Posts Tagged ‘The Missing Ink’

Pen-t Up Anticipation: The Missing Ink Goes Live-Ish

That house is a hazard

I feel a little twinge of guilt. Alright, a big twinge of guilt. I popped in to visit fellow Brighton residents Red Bedlam, developers of promising free indie MMO/building game The Missing Ink, just before Christmas. Then Christmas happened. Then a thousand other things happened once I went back to work. So my write-up of it yet remains on the Angry Post-It Note Of Things I Must Do stuck to the bottom of my monitor. I do my level best not to look at that Post-It note. But I will. And I will write that feature.

In the meantime, I can bring you news that The Missing Ink, which features a rather charming paper cut-out art style and offers the twin pleasures of monster-bashing across multiple time periods and a private sandbox construction mode, is now in open alpha. If you head over here, you can sign up and start playing more or less right away. Some in-game footage is below, which shows adventuring, building, and jetpacks.
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Paper MMO: The Missing Ink

Die-cut of the tentacle

There was, for a while, a theory that implosion of the high-end MMOs was inevitable but boutique online games would fill the resulant void. The trend towards big MMOs switching to free to play has at least delayed that collapse (and quite possibly extended it indefinitely), and sadly we haven’t really seen as dramatic a rise of smaller, more esoteric and/or indie MMOs as hoped. There are a few for sure – e.g. Wurm, Darkfall, Love, Darkwind – but really the expected explosion of alterna-virtual worlds seems to have centred around Facebook games, digi-playparks for kids and, abstractly, Minecraft multiplayer. So it’s good to see an MMO in the relatively classic sense approached by what appears to be a resolutely indie developer.

The Missing Ink, whose open alpha is expected next month, has an especially charming art style – paper cut-out adventurers tally-hoing through a distorted 3D world – and the added bonus of a personal sandbox construction sub-world for each player. I don’t entirely grasp how all this works in practice, but it looks both lovely and ambitious.
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