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blogs by Gio

Tagged: review

📣 The imperfections of Murder Drones

  • Posted in fandom

I love murder drones. I think they’re such great little guys. Bring me a robot maid and I am yours forever, etc. But watching through the series itself actually took me a few stabs, and I think it’s due to a few design decisions that make following the plot unintuitive and add some friction to what’s otherwise a very fun show. So I want to talk a little bit about that friction, even though the entire thing is still a good time overall.

Indie Animation

First, the obviously relevant context is that Murder Drones is made by Glitch, which is a small independent animation studio. And independent animation necessarily comes with constraints. It’s incredibly exciting that we have the technology for small teams to make work with this quality and scale, and I don’t at all want to take that for granted. But I think a lot of the friction I have to talk about comes from fundamental trade-offs that come from that setup.

Since their resources are very limited and good animation is expensive work, there’s a pressure for everything to be compressed. Short episodes with short shots in an eight-episode miniseries mean the project is feasible, but it’s hard to get all your fun ideas in while still sufficiently paving the way for them to land properly.

get tunnel visioned on spooky corpse robot reveal, work backwards from there

Structurally, a small indie team also carries the risk of skill gaps. I don’t mean to make any criticisms of anyone in particular on the project here, but this kind of team might not necessarily have experienced television writers or producers. And, with a small independent team, there might not be enough of a test audience to catch things that could be improved, or not enough budget to re-iterate for minor improvements. So those are all categories of things that can easily run into trouble.

Independent serialized animation like this is a relatively new phenomenon, but these are going to be the same sorts of challenges projects like RWBY and Helluva Boss have. (Although I think Murder Drones is significantly better than both of those.) So while there are common environmental factors that can make this kind of project a little extra rough, the way that roughness actually manifests is interesting.

It’s not glaringly bad

The reason I’m interested in talking about this at all is that I noticed the friction as part of my own experience, but it wasn’t linked to any obvious problems. In fact, the whole reason I’m writing this is Murder Drones felt like it should be great, and I was surprised there were things that still weren’t quite clicking. In re-watching the series to write this, slowing down and zooming in to catch every piece made the effect much harder to see. It’s hard to put my finger on exactly what caused the effect. Which is why I want to! The dynamics you can barely see are always the most interesting to understand.

🎮 Hack 'n' Slash is awe inspiring

  • Posted in gaming

Hack ‘n’ Slash is a game about hacking (and comparatively little slashing) published by DoubleFine (of Psychonauts fame) in 2014. It features art by Raz Mavlian and it’s directed by absolute madman Brandon Dillon. It’s not a “programming” game (like 7 Billion Humans, a Zachtronics game, or even Quadrilateral Cowboy), and it’s not at all the action-adventure game it pretends to be at the beginning. It’s very much a game about game hacking, and that goes to some fascinating places.

I’m looking now and of the ~16 games DoubleFine has on Steam, Hack ‘n’ slash is the only one with “Mixed” reviews. This is a tragedy, as Hack ‘n’ slash is most interesting games I’ve ever seen in my life. It’s a strange case, though. Although I have an overwhelming amount of praise to give the game, there are a few oddities that make it hard for me to directly recommend everyone buy and play it. I’ll get to that later.

Why Hack ‘n’ Slash is incredible

or, the ride the game takes you on

🎮 Heart & Slash

  • Posted in gaming

Heart & Slash is a special little game. The whole thing is so aggressively fun and stylistic I can’t help but love it.

laser

It’s a 3D procgen dungeon beat-em-up. It reminds me of a cross between Neurovoider (a game I love) and Tower of Guns (a game I admittedly do not).

What really gets me is the style. The whole game has this beautiful graphical feel, with these semi-low-poly voxel models and sharp flat-shaded pixel art textures. The whole thing reminds me of pre-playstation 3d graphics, and I am here for it.

Menu

Some of that feels low-effort at first, but then you see the animation work. It’s smooth and distinct and gorgeous. Most of the actual animation you see in the game is combat, and that’s not skimped on either. Most of the weapons are actually pretty unique — with their own sets of attack animations — and lend themselves to different playstyles.

The gameplay is good too. Heart has this really interesting floaty double-jump that allows for a lot of maneuverability and midair combat.

I tend to get burnt out on rougelikes pretty easily, but I really like this one. There’s an experience mechanic, where you pick up scrap metal from robots that you can use to upgrade yourself or your equipment. You can also save that metal between runs, so you can stock up and save buffs for when you feel like you’re doing well. The game’s also not too long — getting killed isn’t ever going to feel like you lost a ton of progress, even late-game.

proto

And Heart. He’s a little robot! I love him. That’s the story there.

No, but Heart — and most of the other robots in the game — have this great early PC vibe to them, with big bulky CRT monitors for faces and other components that mirror the graphical era the graphics pay tribute to. The Heart prototype in the screenshot there has a great color scheme that maps to the old rainbow Apple logo (and, of course, the green monochrome CRT head). And I just noticed this now, but his feet have little heatsinks built in! How great is that?

hall

Oh, and the soundtrack. The soundtrack is spectacular. The main theme during the first factory level is ‘I ♥ You’ which… is just perfect. It’s a perfect song.

There’s this bridge at 1:28 where the song calms down for a few seconds before kicking right back into the main section at 1:40 and I love it. It just about perfectly matches the few seconds of relief you get after you clear a room and you navigate for a minute before diving into the next room and taking out another wave of robots.

It’s not the perfect game — there are some obvious graphical issues with z-fighting, for instance, and weapon controls can be finicky — but for $15 this is a fantastic little thing. Again, it really is special.

  • Game (Steam, Xbox, Switch, PS4)
  • Soundtrack (michaelchaitmusic.bandcamp.com)