Certainly, this lends itself to some games better than others. It won’t work with any sort of scripted, linear action game, but it’s not much trouble to take a chunk of an RPG or Sandbox world, string together a bare-bones quest line, and set players loose. This allows for demos of the caliber you see with emergent games, where it’s much easier to take a chunk of gameplay and give it away – Civ V’s Demo let you play with a few civilizations on small maps, for instance, while Killer Instinct gives players one free character as a taste. I’m all for anything that allows single-player, structured games to be more competitive, especially when it provides a workable alternative to awful early-access crap.
Galactic Café went a step further with their Stanley Parable demo, creating new content not just for the free demo on steam, but for various venues that showcased the game. While all offered a short bit of meta-commentary on the nature of demos (pretty much the only way you could convey the core concept of the game without spoiling it), each was tailored to a specific scenario. The demo at PAX took some lighthearted jabs at Octodad (which was just across from it in the Indie Megabooth), and at one point made the player stand up and apologize to the audience for playing the demo so poorly. A special version made for Game Grumps addressed Danny and Ross by name. In this case, the demos were an unbridled success, building enough hype for the small indie game to garner 100,000 sales in 3 days.
If you haven’t already boarded the hype train for Minecraft: Story Mode , the newest episode from Telltale Games might not convince you. The review that was done for the first episode ended with the hope that the following episode would be just as wonderful and expansive. Unfortunately, it didn’t meet the standard appointed to it for a variety of reasons. This new episode taps into the lore, one that you would normally have had to guess playing the original game, delving into the world that Mojang had created for us. Depending on which member of the Order of the Stone you decided to pursue in the previous episode, you either begin the episode with Olivia (if you’re pursuing Ellegaard the Redstone Engineer) or Axel (if you’re pursuing Magnus the Griefer). While which character you begin with doesn’t necessarily matter at the beginning, the stories begin to change as you near the middle of the episode, causing you to have to play it twice in order to get a full understanding.
What do I mean by that? In game development terms, a “vertical slice,” is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone “vertical slice” can also serve as a strong alternative to a traditional demo.
Over the past few weeks I’ve spent a frankly irresponsible amount of time on my 3DS, a great deal of it with A Link Between Worlds . But when I wasn’t busy rescuing princesses from other princesses (or, uh, doing actual work for the site) I was delving into Bravely Default . Not just the full game, but the demo. Most of us have, at one point or another, obsessively played a demo for a game that had us hyped, but what may surprise you is that I’ve sunk over 10 hours into a single playthrough of this one. Any way you slice it, that’s a lot of content for free software. Well, I say “any way,” but it comes pre-sliced, vertically.
The lack of plot means the action needs to carry the game, which Minecraft guide Dungeons nicely pulls off. It’s a fairly stripped-down entry in the genre, with no character classes or specializations, but instead focuses on character customization through loot. At the start you choose a character skin, none of which have any advantage or disadvantage over another, and then through the course of the adventure find gear to fit your play style. There are six slots to fill, three of which are for action accessories assigned to the controller face buttons and the others being the equipment of weapon, armor and ranged, and while it’s tempting to go for straight power over anything else, it’s better to find things that suit your play style.
The story development in this episode brings out its appeal to older audiences. It’s fast paced and doesn’t leave a whole lot of room to think where it would be important to. Quick time events (QTEs) are important in the episode, as they have been in the previous three, making it known that you have to be ready for anything. When you aren’t interacting in a QTE, you are trying to solve a series of puzzles that can only be done so by following a set of clues. The previous episodes also had puzzles the solve but they were as easy as flipping a few switches and moving on. This episode stresses your ability to listen in order to solve the puzzles and makes it a little easier to screw up and start over again. The episode also follows in the footsteps of the previous as exploration continues to be an important aspect. Since these puzzles are a little bit more difficult, every room has more information and lore about the world that Telltale has created as you search for clues.
