told him this: "You've only had half the experience".)
Regarding other people's criticisms, there have been some fair points made but I think we shouldn't lose sight of the fact that this game was made in under a month (and it's freeware too).
Anyway, that's enough from me. It's a beautiful game, guys, and congratulations on your well-deserved win.
ok ... i can't for the life of me figure this puzzle out
Spoiler
in the swamp ... the tree branch that pops out of the ... swamp stuff. i grab it ... i let it go ... i grab it ... i let it go ... ive pixel hunted the shiznit out of this room and i find nothing but a tree branch i can grab ... and let go .... ... guess i didn't grab and let go enough times. figured it out. lol
edit: figured it out
Absolutely beautiful game :D
Story was a bit clichée, but I liked it anyway. Voice acting was superb! Music was amazing! And the art.. man.. If you released a poster featuring the entire thing, I would buy it so fast ;D Great job ben and calin!
Your collab comes out with one of the best short games AGS has seen, at least I feel.
They're short, but really meaningful and thought-evoking.
The voice-acting was great.
Did Calin write a script beforehand or a backstory? The speech of the characters resemble poetry which seems as if a lot of thought was put behind it.
Liked Hope, but this is even greater. ;D
This was so good, it made me want to join this forum to say so.....
So um.
This was great. Cheers
*LOVED* this game. Absolutely loved it. The voice acting was superb, the backgrounds were amazing, and I literally got chills at the start when I didn't know what was going on yet.
I also clapped at the end, just at the sheer quality of the work. Bravo, guys.
It's so infrequent that I have the time anymore to play games, so whenever I see a new one from Ben I jump at it immediately.
All I have to say is ~swoon~
Looked great, played great, sounded EXCEPTIONAL, and was very well written. You two are a top notch team!
The download link is not working. Is it just me?
Nope you were right.. I have fixed the link and it works again
Quote from: Bulbapuck on Thu 20/05/2010 11:36:21
Story was a bit clichée
F**ng beautifully clichée, like Rick McCarthy would probably say.
Calin and Ben are making a game.
Why has the life to be so lame?
MAGS will not ever be the same,
And that's a real shame.
Hey Ben and Calin
Here I found a nice review..language-Czech
http://plnehry.idnes.cz/adventury/eternally-us-cesta-skrze-vlastni-pochopeni-fen-/clanek.A100710_154630_bw-plnehry-adventury_haj.idn
something for your pleasure
Does anyone speak Czech? :P
Quote from: Calin Leafshade on Thu 22/07/2010 16:33:09
Does anyone speak Czech? :P
yes I speak Slovak it is similar to Czech, but I am sure that translator can help you :)
or ask Ben
Wow, what can I say that already hasn't been said and isn't obvious? A very powerful, beautiful game on all levels: visually, musically, and depth of story. A real gem that outshines any game I've played in a long time. I especially liked
Spoiler
the story at the end about how the girls has sleep overs when they were younger and they used to shine flash lights on the ceiling
I probably don't have that part 100% correct, I apologize, but it really stuck out in my mind and I thought that added a real depth and insight into the girl's bond and love they shared. My only minor complaint was the length of the game, but please take this to mean that "I never wanted it to end" compliment rather than a criticism to you or your skills. Masterfully done.
Errr... is anyone else having trouble downloading a non-corrupt ZIP file for ETERNALLY US?
Cogliostro
hmm it should be fine..
I'll reupload it just to be sure
EDIT: Fixed.
Ugh! I see that a lot of people adore this game, and that's great and all, but I absolutely fucking hated it.
Please allow me to rant for a minute...
It feels like Calin and Ben have combined their critical weaknesses (the pretentious, ridiculously overwrought and maudlin dialogue of The McCarthy Chronicles + the monotonous and repetitive single-screen casual gamer-style "spot the pattern" puzzles of Heed) for a "worst of both worlds" experience.
The concept of having the PC chasing an epiphany that any half-way intelligent player will have worked out on the first screen is a perfect recipe for frustration. I actually wondered if this was the intent of the game, since the character walks so slowly that there surely must be some reason for it? (Though it's possible it's partly that the game runs slow on the computer I'm using at the moment.)
The concept is pretty much the most cliché one there is for "artsy" indie titles, and the smug mapping of each screen to one of the "Five Stages of Grief" was the final straw in my infuriation with the game (mainly because it's such a glib, simplistic, universally misapplied pop-psych model, and one that has been thoroughly discredited to boot).
On the positive side, the production values are outstanding, with art, graphical effects, voice acting and music all excellent. And the relationship between the two girls was nicely established and very believable, so good job on that!
Calin, Ben, I respect both of you greatly, and I'm still looking forward to whatever you produce in the future. It is just regrettable that so much talent was combined this time to make something (in my opinion) so bad.
What bothers me most is that I agree with the negative comments about my games more than I agree with the positive.
It's a problem.
Quote from: Calin Leafshade on Mon 30/08/2010 20:14:39
What bothers me most is that I agree with the negative comments about my games more than I agree with the positive.
It's a problem.
It's not that much of a problem really. the positive comments tend to not hold any criticism. as such they don't make you question yourself. Thus, they impede your progress. Skarkys comment is truly a gift.
Quote from: Snarky on Mon 30/08/2010 20:02:00
The concept is pretty much the most cliché one there is for "artsy" indie titles, and the smug mapping of each screen to one of the "Five Stages of Grief" was the final straw in my infuriation with the game (mainly because it's such a glib, simplistic, universally misapplied pop-psych model, and one that has been thoroughly discredited to boot).
Btw I never heard of "Five Stages of Grief" - it's definitely not a part of popular trivia in my part of the world. Consequently, this aspect of the game never did make any sense to me.
How do you even learn about a thing like that? Someone points at a guy and says "Look at him! He's at the bargaining stage of grieving right now."?
No it's a bit of pop-psychology.
you can read about it here if youre curious http://changingminds.org/disciplines/change_management/kubler_ross/kubler_ross.htm
Quote from: Calin Leafshade on Tue 31/08/2010 21:58:50
No it's a bit of pop-psychology.
you can read about it here if youre curious http://changingminds.org/disciplines/change_management/kubler_ross/kubler_ross.htm
Personally, I always remember this sketch: http://www.youtube.com/watch?v=XCoaBN6iOu0
I actually didn't get the stages of death metaphor until the very end...so I was surprised. Snarky is just to clever for his own good. :P
Quote from: Calin Leafshade on Tue 31/08/2010 21:58:50
No it's a bit of pop-psychology.
you can read about it here if youre curious http://changingminds.org/disciplines/change_management/kubler_ross/kubler_ross.htm
Thanks for the link.
So, the intended practical application of this theory is to identify when someone gets stuck at one of the stages (like in an adventure game!) and then help them move through the entire process in the correct order, consequently releasing them from their worry?
Or is it like that you simply are not capable of messing up the order of the stages, because you are programmed to behave in a certain way?
The stages of grief model has also become a bit of a fiction trope. I remember first hearing about it in Bob Fosse's 'All That Jazz', but the last decade or so it's been popping up in TV shows time and time again. Sometimes for story structure within an episodes, or at times spread out over a season arch - I'm pretty sure 'House' used it at one point, 'Frasier' did for sure, Sopranos has an episode called 'Denial, Anger, Acceptance' etc.
Oh hey, look, a tvtropes.org entry for 'Five Stages of Grief (http://tvtropes.org/pmwiki/pmwiki.php/Main/FiveStagesOfGrief), damn that was a pointless exercise in TV trivia then :)
Indeed, in that episode of House, Cameron is going through the stages instead of the patient, while House slowly crosses them out and makes jokes on her expense.
EDIT: just saw the same thing written on the tvtropes page
Quote from: Snarky on Mon 30/08/2010 20:02:00
the PC chasing an epiphany that any half-way intelligent player will have worked out on the first screen
First screen? I'd worked it out just by looking at the colour of the top-left pixel.
Look at it: (http://www.kweepa.com/step/ags/critics/eternallyus.png)
It's so obviously the five stages of grief. It makes me mad that Ben and Calin forced me to look at the other 76799 pixels. >:(
First screen? "Tick tock, Amber?" It's more like confusion than denial.
The tvtropes page even mentions Eternally Us.
I think I was first exposed to the idea through frasier :p
As I've said before, it's not supposed to be a huge secret for the player.
The point was to feel empathy for Amber. Not everything is about 'solving the puzzle' or getting to the end.
Quote from: SteveMcCrea on Wed 01/09/2010 01:11:58
Quote from: Snarky on Mon 30/08/2010 20:02:00
the PC chasing an epiphany that any half-way intelligent player will have worked out on the first screen
First screen? I'd worked it out just by looking at the colour of the top-left pixel.
Look at it: (http://www.kweepa.com/step/ags/critics/eternallyus.png)
It's so obviously the five stages of grief. It makes me mad that Ben and Calin forced me to look at the other 76799 pixels. >:(
First screen? "Tick tock, Amber?" It's more like confusion than denial.
While I understood that we were moving through psychic landscapes reflecting Amber's emotional state, I didn't explicitly think of the Kübler-Ross model until the end. (For the first couple of screens I wondered whether maybe Amber had killed Fio, given the guilt and violence expressed.)
I was actually talking about the fact that Fio is dead, which I thought was made abundantly clear on the first screen. It's frustrating to have your player character fail to realize up until the end of the game what you've long worked out (especially when everything is so dragged out and moves so slowly). In that sense, Amber seems stuck in denial throughout. And it's harder to feel sympathy for characters when they annoy you.
To add to GarageGothic's examples, the
Buffy episode "Bargaining" deals with her friends' reactions after her death. One of the reasons I don't like the five stages model is that it's so horribly overused.
Has anyone played
Rosemary (http://gambit.mit.edu/loadgame/rosemary.php)? It attempts a vaguely similar concept. While it's messier and feels a bit unfinished, I have to say I liked it better. Definitely worth playing for anyone who enjoyed (or didn't enjoy)
Eternally Us.
Quote from: Snarky on Wed 01/09/2010 10:16:44
Has anyone played Rosemary (http://gambit.mit.edu/loadgame/rosemary.php)? It attempts a vaguely similar concept. While it's messier and feels a bit unfinished, I have to say I liked it better. Definitely worth playing for anyone who enjoyed (or didn't enjoy) Eternally Us.
Oh, that's a wintermute engine game, saw that but thought it was gonna be a commercial game. Thanks for the link.
Yes, maybe that part about you presuming she's dead was a tad annoying, but really ins't Eternally more of a atmosphere adn philosophical piece, than an "adventure" in a action sort of way. It's a journey, destiantion is less important and thus the ending (or knowing how it ends) is less important than the road you travelled.
The atmosphere in this story was top notch! Lots of nice little mood animations in the backdrops too, I'm a sucker for those.
Also Impressed by the voice acting. How come it doesn't feel amateurish? it bothers me. hmm.
I was aware of the different stages of grief - most likely from the stuff that pours out of the t.v. - but I didn't get the connection immediately. Yes, it's a well-worn plot device and obviously it's not original, but personally I didn't have a problem with it. It might be somewhat formulaic, but the delivery was superbly executed in my opinion. Everything in the game - from the characters to the backgrounds to the voice acting - just made it for me. I didn't mind that we knew Fio was dead before Amber had realised it. That's story development 101 ;)
I think you get out of it what you want to. It's an artsy game, yes, and won't appeal to everyone because of that, but I didn't feel it was forced. It's a truly beautiful game, and not just graphically. I'm not sure whether Calin and Ben were aiming for something that resonated on a deeply emotional level - probably not, lol - but for me personally the game was emotionally rewarding and for that i'm thankful.
Oh and McCarthy may have been a bit wordy but there's nothing wrong with that. I loved it ;)
Not long ago I never heard about The 5 Stages of Grief. Now I see them everywhere. HELP ME!
A shmup about The 5 Stages of Grief: http://www.tigsource.com/2010/09/09/pax-2010-solace/ (http://www.tigsource.com/2010/09/09/pax-2010-solace/)
ben can you tell me was there any thought to what happens to Fiona while you play as amber? or is she just dead?
Quote from: mog.net on Fri 10/09/2010 21:21:00ben can you tell me was there any thought to what happens to Fiona while you play as amber? or is she just dead?
Spoiler
The way I understood it, Fiona was dead before the game started - Amber only imagines her sitting on the bench in the park because she hasn't come to terms with Fiona's death yet, and they used to come there together.
Edit: BTW, I didn't think about it earlier, but atmosphere wise Eternally Us reminded me a lot of Today I Die (http://www.ludomancy.com/games/today.php). Very different gameplay mechanics, but the changes in moods and overall structure are quite similar.
Is it really possible to miss the point that completely?
Spoiler
Amber is not trying to rescue Fio.
Amber doesnt *go* anywhere and it is assumed Fio has been dead long before the game starts
Quote from: GarageGothic on Fri 10/09/2010 21:25:39
Edit: BTW, I didn't think about it earlier, but atmosphere wise Eternally Us reminded me a lot of Today I Die (http://www.ludomancy.com/games/today.php). Very different gameplay mechanics, but the changes in moods and overall structure are quite similar.
I just played that... it's awesome.
I shed a manly tear.
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was this featured on RPS or kotaku lately or something?
Was wondering the same thing. Didnt find anything. Anyone?
Calin said something about the game featuring in the main page of youtube.
Looks like PewDiePie did a let's play.
http://www.youtube.com/watch?v=-oCOuKk2H1Y
I was going to post here after noticing his LP of Eternally Us... but forgot completely;) It is kind of a big deal, really. Yes, he's a bit of a jerk and yes, his fanbase is really a mixed bag, but one thing is certain- once he's played your game the whole world suddenly takes notice. So well done, Calin/Ben, and to be honest your game is excellent and deserves to be in a spotlight. And it works well as a Let's Play video, too!;)
Now, where's that big commercial game you were supposed to be working on?;)Would you care to give us some news about it?;)
Quote from: Grim on Sun 26/05/2013 01:02:27
Yes, he's a bit of a jerk and yes, his fanbase is really a mixed bag, but one thing is certain- once he's played your game the whole world suddenly takes notice.
I've never watched one of his videos before, but after watching this I watched him play Kraven Manor. I actually find him quite funny. He's childish quite a bit, but it's hard to be consistently funny without being stupid from time to time.
I thought I'd put this reference here just in case, it was posted on the bug tracker recently:
http://www.adventuregamestudio.co.uk/forums/index.php?issue=423.0
That is not a script error; 0xC0000005 is "Access violation" meaning engine tried to use a null pointer, or something like that. Will game creators be able to tell what happens on "room4.asc", line 1865"?
Crimson, Calin has opensourced the game so you can look for yourself. Here it is. (http://www.sanctuary-interactive.com/~steve/toshare/)
After noticing and absence of one, i made a transcript of the game myself over the span of a couple hours. It's available here if anyone wants it: pastebin.com/JegAC55x
Great game, I've played it quite a few times, never fails to impress me.