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  • ✇Eurogamer.net
  • Tracing a line through design, with the developers of Paper TrailJessica Orr
    It's rather appropriate that the idea for Paper Trail - a game where you have to fold paper to solve puzzles - came from a brainstorming session where Newfangled Games' founders and brothers, Henry and Fred Hoffman, folded the paper of their hand drawn levels, then noticed that the puzzles on the front and the back could combine to make an even bigger puzzle. This one magic idea stuck from the off - but Newfangled Games' debut indie didn't always look like the polished puzzler it is now. There
     

Tracing a line through design, with the developers of Paper Trail

17. Srpen 2024 v 11:00

It's rather appropriate that the idea for Paper Trail - a game where you have to fold paper to solve puzzles - came from a brainstorming session where Newfangled Games' founders and brothers, Henry and Fred Hoffman, folded the paper of their hand drawn levels, then noticed that the puzzles on the front and the back could combine to make an even bigger puzzle. This one magic idea stuck from the off - but Newfangled Games' debut indie didn't always look like the polished puzzler it is now. There were some conceptual design bumps in the road, a trip to Boxpark Shoreditch, and a Netflix deal to chase before they could reach Paper Trail's true potential.

In the release version of Paper Trail, you play as Paige, who runs away from the 'forgotten seaside town' of Southfold to pursue her dream of attending university and becoming an Astrophysicist. Instead of just catching the train like the rest of us, Paige bends the space-time continuum to fold the world around her. You see her rural world from a top-down perspective, like looking at a piece of paper, and then you fold the world, just like that paper, to reveal the pattern on the other side to create paths, move objects, and combine symbols. A simple mechanic that creates some deceptively hard, but rewarding, puzzles. However, initially, Paper Trail was more of a sidescroller, but "there wasn't a huge amount of variety you could do with it," Henry Hoffman tells me as I chat with him on a video call. "It was interesting one-off interactions, but it didn't really have any scope beyond that."

So then Paper Trail transformed into more of a Metroidvania, where you fold the map itself rather than the levels. "And it's funny," Henry tells me, "because we weren't aware of Carto at the time, and I don't think Carto had come out, but that's very much what that ended up doing, where you're zooming out and manipulating the environment and rearranging." But this map folding didn't work for them either, "because there wasn't any real immediate feedback from folding the macro environment," Henry explains. "You would do that and then you wouldn't really see exactly what had happened, it would be a little bit confusing and disorienting."

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  • ✇Eurogamer.net
  • Zenless Zone Zero studio uses AI technology to "smoothen" development processJessica Orr
    Zenless Zone Zero producer Zhenyu Li revealed in a recent interview with Eurogamer (via an interpreter) that AI generated content is used in the game "program-wise" to "better smoothen the game progress."No specific programming examples were provided, as Li is "not a tech person," but he did stress that AI "only consists of a small part of the programming [in Zenless Zone Zero], mostly to help the programming team to smoothen the production process, to actually make our work more efficient."Som
     

Zenless Zone Zero studio uses AI technology to "smoothen" development process

21. Červen 2024 v 11:31

Zenless Zone Zero producer Zhenyu Li revealed in a recent interview with Eurogamer (via an interpreter) that AI generated content is used in the game "program-wise" to "better smoothen the game progress."

No specific programming examples were provided, as Li is "not a tech person," but he did stress that AI "only consists of a small part of the programming [in Zenless Zone Zero], mostly to help the programming team to smoothen the production process, to actually make our work more efficient."

Something we do know is that the game's signature vibrant, urban art style that sets it apart from miHoYo's other titles, Genshin Impact and Honkai: Star Rail, is not something made with AI generation. Li says the team wants to "create something from our own mind" when it comes to art related content, and in a later statement provided to Eurogamer to clarify some comments, it was added that this is "something the whole team believes in."

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  • ✇Eurogamer.net
  • Wax Heads remixes punk rock with cosy vibes to brilliant effectJessica Orr
    Cosy and punk don't really go together. Cosy is restrained, all nice and warm and snug. Whereas punk is noisy and destructive - angry tunes with aggressive attitudes and anti-establishment ideals. A cosy video game wants to tuck you up nice and tight with a warm drink and tell you everything's going to be okay, but punk games tear that blanket off, pour your drink down the drain, and drag you to a window to look at the darker parts of the world, or what the world might become. Punk wants to mak
     

Wax Heads remixes punk rock with cosy vibes to brilliant effect

10. Červen 2024 v 12:00

Cosy and punk don't really go together. Cosy is restrained, all nice and warm and snug. Whereas punk is noisy and destructive - angry tunes with aggressive attitudes and anti-establishment ideals. A cosy video game wants to tuck you up nice and tight with a warm drink and tell you everything's going to be okay, but punk games tear that blanket off, pour your drink down the drain, and drag you to a window to look at the darker parts of the world, or what the world might become. Punk wants to make you feel uncomfortable. So when developer Patattie Games calls Wax Heads 'cosy-punk', you might raise an eyebrow.

Take one look at it, though, and you'll see its 'punk' side isn't leaning into the moodier, political meaning of the word. With its comic-book art style and vinyl record shop setting, Wax Heads only takes the stylings and sounds of 'punk', but it definitely fulfils its 'cosy' promise with its retail-sim-themed puzzles.

After a brief introduction chronicles how the mega-popular Becoming Violet band started and broke up in the 1980s, you start Wax Head's Steam Next Fest demo as a new, nameless employee decades later at Repeater Records, a struggling record shop. It's owned by Morgan, the old leading lady of Becoming Violet, and she explains your job as the new hire is to listen to the customers' (often confusing) descriptions of what record they want to buy, before then searching the shop for it. Pick a good suggestion and you get more points, but offer a really bad one and you can lose points. It's not clear what the points are for in the demo, but it seems likely that they might affect the fate of the record shop in the full release.

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  • ✇Eurogamer.net
  • Paper Trail capitalises on the magic of a single brilliant ideaJessica Orr
    Puzzles are a tricky thing to perfect in video games. They're present in so many different genres - typically giving us some small goal to work towards between blasting enemies and searching for resources - but are also rarely as engaging as they could be, when not a game's main focus. For more creative solutions (and creative problems) we have to turn to the dedicated puzzle genre, of course. These days, indie games rule the space, but with so many out there in the wild west of digital storefr
     

Paper Trail capitalises on the magic of a single brilliant idea

14. Únor 2024 v 16:45

Puzzles are a tricky thing to perfect in video games. They're present in so many different genres - typically giving us some small goal to work towards between blasting enemies and searching for resources - but are also rarely as engaging as they could be, when not a game's main focus. For more creative solutions (and creative problems) we have to turn to the dedicated puzzle genre, of course. These days, indie games rule the space, but with so many out there in the wild west of digital storefronts what makes a puzzler stand out? Paper Trail answers this with one basic idea: folding paper.

Folding the piece of paper your character is standing on reveals the picture on the underside of that page, which can have keys, doors, and pathways to your destination. Or, the underside can fill in part of a pattern required to magically unlock other areas. You can fold pages from the top, bottom, sides, or four corners. Playing Paper Trail is as straight-forward as that, but simple controls do not equal a simple game.

I'd hazard a guess we've all had to push a heavy object onto a switch to get through a door at some point in our gaming histories, so it's no surprise Paper Trail includes this almost customary puzzle in its demo. However, I've never had to fold my way to the solution before. With this one addition, a mainstay puzzle suddenly requires a whole new way of thinking. What corner do I fold first? In what order? Where should the statue be when I start to fold? Where should I be standing? It doesn't have a wildly complicated solution, but it does feel satisfying when the lightbulb moment happens. This one new layer of thinking is easy enough to comprehend, but tough enough to impress.

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