The Indie Game Magazine December 2015 | Issue 56 | Page 12

SUBFEATURE Isolation, Survival, and the Self-Guided Experience T by: Ruby Clyde he very earliest video games, dated as they seem compared to the eighth-generation of consoles, still have a lot in common with typical modern games: There’s an objective, and there are enemies. Of course this isn’t universally true, but to many, the definition of a ‘game’ might be something that can be ‘won,’ whether that means completing a storyline, shooting all the bad guys, or getting through all the levels. But the recent spate of Early Access survival games on Steam con-fuse this conventional, objectiveoriented game style. While every game can be broken down into a series of small objectives, these games refuse to provide an ultimate goal other than one vague instruction: Stay alive. They create gaming experiences based on exploration and often, non-stop struggle in a usually beautiful, albeit cruel environment. Savage Lands merges a gritty and harsh survival experience with fantasy, which can be played either alone or in co-op mode. Savage Lands is a co-production between Signal Studios and DigitalDNA Games. Signal Studios is known for the Toy Soldiers series and has ventured into fantasy RPG territory before with Ascend: Hand of Kul. A Seattle-based developer founded in 2008 by team members with years of industry experience, the award-winning company makes games for console, PC, and mobile, and is actively designing its own search engine and toolset named SigEngine™, with the intention of “facilitating the massive content demands and rapid iteration necessary for today’s top-tier, AAA games.” DigitalDNA Games is the studio behind the CastleMiner series. Their games are among the highest rated, highest grossing indie titles of all time on Xbox, having enjoyed particular success with Cas-tleMiner and Paintball Avatar. They are in fact 12 the highest grossing XBLIG developer of all time, and their mission is simple: “To bring you the games you want to play.” The personality of each studio is certainly visible in Savage Lands, in its blending of crafting, fantasy, role-playing, and resource gathering. There isn’t a plot, but there are notable enemies to take on including dragons, forest giants, and named enemy creatures like the Helion that spawn rarely and pose a serious challenge. Rare items can be collected to create more powerful weapons, and as materials are collected, greater shelters and even decorations can be crafted to build a personalized base. Early on, inspired by the in-game journal that explains what’s required to craft various items, self-set goals become a part of play. The short opening tutorial encourages certain objectives to serve as an underpinning narrative of the gameplay experience, but Savage Lands definitely isn’t going to string that narrative together for the player. Once the few boxes that appear at the game’s start have been checked, they’re gone for good. There’s something primally “unsettling about even the simulated experience of crouching by a fire... knowing it is a beacon for whatever is hidden in the shadows; ” The resource gathering and crafting system is reminiscent of The Forest, but perhaps one of the closest reference points for Savage Lands is Skyrim (with realistic needs and diseases and The Indie Game Magazine