0:00:00.690,0:00:05.100 >>GAME VOICE: For too many years I'd been smothered beneath the surface, blind to the 0:00:05.100,0:00:06.150 beauty of Terra. 0:00:20.000,0:00:23.200 For my fourth design tour I'd like to discuss Aquaria by Bit Blot. 0:00:24.120,0:00:28.660 Aquaria is mostly notable for its excellent audio visual production values and unique, 0:00:28.660,0:00:30.820 well developed setting. 0:00:30.820,0:00:35.129 In this video, we'll first deconstruct the graphics, and then look at some of its hidden 0:00:35.129,0:00:37.059 gameplay features. 0:00:37.059,0:00:42.059 The different areas of Aquaria have very different looks, but they're all drawn in the same way, 0:00:42.059,0:00:47.320 by layering hundreds of images together. The built in level editor gives me a convenient 0:00:47.320,0:00:49.550 way to demonstrate this. 0:00:49.550,0:00:53.289 Even the seamless rock walls are drawn with many smaller rock segments and then the bigger 0:00:53.289,0:01:00.289 set pieces are carefully placed by hand. 0:01:10.000,0:01:14.210 More distant elements are added in the parallax layer, behind the level and in front of the 0:01:14.210,0:01:20.300 background gradient, to give more of an illusion of depth. 0:01:20.300,0:01:25.240 Even the lighting is added in the same way. Beams of light and blobs of shadow are manipulated 0:01:25.240,0:01:32.240 and placed, just like any other object. 0:01:51.250,0:01:54.500 Because the background and character images are all drawn in the same way, by the same 0:01:54.500,0:02:00.590 artist, Derek Yu, the whole scene comes together with a consistent look. 0:02:00.590,0:02:05.060 This method of using freely transformed tiles, instead of using traditional square ones is 0:02:05.060,0:02:09.450 only possible with modern graphics hardware, but it's likely to be the future of 2D game 0:02:09.450,0:02:12.170 technology. 0:02:12.170,0:02:17.060 Aquaria uses 2D skeletal animation, so the characters are divided into component parts, 0:02:17.060,0:02:20.710 which are rotated in a hierarchal fashion to form poses. 0:02:20.710,0:02:25.230 These poses can be combined into a set of keyframes, which are interpolated to form 0:02:25.230,0:02:26.720 the final, smooth animation. 0:02:33.000,0:02:38.520 GAME VOICE: Slowly, I awoke... For a moment I had no idea where I was. 0:02:39.240,0:02:43.640 This is a powerful technique that gives polished results, but it has a significant limitation 0:02:43.640,0:02:49.360 compared to traditional animation. All of the poses have to be completely flat, 0:02:49.360,0:02:56.319 this usual is not a problem, but is most obvious when characters turn around. 0:02:56.319,0:03:00.540 Audio is the other half of the presentation, and it's also very high quality, with some 0:03:00.540,0:03:07.540 excellent songs written and preformed by programmer Alec Holowka. 0:03:14.190,0:03:16.470 The audio still holds up even if you turn off the music. 0:03:16.470,0:03:30.000 [Booming and pinging sound effects.] 0:03:30.880,0:03:35.910 There are also 357 different sound effects which help add background ambience, identify 0:03:35.910,0:03:37.989 different enemies, and accentuate actions. 0:03:37.989,0:03:42.520 They are all very well done, but there's one that I think could have used more attention 0:03:42.520,0:03:46.459 to context. Naija's attack sound is long and soft, but 0:03:46.459,0:03:48.349 it's a rapid fire attack. 0:03:48.349,0:03:52.370 During a fight, often the sounds are drowned out by a blur of over lapping fire sounds. 0:03:54.370,0:03:58.730 [A loud, low boom] 0:03:58.730,0:04:03.069 Now I'd like to talk about the hidden features of Aquaria. In the beginning of the game, 0:04:03.069,0:04:06.860 there's a brief tutorial that tells you how to move and dash, how to access the map, and 0:04:06.860,0:04:08.989 how to sing notes. 0:04:08.989,0:04:12.250 However, there are many essential things that it never tells you. 0:04:12.250,0:04:15.100 Outside the home cave, all of the save points are well hidden. 0:04:15.100,0:04:17.800 But you can still see them as red circles on your minimap. 0:04:18.000,0:04:23.550 This seems like a small detail, but the game is not really playable without knowing this. 0:04:23.550,0:04:27.449 Without using this feature, you can explore for hours without finding a save point. 0:04:27.449,0:04:33.440 And then you die, and have to start all over again. 0:04:33.440,0:04:37.560 Many reviews complained you couldn't see parts of the map you've explored. 0:04:37.560,0:04:42.770 You can, the game just never tells you how. You can click on sections of the map to highlight 0:04:42.770,0:04:47.320 them and see which parts you've explored. 0:04:47.320,0:04:50.780 The game also doesn't tell you you can create markers by clicking these little triangles, 0:04:50.780,0:04:54.660 And that you have to move them down a bit to be accurate. 0:04:54.660,0:04:58.270 This is essential because you keep getting new powers that let you bypass old obstacles, 0:04:58.270,0:05:02.930 and it would be impossible to find them again without leaving notes on the map. 0:05:06.000,0:05:09.180 >>GAME VOICE: As I sang, I could feel the Verse flowing through me. 0:05:09.180,0:05:14.000 >>GAME VOICE: Certain songs stirred the Verse deeply, causing changes in the surrounding 0:05:14.000,0:05:14.510 waters. 0:05:15.700,0:05:19.290 >>GAME VOICE: The first song I had discovered, would wrap the Verse around me... 0:05:19.290,0:05:22.330 >>GAME VOICE: ...Protecting me from environmental dangers. 0:05:22.580,0:05:27.430 The spell doesn't protect you against environmental damage, and reflects magic projectiles. 0:05:27.430,0:05:31.690 Any kind of physical or environmental hazard will still hurt you. 0:05:31.690,0:05:33.610 Also, all of the spells have a numeric hot key. 0:05:34.610,0:05:38.050 The shield spell can be cast instantly by pressing '9'. 0:05:38.050,0:05:42.699 This is not mentioned anywhere in the game, or even in the control screen. 0:05:42.699,0:05:47.040 Similarly, you can hold down the 'R' key to form a whirlpool that sucks all nearby items 0:05:47.040,0:05:50.389 towards you. This is really useful, but I didn't figure 0:05:50.389,0:05:52.940 this out until about 10 hours in. 0:05:52.940,0:05:57.710 Also, you can swim with the keyboard, leaving your mouse free to aim, look or cast spells 0:05:57.710,0:05:58.350 independently. 0:05:58.350,0:06:03.199 There are many other hidden aspects of Aquaria besides the controls. 0:06:03.199,0:06:06.350 Sometimes when you kill big boss characters, all you get is a new outfit. 0:06:06.350,0:06:10.990 I found this really disappointing at the time, but later I discovered that these new outfits 0:06:10.990,0:06:12.530 have undocumented powers. 0:06:12.530,0:06:17.750 For example, this jellyfish costume regenerates your health if it falls below 50%, making 0:06:17.750,0:06:22.650 it the most useful item in the game. However, I almost didn't put it on, because 0:06:22.650,0:06:27.600 the dead jellyfish is certainly not the most flattening outfit in Naija's wardrobe. 0:06:27.600,0:06:32.030 This is the same trap I fall into in all the games I've made, like Black Shades and Lugaru. 0:06:32.030,0:06:36.020 I assume that everybody already knows about all the cool features I've put in, and I don't 0:06:36.020,0:06:38.710 have to explain them. You have to remember that from the player's 0:06:38.710,0:06:42.090 perspective,any thing we don't show them might as well not be in the game. 0:06:42.090,0:06:47.790 It's no use making great features if nobody ever finds out about them. 0:06:50.790,0:06:52.539 There are a lot of puzzles that make it easy to get stuck. 0:06:52.539,0:06:56.610 For example, almost everyone I sent the demo to got stuck at this door here. 0:06:56.610,0:07:00.720 There are many things that could go wrong. The player could just swim passed and not 0:07:00.720,0:07:04.440 even realise that it's a door. The player could assume that the whirlpool 0:07:04.440,0:07:08.400 pattern means that you've to create one. The player could leave the cave and look for 0:07:08.400,0:07:11.610 a solution elsewhere and never find it. 0:07:11.610,0:07:15.090 Even if the player stumbles across these marking on the wall, there are even more things that 0:07:15.090,0:07:18.289 could go wrong. You could forget that these are note markings, 0:07:18.289,0:07:23.580 or try and sing that song and forget about it when it doesn't do anything. 0:07:23.580,0:07:27.180 The solution to this puzzle seems obvious once you know it, but there are many ways 0:07:27.180,0:07:34.180 that an intelligent payer could still miss it, and give up on the game. 0:07:34.250,0:07:39.270 Similarly, puzzle solutions that seem like they should work, sometimes don't. 0:07:39.270,0:07:42.780 Several times I thought I'd figured out a clever solution to a puzzle, for example by 0:07:42.780,0:07:46.550 trapping a glowing fish inside a bubble to light my way. 0:07:46.550,0:07:49.580 But it didn't work, because it wasn't the solution that was programmed in. 0:07:49.580,0:07:55.479 I also found a recipe for poisoned food, and thought I could feed it to this all devouring 0:07:55.479,0:08:00.190 boss, but that didn't work either. I never found a use for this poison recipe, 0:08:00.190,0:08:03.449 so I'm not sure why it's in the game. 0:08:03.449,0:08:07.699 This is the classic problem in adventure games. The player may not find the intended solution 0:08:07.699,0:08:09.940 and may find unintended solutions. 0:08:09.940,0:08:15.220 The classic answer to this is to observe play testers trying the game for the first time 0:08:15.220,0:08:19.780 to see where they get stuck, and what alternate solutions the find, and provide dialogue queues 0:08:19.780,0:08:23.199 to gently guide them back onto the right track. 0:08:23.199,0:08:27.000 Like the Myst series, Aquaria gives no feedback like this. 0:08:27.000,0:08:31.990 This is certainly a valid design choice, but I think most players won't be able to finish 0:08:31.990,0:08:35.560 the game without some kind of walkthrough. 0:08:35.560,0:08:39.789 Aquaria is available from bit-blot.com for Windows and Mac and is a unique game that 0:08:39.789,0:08:43.909 combines a lot of new ideas. Even if you don't like it, you can learn a 0:08:43.909,0:08:47.200 lot by experimenting with the built in modding tools. 0:08:48.200,0:08:51.950 If you have any comments about this video, or suggestions for future ones, please let 0:08:52.950,0:08:53.250 me know on the Wolfire blog.