Monday 9 June 2014

Slave-unky

I feel sick just thinking of the word.

Spelunky.

Never has a video game both encapsulated and infuriated in such equal measure as Spelunky.

From level 'Completed!' to 'Game Over' in an instant, Spelunky's game design is specific, dynamic, classic, modern, rewarding, punishing. The best, or worst in equal cases, of both worlds Spelunky's design provides, with consistently emotional, toe-curling platforming.
Yes, platforming.
It seems rare these days to suggest that an old-school genre such as the platformer or sidescroller can produce such tense, blisteringly difficult and belligerent feedback with it's design and mechanics, while still seducing enticing, rewarding and addictive gameplay.
60 hours I've played Spelunky so far.
60 whole hours of my time, patience, swearing and sweating dedicated to a game I have yet to fully complete once.
The design of Spelunky is random, in the sense that through the designer's blueprint, levels are created at random - albeit based on a programmed sense as to always create a path from start to finish, and to include enemies, hazards, jewels and items that are obtainable either by platforming or via two of the game's key items - the bomb and rope - of which a player will start the game with 4 of each, including hit points.

As the level's are random, it's seemingly initially difficult to create a structure and path in your mind based on experiences of dying at the hand of a wildly throwing yeti, a man-eating plant or a shotgun-wielding shop keeper.
In Spelunky everything is out to get you, and believe me - it will. Anything that is done wrong is you, the player's fault, as infuriating as it may at the moment be. Hell, I've just died after reaching this game's boss level, defeating it and then falling into a pit of lava trying to escape the level through the doorway to Hell - the game's final, hidden set of levels.
Hell subsequently also reveals the game's true boss, and the quests you must partake in to get here? Daunting. Ridiculous. Impossible. In order to reach Hell, the player must do a specific task within each area that then unlocks the ability to achieve the next task in the next area. From carrying a gold key to a large, padlocked chest, to dying on a specific level within an area, to be reborn within an impenetrable statue - providing a key item only obtained within this statue.
The concept behind all this - on the surface - seems somewhat basic, and thus achievable, and the latter is correct, I personally within the 60 hours of playing Spelunky have reached Hell twice, defeated the FINAL final boss, to then again fall into a pit of lava as the exit was open, waiting for that 'RB' command on the XBOX controller to be pressed to enter and finish the game.

The design around Spelunky is simple yet precise, and varied. I was initially overwhelmed by the amount of achievable ways I could explore and concur a level, and plotting ahead was itself a reward as often the game can be playing perfectly until - dead - before the final hurdle. It can happen so fast that reaction times cause a sudden rise in panic, almost like a traditional haunted house or 'jump scare' from a horror film/video game.
I dread to go into detail of the ways the player can die within Spelunky, as so far for me it's around 400, with 3-4 game finishes.
1 of every 100 I finish the game, statistically, and that's the basic game, not the fully rewarded Hell levels.
Within the design choices are the simplistic player controls - emulating video games from the 80's and 90's, your character can run, jump, sprint, crouch, grab, through and shoot. A concept that's then deeply explored throughout many of the items and pickups found within a level.
Vases are always present within Spelunky, housing either small to large chunks of gold, enemies or simply nothing.
This risk/reward system, even within something as small as a throw-able vase is present, and proves an analogy for the game as a whole. One minute an item can be a gift, and then within one foul swoop - becomes the curse. A shotgun for example, provides slight kickback - so strategically and over time this, and varies over objects and items will be mastered in how and where to use, '..is this going to fire me off into these spikes if i shoot the oncoming attack' scenarios are forever present. How and IF an enemy is killed is also sometimes a daunting task in itself, does the concept of killing this creature reward with an alternate path, a pickup, an obstacle for another..
All these thought processes and moves are always considered and implemented by the player, and when running past two and a half minutes on a playthrough, the player is greeted with a slow-down, almost haunted version of the level's theme music and an actual ghost, that appears from one side of the level that will slowly float straight towards you; killing when connecting. The sense, therefore, of urgent consistency and time spent collecting money, killing enemies, saving damsels and avoiding traps is perfectly placed within these small yet challenging and randomly generated worlds.

Also the aesthetically pleasing elements of Spelunky; the graphics, the music, the references and the secrets to be explored in this small games are itself a reward. The music replicates traditional 80's/90's platforming midi-esque beats and rhythms, catchy and memorable - capturing the level environment with each perfectly placed snare, whistle and key - suggesting to the player the kind of level and experience they're bound to have ahead of them. Essentially selling itself as an Indiana Jones-like experience, the gameplay borrows and highly incorporates traits of Steven Spielberg's classic franchise within a linear, yet varied 8-bit platforming game.

Spelunky was first introduced to me via Indie Game: The Movie, which mainly concentrated on the stories of designers on highly successful independent releases Braid, Fez and Super Meat Boy. Upon the release of additional hours of footage, I was provided with a few character concepts of the - then unheard of to me - Spelunky.



This image, right here, brought me to the page and video of Spelunky's release within Indie Game: The Movie Special Edition.







This is all for now, I better get back on it..

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