The Final Draft: A Valley Without Wind

By Adam Smith on April 23rd, 2012 at 9:31 am.

Upon a gentle breeze I hear the celebratory cheer of a multitude of beta testers, for it is they who have helped Arcen Games to bring A Valley Without Wind to the verge of release. The procedurally generated sidescrolling explorathon with graphics more divisive than an actual valley, or even a yawning chasm, has been updated and altered a huge amount since Jim ventured into an early beta. Today, it’s all grown up and ready to launch on Steam and “all [Arcen's] existing partners for the game”. To prove it, there’s an actual launch trailer below.

Has anyone been playing through the various beta versions? Thoughts? Opinions? Puns?

I’ve been waiting for the release and now it’s here, I may well have much more to say in the next couple of weeks.

__________________

« | »

, , .

92 Comments »

  1. Luke says:

    There seems to be quite a bit of wind in the video.
    I was promised there would be no wind!

  2. DrazharLn says:

    I stopped rainymood just before I started the trailer. Had a moment of confusion and amusement when the trailer started with the same rain effect.

  3. Dominic White says:

    I really want to like AVWW, but at it’s heart, it’s a platform shooter, and I enjoy neither the platforming nor the shooting.

    The jumping around is functional enough, but while Metroid and it’s ilk were famous for their elegantly structured levels, clever secrets and areas clearly designed to require powers you don’t quite have yet, AVWW’s procedurally generated worlds just feel like a whole lot of random ledges and loot mashed together.

    It’s the combat that really sours me, though. You spend a large portion of your time fighting, but there’s no attack animation. Every attack just makes your character pose weirdly, even when running at full speed – you just glide along – and a large portion of the enemies are swirly particle blobs that shoot swirly particle blobs at you, and to kill them you shoot swirly particle blobs back until one of you dies and turns into a new but different cloud of swirly particle blobs.

    The concepts are fantastic – on paper, it’s a procedurally generated next-gen Actraiser. But I just can’t get into the core action. It just doesn’t feel right to me.

    • mr.black says:

      Didn’t know what to think of it till I read this. Nicely rounded.
      Probably that’s the reason I never really got hooked on Terraria or even Minecraft..

    • mechabuddha says:

      Disclaimer: I haven’t played AVWW in the past month or so, so I might have missed out on some big changes.

      See, I really enjoy platform shooters. And AVWW felt too clunky. The jumping feels almost unnatural, and I don’t mean the height. In Metroid you can jump ridiculously high, but it felt fluid. In AVWW, I guess jerky is the word to use. And combat takes that jerkiness and expands on it. Fighting the tutorial blob monster, who sits still mind you, became an exercise in “how long can I dodge three glowing lights until my magic resource regenerates so I can hit the boss once for 1/16 of its health before I get bored”. The silly magic poses were amusing at first until I realized every single spell has them. For me, AVWW is a game that has amazing potential, but just never quite got that far.

      • Gasmask Hero says:

        If you ignore what the game is explicitly telling you to do, which is NOT to tackle lightning resist monsters with a lightning based spell, then clearly you aren’t going to get very far.

    • MuscleHorse says:

      The main issue for me is just how disjointed and unstructured the levels look/behave. It reminds me of those random level generators you can get for Doom/Half-Life. Interesting in how it works but not really appropriate for playing.
      I really want to like this but the graphical ‘style’ (that being it looks like a bunch of photoshop assets) and the muddled gameplay stop it from being what I initially got so excited about.

    • Moonshine Fox says:

      Combat really isn’t that interesting if you make it a goal to kill everything that moves. General enemies are really nothing but an obstacle to be avoided rather than killed (unless you’re stinging for health). It’s the boss fights that are actually interesting and that require a great deal of schmup skills and thinking ahead.

    • Cooper says:

      Nicely put Dominic

      The Nintendo games of yore / MetroidVania style games that it has been compared to excel at being “tight”. Part of this is helped by the pixel-perfect sprite animations in those kinds of games, part of it is the exacting relationship between button and action. Part of it are finely constructed and crafted worlds to explore.

      AVWW fails at all of these. Not spectacularly, but enough to make the core gameplay lacking. The animations are either almost non-existent or lack fluidity, which doesn’t convey or provide a feeling of exating accuracy. The responsiveness of the player character is not great. This is not some kind of inptu lag, but coupled with the poor animations I guess ‘clunky’ is the best word. Which proves to be a disconnect for what -needs- to be very fluid jumping / running / movement. The procedural generation is not capable of creating consistently intersting spaces. Which is a major downfall for a metroidvania game for which exploration is key.

      All in all the core gameplay is not that great. Go play Endeavour or Cave Story…

    • SanguineAngel says:

      All these responses gel with me. I tried the Beta as I was really keen to get into what sounded like an amazing game. The concept is great but yeah, the game itself didn’t sit right with me either.

    • Bumble says:

      Add me to the list of people who tried it and really wanted to like it. I just found it far too cumbersome and ugly to even begin engaging with it. There’s a great disconnect it terms of styles, both visual and mechanical and I just found I didn’t have the impetus or the time to work through something that despite all the love it’s been given, just feels remarkably shallow and low quality.

    • suibhne says:

      That’s exactly my problem(s), Dominic. Great post (by which I mean it represents my view to the letter).

      While watching early footage, I expected this to be more RPG-y, more explore-y. That potential excited me. I didn’t anticipate that the game would end up offering nearly-constant, wall-to-wall platforming action. Oh well – I hope Arcen does well, but I’m clearly not the target audience anymore.

    • RegisteredUser says:

      I love it.

      I haven’t played terraria yet, but from everything I’ve seen it seems its a simpler “biggified” Terraria with a buttload more help integrated.

      Its incredibly addictive so far, although I’m not sensing progress/achievement settlement/world wise yet. Then again I’ve only just peeked at it.

  4. Lars Westergren says:

    It’s going to be interesting to see if the gameplay in the procedurally generated levels is varied enough, while keeping challenges fun but fair. Do individual playthroughs have some sort of story and end to it?

    Endlessly procedurally generated games fail to hold my attention for some reason.

    • LintMan says:

      “It’s going to be interesting to see if the gameplay in the procedurally generated levels is varied enough, while keeping challenges fun but fair. Do individual playthroughs have some sort of story and end to it?”

      I was kind of concerned about this also before I really started playing it, but there’s tons and tons of stuff to do. The basic idea is that you start on a new continent in a settlement with a few survivors and minimal resources. Expand your settlement, increase your powers, unlock new spells/resources/features/monsters/etc, defeat the overlord and his 3 lieutenants, and move on to start over on a new continent, but with more new game features unlocked that were previously unavailable. And the next continent after that unlocks further stuff, etc.

      The basic gameplay is all about exploration of the surrounding areas – outdoors, caves, oceans, buildings. Find missions to rescue survivors for your settlement. Other missions provide guarian scrolls to benefit your settlement or tame the surrounding lands and seas. Yet others provide specialized resources you need. The areas to explore are quite vast, but the game actively discourages an “explore every nook and cranny” approach, helping you to scout out the good stuff and direct your time towrds the more lucrative areas.(Gem veins in caves, stashes in buildings) There are also warps to help you quickly return to areas you’ve already been to, to prevent a lot of backtracking.

      Other than finding the missions, the exploration is largely directed by finding all the other resources you need. Resources to create new powerful spells and upgrade them. Resources to upgrade the settlement. Resources to tame the stormy land and seas of your continent.. Resources to give you new randomized enchantments, which are slotted ability booster equipment. In other words, lots and lots of different kinds of resources need to be gathered from all over the place before you’re ready to take on the lieutenants and overlord.

      There’s also all the unlockables. The game starts out with many spells, resources, items, enchantments, monsters, and decorations locked, which must be unlocked by an achievement system. Stuff like “Kill 100 Skelebots”, “Complete 10 boss tower missions” or “Reach cave level 4 in a Desert region”. So the look of the game is constantly evolving.

      Finally, there are mystery puzzle rooms, which if completed give you a small piece of the backstory of the world and how it came to be the way it is..

      So, it has some story, with some goals and an end of sorts (defeat the overlord), but it’s really meant to support ongoing gameplay in the same world you’re created, wiht new continents with new unlockables (and you can always return to previous continents after you move on to the next). Will that game samey after a while? Maybe, but likely not for a long time, and Arcen is hoping to coninue adding lots more features and content over time if the game sales make that feasible. (ILike how they’ve done with Ai War)

  5. jackthename says:

    A VALLEY WITHOUT WIND

    cue wind howling through the treetops

    • Answermancer says:

      So witty! Nobody’s ever made that joke before, you’re a trailblazer!

      The title refers to a safe, secure place, one you are searching for or striving to create.

  6. Toberoth says:

    That trailer just seems like a lot of hot air to me.

  7. SooSiaal says:

    When i first saw this game the graphics were painful…and they still are :(
    And thats coming from someone who doesnt really give a crap about graphics. There is just something about them that makes me look away.

    • Nevard says:

      Yeah I know we’re not “supposed” to care about graphics but
      This style really isn’t doing it for me

      • Bluerps says:

        I think it’s understandable to not like a game because of it’s graphics. After all, it’s what you look at the entire time you play the game (apart from some very esoteric exceptions). If the graphics are simply aesthetically unpleasant for you, then of course this has a negative impact on your playing experience.

        For example, I cannot really enjoy Dwarf Fortress with its standard graphics (or any other game with graphics based on characters). But I love that game when I install a nice tileset.

    • Snuffy the Evil says:

      I agree- in theory this would be something I would be interested in but I cannot stand the chosen aesthetic. It’s a lot like And Yet It Moves for me in that regard- it’s an interesting puzzler, but I absolutely could not make it past the first few chapters.

  8. Eclipse says:

    sounds it could be fun, but boy if it’s ugly :\
    It’s going to be one of the worst looking game on Steam\Gamersgate, and both of them have really nasty stuff

  9. mckertis says:

    Graphics look….un-cohesive. I dont know. It reminds me not of some quality Japanese SNES platformer, but a cheap knock-off, like Turrican or something.

    • Eclipse says:

      ….are you calling Turrican a cheap knock-off?

      • mckertis says:

        Yes i am. Face it, USian console platformers have always been shit. Its only in the last few years, when its pointedly too late, we’ve seen some decent ones, not counting indie.

        • Oozo says:

          “USian” is a strange word. Do you draw a line between Japanese platformers and the rest, calling them “USian”?
          I mean, there have been and there still are decent platformers coming out from places that are neither Japan nor USian. Like, you know, Europe.

        • wcq says:

          Example: Turrican.

          It’s from Germany.

        • harakka says:

          USian console platformers

          German game, originally made for C64. The second one for the Amiga.

    • Dominic White says:

      That’s both insulting to Turrican and to pre-rendered graphics. Go play Hurrican and absolve yourself of these sins.
      http://www.youtube.com/watch?v=-jk3DNTYx_w

      But yeah, the graphics are just ugly in places, especially some interiors, which have a far-too-bright, almost uniform background. It’s like trying to read small black text on an all white screen – after a while, it’s painful.

    • Moonshine Fox says:

      It’s funny. The #1 complaint about AVWW is it’s graphics. It seems to be a binary divider. Some people love the odd style and some people just hate it. Fascinating.

      • NathanH says:

        The problem I had with the graphics when I played this game was not that they are bad (which they are) but more that they made me feel ill while I was playing and gave me a headache when I stopped.

  10. amisysally says:

    It’s great to hear from you and see what you’ve sent up. Pellet machine,This is a great blog. You deserve an award of some kind. Thanks!

  11. Corpekata says:

    Before any more bad jokes about the fact there is wind in the trailer are made, I think I should point out that the titular Valley without Wind is the goal of the game, rather than the way the world actually is. The world is beset by nasty storms and whatnot after all.

  12. Corpekata says:

    As far as the gameplay itself is, it’s quite fun but not perfect. I bought the Beta but only played a little bit opf the beginning and have mostly been spending time with it in the last week. Things have changed pretty massively, it’s far more user friendly. If you’re halfway decent at these types of games I’d say up the difficulty a bit, as the first few hours you’d have to try really hard to get yourself killed. On normal early on, you have like 200 HP and the average non boss attack will do like 2-5 HP damage, and enemies all drop healing orbs so there’s very little incentive to really strategize since they do so little damage and you’ll be able to heal it all right away anyways. Lots of unlockables to complete for some pretty good rewards. Combat is pretty cooldown dependant, with a global cooldown and ability specific one so often times you’ll want to do combos (lightning bolt, fireball, etc) in order to keep combat moving at a fast pace.

    Graphics are as mentioned fairly ugly, but I got past them pretty quick.

  13. eks says:

    Wasn’t this game going to have a isometric view at some stage? If not, then what happened to the game with the isometric view that Arcen were working on?

    • El Stevo says:

      It was this game. They changed it into a platformer some time back.

    • Mctittles says:

      It was isometric by programming but used realistic perspective 3d graphics, which seemed to make a lot of people nauseous looking at. For some reason to fix this they changed it to a 2d game and kept the perspective 3d images, which can be equally upsetting to some people.
      I’m not sure if they ever realized why their graphics turn most people off. To me it’s similar to the uncanny valley effect.

  14. Moonshine Fox says:

    I’ve been with this game since the very earliest alpha releases and while I initially didn’t feel it was anything special, it’s grown into a very encompassing experience. It’s one of the few games that encourage exploring for the joy of exploring. I can spend literal hours blazing through buildings and caves.

    It’s by no means an AAA title by any stretch, but it’s extremely well put together and balanced and it pretty much has something for everybody, if you’re into the Metroidvania genre.

    I thought this would be a “loyalty purchase” for me. A game I would buy to support the developer then never touch again. But the 150 hours I’ve sunk into it in the beta-phase alone says otherwise. I can’t really say what it is I like about it. I really didn’t like it initially, and the graphics were horrendous. But over time, it’s shaped into a nice experience and the graphics have been refined into a really unique and quirky style that I’ve grown quite fond of.

    Well spent $15 tbh.

    EDIT: For people claming it’s too easy: There’s two different difficulty sliders. Look into them. It quickly gets very punishing when you up the ante.

  15. Enzo says:

    Still looks like crap without any sense of coherent style.

    • Moonshine Fox says:

      A matter of taste, don’t you think? Besides, the incoherent style is very much intentional. The game depicts a world in both physical and temporal cataclysm, leading to odd stuff like tundras lying right next to an apocalyptic futuristic robot battlefield, beside some magma flats.

      • Dominic White says:

        That’s ridiculous. A ton of games have done the whole ‘fractured reality’ thing, and not looked like someone raided a free Poser props site and just threw everything around haphazardly. Give Terranigma for the SNES a shot and see just how consistent art style can carry through between wildly different environments.

        • notjasonlee says:

          you are exactly right. the whole poser look is what really kills it for me. it looks like a cutscene from a ’92 PC game. i really can’t imagine anyone enjoying this graphic style out of anything but pity.

    • RichardFairbrass says:

      I agree. There’s deliberately eclectic and just plain incoherent from lack of any integration. It has the feeling of several people working on the graphics at the same time without ever talking to one another, bringing in stock and clip art from a multitude of sources. The textures are so small and overly repeated that it gives the impression of trying to look like one of those ‘Magic Eye’ pictures. I don’t know if it’s just a glitch in the trailer (and if it is, why is it even in?) but it appears to have frame rate problems at some points. Quite staggering for something so graphically simplistic.

      The only possible way I can see this making sense is if it was going for ironically bad graphics, but even for that aim they’re just not quite bad enough. I like all nearly all styles of graphics if done well and would much rather this game looked like Jet Set Willy than this random mish mash. I honestly can’t remember the last time I saw a game quite as ugly.

  16. MichaelPalin says:

    Today, it’s all grown up and ready to launch on Steam and “all [Arcen's] existing partners for the game”.

    It would be nice if the press stops giving Steam free advertising out of tradition. The video clearly shows Impulse and GamersGate and the website has its own store too. If not sure, just say it’s ready to launch. This all only serves to perpetuate the perception that Steam is the only option to buy PC games digitally, and this has to stop.

  17. RagingLion says:

    What bit of interest I had in this is gone with seeing how combat heavy it is.

    • affront says:

      Yeah, this.
      Seems utterly unlike anything one could ever have inferred after the early information, which was promising. Thus interest now = zero. Too bad.

    • Mattressi says:

      Yeah, I originally thought it was more of a ‘survive and rebuild civilization’ game, but then it became a platformer and very…magic-y. But, it’s quite possible that I was simply projecting my own desires onto their description of what it would be like. Still, I had hope even after the first round of screenshots.

      I think, ultimately, it’s just not the kind of game I’m looking for (an odd 90′s platformer throw-back with similar mechanics, worse animation and higher-rez textures). However, if it were my kind of game, I’d still have a hard time buying it because of the graphics; especially the animations. I’ve never understood why each animation consists of a single frame. Though, I think the running looks a little less bad now. If they had nice pixel art, I could understand the lack of real animation; if they had good animations I could understand the…odd…graphics. Combining the two just doesn’t work, to me. It’s like putting insanely high resolution textures on the models of earlyish 3D games like System Shock 2 or Deus Ex – and then reducing the animations in the game to one frame each. In fact, that’s pretty much what AVWW looks like to me, but side on.

      I hope this goes well for them – they’re great developers and they deserve to do well. I look forward to seeing what they come up with, even though sometimes it just doesn’t appeal to me.

  18. trjp says:

    I tried this when they first released the Beta and couldn’t get on with it.

    Trying it again today I quite like it BUT I’ve run into a brick wall in the tutorial which isn’t ideal (I need a spell with a different element to proceed but I can’t craft one because I’ve no idea how/where the bits are because it’s NOT TOLD ME YET).

    Slightly disappointing really…

    • trjp says:

      Well after MUCH chopping about I found the area where it gave me the goods – it’s a bit mind-bending tho.

      It’s Arcen of course, they make games which are rather more complex than you’d really like them to be, but that said I enjoyed playing this today a LOT more than when they first pushed-it-out.

    • Corpekata says:

      The tutorial is pretty linear. When you get told you need to craft that, there’s a door to a secondary dungeon. Just explore the dungeon, get to the end, equip some spells (you will find crafting mats but you don’t really need to craft a spell to beat the monster, you just need to equip some of the 10+ spells the game automatically gives to you at the first crafting table).

      • trjp says:

        It’s entirely predictable that you’d spend ages trying to find something and it would then give you a metric tonne of stuff…

        I can’t help feeling that this game would have been ‘more’ with ‘less’ content – less stuff to collect and less spells and stuff – it’s just packed-to-the-ears with things you have no idea about at the start.

        I actually quite like the style tho – it has to be deliberate and it’s not easy on the eye but I’m sort-of enjoying it.

  19. Bluerps says:

    Hmhm. It sounds like an interesting game, but the trailer is a bit weird. More information please!

    • Professor Paul1290 says:

      Here you go:
      http://christophermpark.blogspot.com/2012/04/explaining-valley-without-wind-what.html

      Aside from the “procedurally generated platforming and shooting game” thing there are a few other major points of interest.

      In addition to freeform exploration and combat, there are “missions” in the game which are more linear and contained to contrast the procedurally generated regions of the world.
      Some of these missions include defeating bosses in towers, sneaking past rooms of enemies to find weakened bosses (yes there is a lightweight “stealth” mechanic in the game), destroying enemy outposts with assistance from friendly robots, defending supply crates from falling meteors, clearing out anachronistic enemies from time rips in time, retrieving supplies from lava-filling caves, and a few others I can’t remember off the top of my head right now.

      There are also several elements that affect “difficulty” in the game, some which can be influenced by the player’s actions.
      New enemy types are introduced depending on what enemies you’ve been killing. For example, if you kill a certain number of Skelebots, then the game brings in more powerful forms of Skelebots with more attacks. If you kill a lot of bats, then bats that are on fire or freeze you start showing up.
      On a per-continent basis, as you complete missions that get you closer to being powerful enough to take on a continent’s evil overlord, the overlord’s minions become more powerful. This is somewhat like the “AI Progress” from AI War in that you tend to want to choose missions that give you what you want in order to get the most out of actions that will inevitably make the bad guys more pissed off at you.
      Enemies that occur in certain regions on a continent also begin to “migrate” to different regions as things on the continent escalate. This also affects difficulty because certain enemies in different regions are more difficult in each others presence. For example, there are hard hitting enemies that are normally easy to dodge, but become more difficult to fight when enemies that freeze or slow you down are “migrated” into the region.

      Another interesting feature is that there are things you can do in the overworld that can help you.
      For example, you can build wind shelters to push back windstorms to ease combat and navigation in the affected regions (building “A Valley Without Wind”).
      You can have have the settlement/Ilari scout for resources to gather or NPCs to rescue should you have trouble getting either on your own.
      The Ilari can use certain “Guardian Powers” which can get you temporary effects like increased shot speed or power that affect all players on the continent.

      That’s just a few things I can think of right now.

  20. trjp says:

    Werirder and weirdweirder – I just hit what I assumed to be a dead end, absolutely no way to progress out of an area.

    I’d passed a warp but it was the first in the region so nowhere to warp to – but after a while I realised that as I’d entered a new area, I could now go back to the warp and then warp into that area in a location I couldn’t access any other way (you don’t need to find a warp – just visit the area it’s in!?)

    Did my head-in that – not entirely obvious – still not entirely sure it’s not a bug!!

    • Professor Paul1290 says:

      If you’re talking about the really dark sealed off area then that’s not really a location, it’s a “warp room” of sorts. If you go to a warp and press e then it’ll instantly take you there. It’s not really “required” to warp, but it’s a safe location the warp sends you to so you’re safe until you select where you actually want to warp to.

      If you’re talking about an area you found room with a warp but never actually touched the warp then yes. You don’t actually have to touch the warp portal itself to activate it, you just have to reach the room it is in. This is not really a bug. Most warps tend to be in relatively easily accessible parts of the room (usually).

      The map will tell you if you’ve reached a room with a warp in it. Rooms with warps have small multicolored dots on them.

      • trjp says:

        It was more like this really – I’m in a region which consists of a string of areas like this…

        [ A ] [ B ][ C ] and so on

        A contains a warp – as does B – but you can’t use the warp in A until you’ve manually reached B.

        When you enter B from A you run into a wall you cannot pass – too high to climb, no way under or around it.

        When you go back to A you can use the warp which transports you into B, beyond the wall you cannot pass – thus you can progress.

        • Professor Paul1290 says:

          That doesn’t sound too out of the ordinary.

          Usually you won’t run into true “walls you cannot pass” in the game. There’s usually some way to get somewhere whether by stacking crates, platforms, storm dashing, storm fist, teleport spell, or whatever. It’s more a question of whether it’s “practical” or “worthwhile” to do so.

          Even when you do run into something you truly cannot pass, it’s not going to stop you. Outside the tutorial, you’ll almost always have several ways to get something, so if one way doesn’t work or becomes extremely difficult then you can always back up and try something else.

        • LintMan says:

          For the tye of wall you’re tlking about, it sounds like you need to use platforms or stacked boxes to get over it. You should have some of both. If you’re out, go explore some buildings elsewhere and you’ll start collecting more and then you can return later if you want. Also later in the game you can get double/triple/quadruple jump capability and even teleporting, which all make these sorts of walls not really an obstacle. Fairly early on, you can even find scrolls allowing you to turn into a bat and fly,

          Did you read all the tombstones in the intro level? They have all sorts of tips and instructions on them. It seems like maybe you’ve missed some basic information from them,and that might be part of your frustration.

          • trjp says:

            Trust me there was no way over or around this wall – you enter at the ‘top’ of the level (dropping platforms above yourself causes them to drop to your feet).

            There may be ways of smahing through the wall which I’ve not learned yet – or teleporting or whatever – but this is only the 2nd place I’ve visted after the tutorial so I’m ‘new’ to this :)

          • LintMan says:

            Hmm. I can’t really picture what you describe – are you in an outdoors area or a cave? I was presuming outdoors. If outdoors, you should be able to get over most walls using a combination of boxes and platforms: stack a few boxes for height, then a platform that sticks off the edge of the box stack. Then some more boxes on top of those, then another platform, etc. until you reach the height you need. (The platforms let you make a ladder or stairstep effect. with the boxes.

            This article/thread is buried now so you probably won’t see this, but if you need further help/advice/answers, check out the game’s forums at http://www.arcengames.com/forums/index.php
            They have a really helpful community, and the most responsive/interactive game developers I’ve ever seen.

  21. wodin says:

    Terraria looks better and alot more fun than thats. Roll on Starbound..

  22. MythArcana says:

    Arcen Games is really one amazing outfit as AI War has been one of my favorites for years. I’ll see what’s going on with this release even though it’s not really my thing.

    • LintMan says:

      Arcen “caved in” to Steam? What do you mean? AI War has been available on Steam since at least version 2.0 (and they’re up to v5.something now). The Steam AI War keys work with Arcen’s DRM-free version, and I believe that Arcen is trying to do the same with AVWW.

      Edit: huh? Did you edit your post? I responded to a post about Arcen caving in to Steam and ruining its community, but that has now disappeared.

  23. Bluddy says:

    I’m having a hard time understanding what people are complaining about in the graphics. This is a screenshot I just took in the game: http://img846.imageshack.us/img846/8447/avww.jpg I actually think it’s really pretty.

  24. Jupiah says:

    On paper the concept sounds good, but I just can’t get over how amateurish the game looks. The 3D graphics are terrible, the levels and map have no cohesive style and are just painful to look at, the enemy designs are embarrassing, and the animations… well there barely are any. The characters seem to mostly just glide around and flail bizarrely when casting spells. It looks like the game was made in Second Life or something.

    Also trailers full of positive quotes about the game or movie being shown automatically make me suspicious. Don’t tell me how awesome your game is, show me.

  25. RegisteredUser says:

    Srsly, people who diss the gfx on this game need to talk to everyone who enjoys minecraft and get that explained first.
    Because I seriously loathe minecraft, but I’m fine with this. And MC blew up the planet for whatever reason I still don’t get(I prefer actual blocks in real life to that game, they at least give tangible sensation and are fun to build or knock over..).

    • Dominic White says:

      Minecraft has a consistent, clear art style that uses primary colours effectively without over-saturation. AVWW looks like a bunch of random CGI clip-art mashed together and then hit with a bloom filter. The abuse of the colour palette is some of the worst I’ve seen, with overbearing, searing yellows and the sky being a broad range of unnatural colors.

      It seriously gives me a headache to look at for any extended period of time.

Comment on this story

XHTML: Allowed code: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>