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Interview with founder James:
Gameplay footage:
Tony:
At PAX East 2014’s Indie Megabooth, developer Discord Games demonstrating their kickstarted adventure title, Chasm, and we were able to get some hands-on time with it and chat with founder James Petruzzi about the project.
Chasm stars Tyrion, a veteran solider on his way home from
years of being on the battlefield. Unfortunately, he ends up strolling into an
old mining town and can’t leave! The people in the town tell him that there was
an earthquake recently that has trapped a bunch of miners underground, and the
only place where he can find out what’s going on is hidden in the massive mine
under the village. And thus our journey begins!
Chasm is an exploration platformer similar to Metroid or more
so Castlevania. Tyrion controls similar to the Belmonts with his jumps and
jabs. At the start of the game, our hero is unarmed but quickly finds a
knife for protection. Although short-ranged, the knife adds strength to take out monsters. As in true
Metroidvania fashion, new weapons and items are found scattered throughout the
labyrinth which improve Tyrion’s abilities and combat skills. For example, finding a sword adds not
only more power but greater distance to his strikes. The networking of tunnels and
paltforming also fit the Metroidvania style nicely. There were areas I had to
jump onto swinging platforms and other areas where I had to cautiously
navigate past pits lined with sharp crystals. While I only saw the mine area in the
demo, the trailers show other areas that the hero will be venturing through later in
his journey.
What kind of Metroidvania game would Chasm be without monsters? The mine area were full of trolls and mice enemies along with hanging worms and crawling insects. Trolls would try to walk up to you and smack you with a rock, mice would continue to spawn until their nest is destroyed, and worms would fall from the ceiling if you walked underneath them. Much like Castlevania, killing these monsters gives Tyrion experience points that eventually level him up, increasing his stats progressively. As enemies respawn once you leave the room, the game offers you benefits while you backtrack though old areas.
What kind of Metroidvania game would Chasm be without monsters? The mine area were full of trolls and mice enemies along with hanging worms and crawling insects. Trolls would try to walk up to you and smack you with a rock, mice would continue to spawn until their nest is destroyed, and worms would fall from the ceiling if you walked underneath them. Much like Castlevania, killing these monsters gives Tyrion experience points that eventually level him up, increasing his stats progressively. As enemies respawn once you leave the room, the game offers you benefits while you backtrack though old areas.
However, unlike Metroid and Castlevania, Chasm’s caverns are
procedurally generated and should create unique experiences for each
playthrough similar to Roguelike titles. With a procedurally generated world,
I am curious to see how the game handles Metroidvania staples such as backtracking
and exploration. I am a touch worried that being randomly generated might mean
areas will look and feel the same rather than if someone designed the world independently. I
hope they make it so it generates memorable layouts to play in.
Visually, Chasm is designed after the 16-bit era of pixel
art. The environments are nicely detailed with lush trees and jagged
stalactites, and Discord Games uses a variety of effects such as particle effects for the
snowy town and parallax scrolling in the depths of the mines. And then there
are the characters. NPCs, enemies, and the hero all have fluid animations even
when they are standing still. The humans bob and sway smoothly, and the evil rats and
worms wiggle around waiting to strike. Tyrion’s attack animations are also
expressive and vary depending on what weapon he is using. Having the fluid
character animations not only makes the game play better, but it also makes it
more enjoyable to spend time with.
Chasm fits the Metroidvania genre well with exploration,
platforming and monster hunting, and its procedurally generated environments
will add a twist on the genre and will hopefully vary enough to offer different
experience in every playthrough. I just hope the generated environments will be
interesting layouts and remain memorable rather than thrown together. Chasm’s
16-bit style felt nostalgic, and its fluid character animations showed the
animators’ hard work. I look forward to see what monsters we will face and
other places Discord Games will take us in Chasm. Keep an eye out for more details
about Chasm and its release date for PC and PS4.
For more information, check out the game's website here.
For more information, check out the game's website here.
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