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Volgarr the Viking

Forum Index > Blogs 1 2 Next All
 
 CecilSunkure   United States. January 11 2013 17:40. Posts 2272
Profile Blog # 
This is a cross post from my personal blog


[image loading]
Wicked Snake and Volgarr promotion Art by Kris Durschmidt


This article dedicates itself to sharing details about the most exciting game to release within the past DECADE. I'm a a gigantic fan of both SNES and Sega Genesis games. I've fallen on love with some Nintendo 64 games as well, but nothing really beats my early childhood experiences with the SNES.

That said, it only makes perfect sense as to why I'm now writing about Volgarr the Viking. As of now Volgarr the Viking doesn't have a website dedicated purely to itself, so you'll have to check out its KickStarter page in the meantime. In short Volgarr the Viking is "an arcade-style platformer that hearkens back to the golden era of arcades", as summed in the aforementioned KickStarter video by artist Kris Durschmidt. Volgarr is the main character in Volgarr the Viking, and there never existed a viking so awesome and hardcore until now; even the name "Volgarr" resembles the word vulgar, and just leads one into feeling Volgarr is both vulgar and brutal.

[image loading]
Volgarr the Viking


Volgarr the Viking currently undergoes development by Kris Durschmidt and Taron Millet, two game development veterans who have worked on many big-name AAA titles. The last sentence alone should be enough to convince many that this game is going to warrant excitement. The two seemed to have left their well-paying positions in order to work on their own in order to create a game that they truly love and enjoy. Judging by the amazing KickStarter campaign, wonderful promotional art, and enticing Alpha gameplay display Volgarr the Viking will be a huge success.

Here a couple videos, inside of a clickable spoiler, recently put up on youtube displaying various players who have access to the Alpha development build:







Keep in mind that the above videos are of an unfinished game! There may be missing or strange artifacts and whatnot. In my opinion this game looks extremely polished, and can't imagine what things will be like on release.

Lets start talking about some of the game mechanics present within Volgarr the Viking. The developers Taron and Kris both expressed how much deep thought was put into the creation of their core gameplay mechanics. Within the KickStarter video there were explanations of other various games that they drew inspiration from. They also seemed to have taken great care in placing their own unique style into Volgarr the Viking.

What stood out to myself most was the reminiscance to the game Super Ghouls'n Ghosts for the Super Nintendo. Lets talk briefly about Super Ghouls'n Ghosts (SGnG).

[image loading]
Screenshot of SGnG taken from a SNES Emulator


Released back in 1991, SGnG is a game of a knight who must venture through lands of zombies and demons in order to save his Princess, which was stolen in the game's introductory cut-scene.

The gameplay consists of platforming and throwing various types of weapons. The armor of the knight can be upgraded up to three times, and when upgraded provides boosts to weapons, and other various abilities. When hit the player's armor falls off, leaving the player to run around in mere undergarments.

Today still SGnG can be regarded as one of the toughest games ever made. Despite the difficulty of gameplay, the gameplay consistently stays at a very fair level of interaction with the player; no matter what happens, if something negative happens to the player (hit by enemy, losses a life) the player almost always feels like it entirely fair. SGnG was carefully designed so that a player can master the very mechanics of jumping and throwing, and play the game in a truly impressive manner. There are three main points here I want to make note of:

  • Jumping in SGnG is unique.
  • SGnG is highly difficult to master, yet incredibly fair (most of the time)
  • Simple mechanics are expounded upon in many interesting ways

Starting with the first: jumping is unique. Whenever the player jumps the trajectory of the jump cannot be changed once in mid-air. This makes sense physically, but many games allow the player to influence their direction of travel after jumping. MegaMan games in particular are famous for allowing this. The ability to influence a mid-air jump allows the player have fine-grain control over their movements, and as such interesting interactions with platforms can arise. SGnG took a completely different route, and to great affect.

Careful planning and tight decision making are required in order to platform from place to place with the knightly character. The original game designers took great care in laying out their levels to accommodate such a unique jumping mechanic. Seeing a masterful player jump and dodge enemies and projectiles in SGnG is sight to behold. Mastering SGnG isn't an easy task. The quirky jump mechanic along with the limitations of throwing projectiles make for a very difficult game to beat. However, this doesn't deter a lot of players from continuing to try again and again to fight their way through the ghoulish levels. This is due to the fairness of play. Fairness of play in SGnG particularly seems to arise from careful level layout; rarely does the player encounter a situation they didn't have a chance to learn about in a controlled environment.

For example in the first level of SGnG the player starts in a fairly flat area with no nearby enemies. Then some zombies start walking towards the player. After introducing jumping, weapon throwing and basic combat, the player then experiences a loud grumbling as the ground of the level itself heaves upward, changing the terrain in real-time. This terrain chance happens in an area where the player is pretty safe for their first experience. However soon thereafter the player is then hit with a barrage of enemies along with shifting ground, all at once. This is a great example of careful planning put into the level layouts that allow players to learn while playing. When a player is able to learn a game by playing meaningful and fun gameplay likely arises thereafter and in SGnG the gameplay is definitely both meaningful and fun.

Lastly, simple mechanics are expounded upon in interesting ways. Jumping and throwing. These are about as complex as the game gets in terms of the fundamental inputs the player must perform in order to play. Simply listing "jumping and playing" really does not sound very interesting, however by mixing and matching various interactions with the player, interesting circumstances often arise. In this way a player can easily press buttons in order to both successfully jump and throw objects. However in order to jump, throw objects, dodge enemies, kill other enemies, all the while constantly planning what to do next can become highly complex. What I'm saying is that SGnG is comprised of easy-to-use mechanics and this allows anyone to immediately play without hardly any learning curve. However in order to master the use of such mechanics, one must be able to navigate complex interactions with multiple variations of many variables all at once. Easy to play and difficult to master.

As detailed in their KickStarter campaign the design of Volgarr the Viking withdrew some of the best aspects of SGnG and brought them to life within their own game. The unique jumping mechanic makes for a very interesting type of platforming. Armor falling off of the knight, as seen in SGnG, exists within Volgarr the Viking in a new reincarnation of barbaric awesomeness. I could go on and on about the similarities between Volgarr the Viking and: Castlevania; MegaMan; Rastan; Zelda. I'm sure you get the idea from all the explanations and references to SGnG. Volgarr's iconic blue helmet, as well as a shield can be gained if gathered from various treasure chests placed around levels.
[image loading]


Once the player gathers one of these items special boosts are given to the player. The shield can deflect certain enemy attacks, for example. However, just as seen in SGnG, the armor falls off of the player in dramatic destruction when the foes of the player land a hit upon Volgarr

[image loading]
Volgar as seen with full Armor Upgrades and Flaming Shield


In this way the player is rewarded for the ability to consistently prevent enemies from damaging Volgarr, thus influencing players to think about how to approach obstacles throughout levels in an intelligent manner, in order to anticipate what actions are necessary to take in order to achieve optimal play.

[image loading]
Fanart created by Randy Gaul for a Volgarr the Viking fan art contest. Volgarr's flaming sword is used to cook a giant chicken atop Volgarr's mighty spear!


Not only does Volgarr the Viking draw from excellent arcade style games, like Rastan and MegaMan - Volgarr the Viking features a very vast well of in-depth gameplay. I'm not talking about an immersive storyline, or advanced interactive cutscene elements. Volgarr the Viking has simply ingenious level layout. Here's an example:

[image loading]
Volgarr the Viking Gameplay


In the above image the player sees a chest to their immediate right. The instinct of a player in this situation is to approach the chest and strike it with Volgarr's massive sword. Knowing this and understanding the instinct a player experiences in this situation, the level designers then decided to hide additional content above the player, in order to reward players for challenging their natural impulsion to strike the chest.

[image loading]
Player spotting a hidden chest!


If the player decides to pause and observe the environment with the camera zoomed outward, an additional hidden chest can be seen. In order to acquire the chest, the player must expertly throw spears into the wall, in which to jump upon:

[image loading]


The spears are commonly used as a tool in which to traverse walls. However, the designers Kris and Taron take the simple concept of throwing a spear into the wall even farther, and extrapolate upon the idea in interesting ways...

[image loading]
Volgarr riding a spear struck into a skeleton's shield.


In the above image the player has the ability to strike a skeleton's with the spear, and then ride the spear. Riding the spear like so avoids the spikes within the pit and allows the player to reach an otherwise seemingly impossible to reach location.

Striking the same enemy upon the shield seems to only make large sparks. However Volgarr can easily crouch. Requiring the player to crouch to hit certain enemies with the sword adds an interesting dynamic of crouching into combat. Little subtleties like this are what really contribute to Volgarr's depth of gameplay.

[image loading]
Volgarr striking the shield of a skeleton.


All in all Volgarr the Viking should excite every single person who has ever owned a SNES, Sega Genesis, NES or enjoyed old-style arcade games in the past. Volgarr the Viking brings out the best from some of the best past-times, and infuses them with a lot of original ideas and modern technologies in order to create something wonderful.

I myself don't have access to the Alpha at this time, so I don't have experience playing the game first-hand. Those that currently have Alpha access did so through pledging to the original KickStarter campaign - which I was totally broke and out of money for. You should expect some gameplay videos from myself as soon as I can possibly upload them.

Be sure to purchase Volgarr the Viking, or better yet purchase multiple copies and give them out to people you know. This game, as stated in the introduction, is only the most exciting game to have been made within the last DECADE.
Last edit: 2013-01-11 17:42:32


****
http://bit.ly/HJBjgK - Free RTS I dev'd!
Old Post

 
 Ghin   United States. January 11 2013 18:16. Posts 2202
Profile Blog # 
this game looks AWESOME lol. That's about all I have to say about that.

I think I would disagree with the idea that super ghouls and ghosts is well designed though. As long as you can keep the laser knife, it isn't terribly difficult to get to level 7. The bosses would be a good example of why it isn't well designed. I'd say the boss design is about as bad as Ninja Gaiden for nes, where there are two types of bosses: almost impossible and standing in place doing nothing. The level that's inside some fleshy intestinal looking stuff (the 4th one?) is another good example of poor design.

also, fuck those red gargoyles.
Legalize drugs and murder.
Old Post

 
 Vaelone   Finland. January 11 2013 18:37. Posts 1939
Profile # 
I kind a lost my passion for 2D platformers after leaving NES but this looks pretty cool nostalgy blast with the spear mechanics and all, might be worth keeping an eye on.
Old Post

 
 Sated   England. January 11 2013 22:36. Posts 3729
Profile Blog # 
Jumping on spears like that reminds me of QuackShot. That was an epic game :D
EU Masters Protoss playing for Team SC2Improve ~ www.sc2improve.org ~ "I'd rather play a strategy that is worse but that I feel confident in than play the better strategy not really feeling it and not being 100% behind it" - Grubby
Old Post

 
 Abenson   Canada. January 12 2013 01:09. Posts 2800
Profile Blog # 
This looks amazing, gonna keep an eye on this for sure.

+ Show Spoiler +

So... about that BW pro you worked with...
League of Legends IGN: Enigmatic Legend | #1 LoCicero/Locodoco Fanboy! | <3 Sakuya
Old Post

 
 targ   Malaysia. January 12 2013 01:16. Posts 366
Profile Blog # 
LOLOL the title made me think it was about some viking in Starcraft 2
http://billyfoong.blogspot.com/ my other opinions are here
Old Post

 
 FuDDx  *   United States. January 12 2013 01:26. Posts 3979
Profile Blog # 
Looks fun!!

Hey if you enjoy great old school games try Super Dodge Ball But you have to play the Sega Import version it has many more special moves and You are able to play as any country in single player where in the US version for the NES you could only play as USA and way less special power moves. Prob one of the greatest games ever !!
Got Balloons??? www.fudd.balloonhq.com www.balloonsbyfudd.weebly.com
Old Post

 
 Dubzex   United States. January 12 2013 04:17. Posts 3580
Profile # 
What was the ex-bw pro's name?

The game looks pretty neat too.
"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
Old Post

 
 ZeroCartin   Costa Rica. January 12 2013 04:19. Posts 2151
Profile Blog # 
Looks amazing! I cant wait to try it out! Are you part of thedev team? Great work!!
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Old Post

 
 CecilSunkure   United States. January 12 2013 05:33. Posts 2272
Profile Blog # 

On January 12 2013 04:19 ZeroCartin wrote:
Looks amazing! I cant wait to try it out! Are you part of thedev team? Great work!!

Ha! I _wish_ I were apart of this dev team
http://bit.ly/HJBjgK - Free RTS I dev'd!
Old Post

 
 CecilSunkure   United States. January 12 2013 14:50. Posts 2272
Profile Blog # 

On January 12 2013 01:26 FuDDx wrote:
Looks fun!!

Hey if you enjoy great old school games try Super Dodge Ball But you have to play the Sega Import version it has many more special moves and You are able to play as any country in single player where in the US version for the NES you could only play as USA and way less special power moves. Prob one of the greatest games ever !!

Oh hey thanks for the recommendation, will try to check it out
http://bit.ly/HJBjgK - Free RTS I dev'd!
Old Post

 
 Qwyn   United States. January 12 2013 15:01. Posts 1478
Profile Blog # 
This game looks freaking sweet!

I get radioactive nerd chills just looking at all the sprites.

Holy crap <3.
IDRA FIGHTING!
Old Post

 
 CecilSunkure   United States. January 13 2013 04:40. Posts 2272
Profile Blog # 

On January 12 2013 15:01 Qwyn wrote:
This game looks freaking sweet!

I get radioactive nerd chills just looking at all the sprites.

Holy crap <3.

Yes me too, every time I go on facebook I visit their facebook page and like all the things~~
http://bit.ly/HJBjgK - Free RTS I dev'd!
Old Post

 
 EpiK   Korea (South). January 13 2013 14:38. Posts 4978
Profile Blog # 
HEY WHATS HIS NAME
Old Post

 
 Velinath   United States. January 13 2013 15:29. Posts 641
Profile Blog # 
Poor Cecil, no peace anymore after that coworker blog. The game looks really neat, and I'll be sure to check it out!
Mid-gold, trying to hit Plat... :(
Old Post

 
 fire_brand   Canada. January 13 2013 16:34. Posts 999
Profile Blog # 
Amazing stuff man. Look forward to seeing and playing it when it's done.
Random player, pixel enthusiast, crappy illustrator.
Old Post

 
 CecilSunkure   United States. January 14 2013 04:02. Posts 2272
Profile Blog # 

On January 13 2013 16:34 fire_brand wrote:
Amazing stuff man. Look forward to seeing and playing it when it's done.

Yeah I'm way too excited for this game. I'll find out tomorrow if I have BETA ACCESS from the fanart contest. If I do I'll undoubtedly post some gameplay videos
http://bit.ly/HJBjgK - Free RTS I dev'd!
Old Post

 
 AFKing   January 14 2013 20:22. Posts 101
Profile # 
BUT WHO'S THE EX-PRO?
Old Post

 
 Tobberoth   Sweden. January 15 2013 01:17. Posts 4739
Profile # 
Thanks for the introduction. I still think platforming is the ultimate genre and It's really sad that 2d platformers are so uncommon nowadays. Hopefully the game is a great success and more studios start to make awesome action platformers.
Old Post

 
 CecilSunkure   United States. January 15 2013 06:52. Posts 2272
Profile Blog # 
I HAVE BETA ACCESS WOO

Hopefully tonight I can record some gameplay OMG SO EXCITED
http://bit.ly/HJBjgK - Free RTS I dev'd!
Old Post

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