The Librarian is a beautiful, if short, piece of interactive pixel art

Upon booting up The Librarian, the single person project of developer Octavi Navarro, you are immediately swept up by the sounds of a crackling fire, howling wind and the simple message: “To my dad.” Right out of the gate, this short point-and-click puzzler verges on eulogistic. The care that went into the creation of this game rolls from the screen damn near palpably, and because of this I want to approach The Librarian with a careful touch. I may not know the exact sentiment Octavi instilled it with, and I will probably never grasp the reality of what it means to them, but I get the feeling as I play it that I’m not supposed to. It’s not for me. Instead, The Librarian feels like a piece of art therapy, someone else’s emotional reality sprawled out on a computer screen that I’ve been invited to peruse almost voyeuristically.

Admittedly at first, I was a little miffed by my exclusion. I ran through the game twice, culminating in thirty minutes of total playtime and both times I was left hanging. There was no neat little bow wrapping up the story. There was no payoff to what the game had set up. Why were all the other librarian’s dead and desiccated? Who was the evil shadow monster that accosted my character on the way out of their house? What purpose did the broken key in my inventory serve?

The game sets up intriguing little snippets of world building set pieces, from a lonely, wintry town littered with skeletons to a monstrous shrieking crow, but never follows through. Coming from a literary background, and due to the penchant of point-and-click adventure games to hinge themselves around narrative structure, I (wrongly) assumed that The Librarian was going somewhere with the titillating bits of intrigue it set out in front of me.

My questions went unanswered, and when the credits rolled I was at a loss of what to do. How could I write about a game that kicked me out before I could really get to know it? Playing it again, hoping to find branching paths or another ending that was more satisfying, I discovered that no, there wasn’t any other option. There were only the handful of linear puzzle’s I’d already encountered, and the single ending that left me feeling let down.

Something wasn’t adding up.

the librarian outside castle

The Librarian is lovingly crafted. Each pixel is rendered meticulously, and every scene is a work of art. The main character’s shoulders rise and fall as she breathes, her breath wafting like a cloud past her lips in the cold. Her bedroom feels warm and welcoming, multidimensional and when the windows blast open with a gust of chill wind you grieve the loss of its comfort, as though you were in there with her. Her movements are easily recognizable and complex, and when she shrugs her shoulders or burrows deeper into the hood of her shawl, she feels human.

The care that went into the artwork of this game is astounding, completely surpassing any pixel art game that I’ve played previously. And it’s not as though I’m an abhorrer of the genre. On the contrary, I’m a fan. I’ve been playing video games since consoles were running at an 8-bit capacity. Zork was my version of Skyrim. I’ve written extensively on the merits of pixel art games in affording indie developers an accessible, flexible medium for their art. I actively seek out new, innovative pixel art games because I honestly enjoy them, and will forever be a proponent for their artistic merit.

So, if The Librarian is sitting at the front of the pack in terms of construction and artistry, how has it lagged so far behind in the development of its story? It makes no sense that Octavi would put so much hard work and consideration into the art and construction of the game, only to phone it in on the plot.

The answer is, funnily enough, found in the puzzles.

the librarian puzzles

There are only a handful of them in the game, and while none of them confounded me to the point of consulting the generously supplied walkthrough, they weren’t jarringly simple, either. They required a keen attention to your surroundings, a degree of thoughtfulness and in some instances, the willingness to move backwards through the levels you just progressed. But most importantly, they meshed well with the tone of the game. They felt as though they were really something you might encounter in a dark, eldritch library, locked away from the public and scattered with the corpses of your predecessors. Their existence never detracted from the game, instead they added to it, avoiding the tonal dissonance that is the pitfall of many puzzle games.

And in a game wherein the plot is held at arms length, one that never grants me the satisfaction of knowing what the hell is going on, the fact that the puzzles seem to work so well within the world built around it only compounded my frustration. They intrigued me and left me wanting more, before ultimately dropping me on my ass and telling me that was it. In light of this, I can only assume that the plot was never intended for me. Whatever deeper meaning there is in this game is concealed for a reason, and my participation in this game is not to figure it out. Its merely to bear witness.

Remember how I said The Librarian felt eulogistic? Well, the point of a eulogy is praise someone you care for, to offer them words of love and gratitude, to recount fond memories and share your emotional connection to that person with others during a time of celebration or remembrance. The giver of the eulogy is showing a piece of themselves and their relationship to their loved one, and it is the job of the audience to bear witness, sympathetically and forgivingly. The eulogy is not for the audience’s benefit, their interpretation or understanding and instead its purpose is to facilitate the emotional growth, comfort and closure of the one speaking. The loved one.

The Librarian is a beautiful, short game that is an expression of this connection that Octavi has with their father, and we should be grateful that we were invited to witness it. The point of it is not for us to know and instead, we are granted access to it with a sense of ceremony, clicking through the puzzles and immersing ourselves in the love and care that clearly went into a polished, well crafted, deeply personal game. Approaching it as one would a point-and-click adventure title like Monkey Island for instance would only end up doing the game a disservice and would besmirch your enjoyment of it, so for those of you intrigued enough to check it out, please keep that in mind. The Librarian may be on the surface a video game, but at its core it is more a participatory art installation that a traditional game.

A Robot Named Fight Now Available for Switch & Windows 10 Devices


Matt Bitners 2017 homage and highly acclaimed “metroid-like” A Robot Named Fight has now been released on Nintendo Switch and Windows 10 devices! The Nintendo Switch version contains all features found in the PC/Steam version with support for seeded runs, new weapon and power-up combos, and even a new (secret) ending! More details about the games release are below.

Matt Bitner (Developer, Matt Bitner Games)

“Bringing A Robot Named Fight! to the Nintendo Switch feels like a homecoming in a way. Deep down, I always knew it would end up on a Nintendo platform. The game is a labor of love above all else – a living, breathing homage to the great Metroidvanias of the ‘80s and ‘90s.”

Availability

A Robot Named Fight is available on Nintendo eShop and Windows store for $12.99. The game is also available on Steam for $12.99, and the games soundtrack can be purchased along with the game for $13.58, not too shabby!

Get your hands on A Robot Named Fight today!

Three Smart Ways to Get Your Gaming Events Sponsored

Shows like “King of Kong” have sparked interest in the retro and arcade games of old. The world of eSports is fast-growing, and teams just now starting out face an uphill climb. Luckily, there’s still plenty of room for new stars on old cabinets. If your crew is ready to up their game and become stars at the local, regional or national stage, you probably need funding. Making money playing games is living the dream, after all. The best way to get funds for events, to cover gear and to pay for practice times is to find a sponsor. Here’s three tested methods for getting your events or team the sponsors to take them to the next level.

Crowdfunding

There are countless millions of gaming fans out there who would love to get in on the next big thing. They want to be able to say that they were part of a breakout team’s growth when the team first got its legs, and they can help through the magic of crowdfunding. To seek crowdfunding, you’ll need a few things: a camera to make intro videos, someone skilled in writing and editing, and an idea of what you’ll give supporters in return.

Choose your crowdfunding platform wisely. Professional platforms may require you give up some of the equity, or ownership rights, of your team or event. Others may have very specific rules that limit how you use funds. Popular sites like GoFundMe and dedicated platforms such as eSportsFunder are likely smart bets. Remember that you should offer something tangible to supporters, especially if you aren’t providing equity in the team. Low-level rewards can include signed thank-you letters, branded water bottles and access to private blogs or streams. High-tier rewards may include team visits, podcast interviews or one-on-one gaming challenges.

Local Shops

Why not drop down to the nearest comic book or gaming store and ask if they’d like their logo proudly displayed on your gear when you show up for the regional tournaments? This type of low-cost advertising can be a great boon if you’ve already got a small following in the local community. Local shops are often filled with savvy business owners who understand the benefits of being seen by the gaming community.

Don’t ask a single local shop to fund your whole trip, however. Offer them tiered choices, specific dollar amounts, for logo placement on your team jerseys or event flyers. Companies that pay the most should be prominently displayed. Smaller sponsors should have logos on the sleeves and below the chest line of jerseys and in the margins or only on a sponsor page in programs. Try to get at least three, and no more than nine, local sponsors for your first big outing. More isn’t always better, especially at lower funding levels.

Seek Professional Help

If you’re in a small town without many gaming and comic-book stores handy, you can expand your sponsorship search. Use professional tools like those from HelloGamers to get your event and team stats in front of marketers and business owners alike. Make realistic estimates of your draw and include information about venues and previous records or record attempts. These tools can give you access to companies that sell on a national or global scale. Internet-based sponsors can benefit every bit as much as local stores when you get in front of the cameras.

Once you have a sponsor or two, consider issuing a press release or even signing up with Help a Reporter Out to volunteer your experience and knowledge of competitive gaming and retro games when reporters need an expert opinion. Gaining these types of contacts with professional journalists and businesses alike can increase your exposure, making it more likely that the biggest sponsors will come to you as your crew gains prominence through play or simply being in the right place at the right time and ready to seize the opportunity.

Zero Ranger Preview: Become Something More

Hordes of enemies to shoot, check. Powerups that augment the gameplay in fun ways, check. Bosses that will take several tries to master, check. Zero Ranger has all the staples of the genre that inspired it. This is a true indie game, and it definitely deserves the place it’s scrolling toward in the arcade SHMUP wall of fame.

Zero Ranger, up until recently known as Final Boss, is a SHMUP in development by a small, two-person dev studio, System Erasure. What started as a passion project has turned into so much more; Zero Ranger started development almost 10 years ago between Eero Lahtinen and Antti Ukkola. A lot has changed from the initial videos from eight years ago and the most recent previews released last week and things are looking good.

*Zero Ranger demo trailer


In Zero Ranger, you play a fighter who is trying to become more, a Zero Ranger: Pilot of an awesome transforming mech. You are fighting off an invasion of an alien called Green Orange. As you progress you unlock new abilities to help further fend off the Green Orange front. The demo is the ‘training program’ for that invasion. This game was created with a love of the genre that really shines through. There are several Easter eggs stuffed in this game such as Arc Adder with his pesky options and his ripple gun.

There are two ship/mechs available in the demo and each one feels markedly different. Aside from the look, each ship’s attacks and upgrades act a little different. As you progress you get the choice between two options for your second and third attacks. The secondary fire can either be an attack that reaches behind your ship and provides a single, weak, bullet stream in front, or an attack that hits the sides of your ship but leaves your front vulnerable. The third attack is either a lock-on attack, or a charge attack. The Demo frustratingly ends as you unlock a third attack which promises to transform your ship into its mech form with either the drill or the sword attack shown in an older video of gameplay.

Pixel art is a dying style which is why it is always refreshing to play a game that captures the look as well as Zero Ranger. From the sprite work to the backgrounds, to the cutscenes, System Erasure has done a great job making the game look amazing. They also nailed the most important thing: this game feels great to play. Everything about this demo feels polished and complete. To top it off, the sound design is excellent. Each song puts you in the action and is a pleasure to listen to. Add in the sound effects and this game would be right at home sitting next to 1942 and Gradius in a dimly lit arcade. This game doesn’t beg for your quarters though, it makes you want to give them away with its flashy visuals, only using a spectrum of eight colors.

It features couch co-op and it plays just as smoothly as the single player experience. The only difference is it is harder to keep track of your player with the added chaos of another ship throwing bullets up screen. When one player loses their final life, a one up was thrown out. Add that up with the fact that the levels were the same as single player and didn’t the game wasn’t nearly as tough to get through.

The game is scheduled to launch on August 24th and I am excited to see what other content it will have to offer. With everything that System Erasure has wrapped into this game, it is a definite must buy for anyone who loves a good arcade bullet hell. Nothing to do now but sit and wait for the invasion to begin.

*Final Boss Debut trailer

Check out the demo here

What are your first impressions of ZERO RANGER? Let us know in the comments below!

Faxanadu: A Timeless Treasure

*Home sweet home. Wait, what happened here?

Daggers and wing boots, mantras and monsters await you. This is the tagline for Faxanadu and though there is only one dagger, wing boots, oddly enough, are in fashion among the elves. There are more mantras and monsters than you can wave that dagger at. While this game is widely unknown, it has a cult following and for good reason. It is an overall excellent game that shows traits that have become an industry standard.

Released in 1988 by Hudson Soft, Faxanadu is one of many side scrolling adventures on the NES that, even though most reviews give it acclaim, fell into the abyss of the unknown at time of launch. The likely cause for this is the fact that Faxanadu is actually a spinoff title from Japanese series titled Dragon Slayer, and one of only a few of the earlier titles to be localized outside of Japan.

The story of Faxanadu unfolds as you play through the game. The elves live in the World Tree, a tree the size of a country complete with several cities and just as many dungeons. The dwarves live in a vast underground society and things are relatively peaceful between the two nations. One day the World Tree was hit by a meteor and it started dissolving into the waters, turning it to poison. This poison corrupted the dwarves and they started to mutate and attack the World Tree.

The game picks up with the player character, an elven adventurer, returning home from a long journey to find his home town in ruin and mostly deserted. The king tells you of the plight of your homeland, gives you a stipend and sends you off to save the World Tree. The rest is up to you to explore and find out how to stop the dwarfs.

Faxanadu is a side scrolling ARPG that has become popularized as ‘metroidvania’. You slay enemies to gain experience and gold and, sometimes, bread that heals you. As you venture further through the tree you will come upon towns that have the standard vistas: item/weapon shops, healers, a key shop, bar, houses, and a temple which houses a guru who levels you up and saves your game.

Leveling up in this game differs to the standard level systems you may be used to. Each new level nets you a fancy new title and with it, a new gold stipend when you respawn. This makes it easier for you to restock and get back to adventuring instead of farming gold (though you will probably farm a bit for new gear).

faxanadu shop keeper

*Cool guy Joe’s got what you need.

Gold is used to purchase things like new weapons and armors to make your character stronger. Gold is also used for purchasing keys, keys, keys. Most dungeons in the game, as well as doors separating world zones, require keys. You purchase these keys from none other than the smoking cool guy key vendor found in every town. There are several types of keys and you need the right key for the right door. Keys are a one-time use and the door will lock behind you, so if you leave the dungeon you will need to spend another key to reenter. While this can be frustrating, dying in the same dungeon or accidentally leaving as soon as you enter burns keys, it isn’t too big a detractor from the game.

The controls are tight and responsive, though some of the platforming jumps are stretched to the pixel. The game has a dedicated jump, which I, personally, am a fan of in platformers like this one. There is no crouch, which only seems a problem in the early stage of the game as the dagger can’t hit the smaller enemies forcing you to rely on magic.

faxanadu priest

*And the lord said unto him “tJSsIvutCISMFqdMIQ” …wut?

The game has several diverse locations, all of which have their own atmosphere and vibe. The first couple of zones are full of greens and browns contrasted with the blue sky behind as you explore the roots of the tree. Next you enter into the tree itself, known as the World of Mist. The mist is actually smoke from where the meteor caught it on fire. Once you climb through the smoldering trunk of the tree, you will find yourself traversing through the branches themselves, this tree is enormous. After clearing your way through the branches you reenter the tree in what looks like an almost alien landscape.

While I wouldn’t put the OST in a top ten this game does have some excellent music, from the blast of enthusiasm as soon as the cart boots up to the shopping jingle that you will inevitably hum along to. Each zone mentioned has its own theme that helps set the tone of the area, from the harrowing jumps through the branches to the haunting stroll through the World of Mist this game has a sound for you.

For as much praise as I give this game, it is not without its flaws. I already touched on the keys being a nuisance, but there is a glaring design choice that will frustrate and that is enemy placement. Enemies already respawn every time you reenter a room. Now add to that the fact that there are several rooms that have enemies placed at entry ways, usually ladders you can’t attack from, and you have several forced hits. Sometimes these will knock you back into the previous room forcing you to try to not get hit again. This is the biggest detractor of the game but should not deter you from playing it.

I strongly recommend that everyone play through this game at least once. In my honest opinion this game, along with a few others, shapes what is the quintessential formula for a perfect side scrolling ARPG. From the excellent story, setting, gameplay, and music comes an experience you won’t soon forget. A few parting words said best by the Gurus of the World Tree, “Don’t have negative thoughts. Just remember your mantra.” Good luck on your adventure, may you get a pair of wing boots of your own!

faxanadu ending screen

*Glad that’s over, I’m outta here.

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