February 2010
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Rodent Awards 2009 – “so that’s what the last 7 posts were about!”

Last year's awards summed up in an artsy photo

It’s that time of year again people, the wonderful time of year where we all get together, talk a bit about games and have a wee bit of a drink. Bloody marvellous. We might even manage to get the actual awards part organised before tomorrow night, you never know. So let’s do it, what are the details?

The 2009 Rodent Awards in 2010.

Venue:
Private room UPSTAIRS (ask at the bar – you have to go through the bar to get to the room) at the Coach & Horses, Greek Street.
Map + details of nearest Tube stations and such.

Day:
Thursday 4th February

Time:
Coach & Horses from 7PM (or 6PM if you want to eat early)
‘In London’ from lunchtime – get mobile numbers and that if you fancy a wander somewhere. Namco Centre?
Afterwards – some sort of late bar for final words with empty glasses

Food:
Nice food available in the C&H. I think you order at the bar and they bring it up to the room.

Theme:
All guests must have, about their apparel – a videogame character. This could be as subtle as wearing Pac Man underpants or as overt as dressing up as Master Chief. You decide.

7: Red Faction: Goneria (multi)

6: Trials HD (Xbox 360)

5: Super Mario Bros Wii (erm…Wii, der)

4: Batman – Arkham Asylum (multi)

3: Borderlands (multi)

2: Uncharted 2 (Ps3)

1: Orbital (iPhone)

Borderlands (Xbox 360/PS3/PC)

The bright, cel-shaded dustbowls, loot-packed shacks and savage bandits of Borderlands might suggest a technicolour Fallout 3, but the reality of the game is something simultaneously much more like a traditional RPG and much more like a traditional FPS than Bethesda’s opus. Brilliantly it never falls between two stools, instead sitting on both stools comfortably at once with its big, beautiful arse, each sweet hemisphere packed with chests just waiting to be plundered for the latest weapon or pile of cash. The blend works because it’s a true shooter where the obsessive trawling of every last corner for goodies feels as necessary as a good cover point, because there’s a consistent feel of progression, and because co-operative play is actively promoted.

Nice and sunny, isn't it?

Nice and sunny, isn't it?

Picking one of four character classes (snipey Hunter, weapons expert Soldier, witchy Siren and brawler Brick), you start the game by getting off a bus on distant colonized world Pandora and immediately being guided into a shoot-out by a Claptrap, a chirpy little robot found all over the planet. This first settlement is your starting point for quests, delivered via characters or bounty boards, and you’ll quickly be sent off to fetch things, kill things, meet people and turn things on or off. The missions are very basic and would render the game utterly boring if the world weren’t so much fun to play around in, and so intent on throwing fight after fight in your direction. There’s an overall plot about a mysterious vault, but it is total bunkum – you need no narrative impetus to throw yourself into a showdown with a giant electric spiderant (use your imagination), or a gang of psychotic midgets armed with shotguns. The mission management screen is excellent, grouping active tasks by location so that you can tackle a few at once without backtracking too much, and giving you an indication of difficulty. The bad guys are aggressive, alert and increasingly sneaky with each level. You’ll need every trick you learned in every other FPS you’ve played, and you’ll come to rely on a varied weapon loadout and your character’s special abilities if you want to survive.

Mostly you’ll want your friends with you, and Borderlands makes multiplayer seem so easy. It allows invitees to drop in and out, scales up the difficulty based on numbers and levels, and lets visitors take completed missions and collected items back to their game. Any cash picked up gets split between the players, you can revive each other if fatally injured and internal squabbles can be settled in private brawls – in every respect, it just works in a way that makes you wish all games had similar features.

The other big draw in Borderlands is the weapon generation system. They appear in chests and from downed enemies with great frequency, but only a few are pre-defined items you’ll definitely get from a boss or for completing certain missions. Most are randomly created based on the level you’re at, and there are apparently millions of variations. If you’re prone to choice anxiety or decision paralysis you may feel frustrated the time you’re encouraged to spend comparing (for example) three almost identical sniper rifles to decide which to keep and which to flog at the convenient vending machines. Others will find joy in the ability to keep refining a set of weapons that suit them perfectly, knowing that the next hour of play will throw up a dozen viable options, and I must confess I fall into this category. Some weapons and items have status effects – shock, fire, corrosion and explosion – each of which are strong against different enemy defences and are huge fun to use. Seeing a distant sniper melt to death in a flurry of popping green numbers because you clipped him with your corrosive SMG never becomes boring.

Developers Gearbox deserve credit for trying and succeeding to do something different. In a marketplace crowded with identikit first person shooters, they’ve brought a distinctive art style, some clever cross-pollination from role playing games and a flexible single and multiplayer experience. Best of all, they brought shotguns that set baddies on fire.

The Inside Story On… Squid Yes, Not So Octopus (Xbox 360)

Out on Xbox Live Arcade this week is the fantastic arena-shooter Squid Yes, Not So Octupus: Squid Harder (SYNSO). You might have missed it, maybe instead you’re focused elsewhere today and keen to spunk a million English pounds on Modern Warfare 2? Frankly, you’d be right to do so BUT! Do also spare a measly 80 of your Xbox Live points to indulge in a bit of old-fashioned warfare…

80 points. Not a typo. Biggest steal since we gave away Hong Kong.

80 points. Not a typo. Biggest steal since we gave away Hong Kong.

SYNSO is proper old-school frantic shooting. We damn-well love it and so should you. We have a vested interest here, in that SYNSO had it’s birth in a throwaway moment on the Rodent forum. A throwaway moment that one mad-beast, RobF, chose to turn into a game. A real actual game you can play from your sofa.

And here’s the skinny – RobF very kindly stopped off to tell the inside-story of Squid Yes, Not So Octopus: Squid Harder… yeah, fuck-joo Activision, this is where today is really, umm, at!

RobF says…

Y’know folks, if you look in the credits to SYNSO on the 360 you’ll find a number of thank you notes. Some of them are to the family and friends of fellow coder and all round nice guy Andy Noble, the man responsible for bringing SYNSO to the 360, there’s a couple of obligatory shout outs to random people we’ve met and loved along the way and then there’s a thank you for Rodent. Yup, y’see, the thing about Squid Yes, Not So Octopus is despite taking on a life of its own somewhere down the line it started here. On Rodent. As a joke.

Way back in the seemingly dim and distant past, we are all having a little chat about silly sized scores in games and to counter the Gigawing-esque enormo score discussions that inevitably cropped up, forumite Maibock said that what he’d really like is a game where the maximum score is 9. Well, bugger me, that’s just begging for one to be made isn’t it? So I did. Over the course of a slightly caffeine hazed week, I cracked out the tools and got to work. It wasn’t meant to be anything special, just a silly little arena shooter based on eternal favourite Robotron with a bit of Wild West Hero where the maximum score would be nine. I figured the easiest way to make it work was to have a game that lasts 8 minutes with 1 point awarded for every minute you survive. I didn’t think for a second it’d turn out either half decent or even y’know, playable. By some sort of dark magicks weaved in the night and with a lot of cheering and support from the occupants of Chez Rodent, Maibock’s idea became a game.

BOOM! GUGGGGA GUGGGGA GUGGGGA! PWOOOW! YEEEEE!

BOOM! GUGGGGA GUGGGGA GUGGGGA! PWOOOW! YEEEEE!

At the time, it was called Bockotron. It’s vaguely Robotron-y so it made some sort of sense. Then the insanity hit whilst rummaging through my favourite CD’s, a line stuck out from the Half Man, Half Biscuit song “Them’s The Vagaries”. “Binman, Thinman, Lexicographer. Squid yes! Not so octopus!” and in a moment of madness I mailed Geoff at Probe Plus, erstwhile supporter of all things HMHB and all round good egg. Would it be okay to use “Squid Yes, Not So Octopus as a title for a game?”, I asked. I’m thinking that once again, I’ve totally lost it. A day later, the reply comes back. Nigel of HMHB is fine with it. Geoff is cool with it. Awesome.

And so it began. That was December, 2008. A few months later and the game appears to have gone down pretty well. Maybe it was the giant head of Johnny Ball I sandwiched in in a moment of madness, maybe it really was a good game. I’m too close to the bugger to tell, but the amount of scores getting posted in threads, well, that’s something special, y’know.

Time passes, there’s an indie game exhibition on the horizon, Indiecade. I think about buffing SYNSO up a bit more and realise the code is a complete and utter mess. I’ve the mind (and temperament) of an artist not a coder, it’s just a brainsplurge that somehow finds itself forming a game. So I set about writing a sequel. Squid Harder, named after a running joke with immensely awesome dev’s Zombie Cow. I didn’t make Indiecade. They had a section on the submissions form for “artistic statement”, I don’t have one. I just want to make happy smiley games that shit rainbows in your eyes, so I filled the section in with a rant about accessibility in games instead.

Includes some lush arcade-style 'tribute' surrounds.

Includes some lush arcade-style 'tribute' surrounds.

Whilst working nose to the grindstone, Andy Noble dropped me a line. Would I mind if he ported SYNSO to the 360? Would I mind? Would I mind? Of course I wouldn’t mind. I was ecstatic and stupid and filled with crazy ideas. Andy, rightly, ploughed on whilst ignoring most of them though allowing me the small indulgence of adding a load of arcade machine inspired borders to the game. And real life hit the pair of us. Mrs Bob went in for major surgery, Andy found his life taking a bit of an odd turn and after the initial rush it sort of drifted.

A month or so ago, Andy once again picked up working on the game and a few weeks later, it was done. Unlike what I’m used to where you just throw up a game onto the internets, you have to go through all sorts of boring stuff when getting a game onto the Xbox Indie Service. It has to be playtested for one thing, that takes time. 3 weeks in our case. It came through pretty much unscathed and straight into review where a bunch of other developers have to tick some boxes to say “we’ve tried this and there’s no boobies” and suchlike.

Whilst SYNSO is off in review, I’m off on a trip to Leeds and London. Squid Harder has been on display at the Eurogamer Expo, I’ve been booked in to do a rant on the Friday night in front of the press and other developers. I’m surprised I didn’t wet myself given how nervous I was but somehow I pull it off and dart out with 2 minutes to spare before my coach arrives to take me back oop north. I get back around midday on Saturday and slip into a coma. I surface Sunday with a note from Andy. “SYNSO has passed review” or words to that effect. It’s going to be out in the next 48 hours. Bloody hell. 48 hours? It wasn’t even an hour from me reading Andy’s mail to the game appearing on the marketplace.

Squid porn. Yep. Absolutely genuine. Send money.

Squid porn. Yep. Absolutely genuine. Send money.

Suddenly, it sunk in. What started out as a daft joke, a weeks worth of silly was up there, on the Xbox Marketplace. For 80 MS points.

Available to buy.

Man alive! That’s crazy.

Then I remembered a few weeks earlier I’d mailed Kevin Toms of Football Manager fame asking would he mind if I used his giant head in a game and he offered to write the dialogue for it too and realised that if there’s one thing, one running theme for the past 12 months it’s this. Crazy works. Without Rodent and Rodentia, I doubt I’d have had the balls to make the leap into “fuck it, let’s do this” territory. There wouldn’t be a silly arena shooter about a squid shooting up pink robots without this place and all the mad, mad stuff that came in its wake would never have happened. That’s a lot of thank you to be done and so as Ko has asked would I mind writing something for Rodent about the game, this is it, this is what you get.

The tale of how one daft idea and a load of encouragement led from one single throwaway comment in an inconsequential thread on the internet let to 10 months of absolute utter joyous crazy and ended up with a game on the Xbox 360. My game. Rodent’s game. So yeah, thank you Rodent and thank you Rodents for enabling the amazing to happen. And special thanks to Andy Noble for taking that silly idea and turning it into a fab game that I wish was the one I’d wrote in the first place. You’re all brilliant.

And the moral of the story? Just do it, folks. The next time you sit down and think “wouldn’t it be great if…”, do it. If nothing else, it’s a right old laugh along the way.

Huge thanks to RobF and to the heroic Andy Noble – Rodent.