PC Gamer - UK (2022-01)

(Maropa) #1

I


f limitations breed creativity, thentoday’s
developershaveitharderthanever. Withfree
accesstothe world’s top gameengines – not to
mention the knowledge bankofanentire
industryavailable through Twitter, YouTube,
and Discord – there’s littleholding themback. When
two Toronto studentsnamed MareSheppardand
RaiganBurns set out tomakea platformerbackin
2001, however, theyhad nothing but limitations.

“We both had old computers that couldn’t run AAA
games,” Burns remembers. “But they could run freeware
games no problem.” For a couple of years he playedSoldat


  • a twist onWorms built around jet boots. “If you jump and
    then thrust, you can fly upwards,” Burns says. “Because
    your jump momentum is added to the thrust momentum.”
    It turned out to be a simple piece of code to copy.
    Then, one day, a Bungie dev in a Usenet group called
    Game Dev Algorithms shared how object collision worked
    inHalo. “The thing is,” Burns says, “there wasn’t a lot of
    good information out on the internet back then.” And soN:
    The Way of the Ninja was born – a platformer about
    building momentum, and avoiding collisions.
    Metanet didn’t have Unreal Engine 4 or instant
    publishing through Steam – instead it had Adobe Flash,
    which could be used to make 2D games. “When we were
    using it, it only had vector rendering, which looked
    beautiful, but was really, really slow,” Burns says. “The
    speed was proportional to the number of pixels that
    changed every frame, so we knew from the beginning – no


scrolling. And everything should be as small as possible, so
that the number of pixels changing is low.”
Inspired in part by the Japanese freeware game
Puchiwara noBouken, the pair made the player’s ninja a
tiny stick figure, who navigated brutalist rooms made up of
grey, angular passageways. The maps involved mine-
strewn chicanes, homing rocket death strips and hundreds
of retries, but they never took up more than a single screen.
“Parkour was starting to be a thing,” Burns says. “Once we
had that additive momentum vertically, wall jumping
became very acrobatic, because you could gain speed.”
Metanet leaned into the difficulty, but was smart about
it. Sheppard and Burns used their independent status to
question the wisdom of inherited platforming traits like
Game Over screens. “There was definitely a sense that
certain concepts in game design were stuck in the past or
just sucked,” Burns says.
“A lot of times we were pushing back,” Sheppard adds.
“Why do they have to always be this way?” ThoughN was
tough, it wasn’t punishing – once you died, the screen
simply reset, and you tried again. Hit points and extra
lives were just two more things Metanet didn’t need to
work out how to program.
“The minimalism was definitely an explicit thing we
wanted to do, but it was because we knew we were just two
people and we were learning,” Burns says. “So we
simplified and got rid of all the window dressing.”
WhenN was released, the browser version ran badly


  • not that players of the time cared. You didn’t turn your
    nose up at a free game back then. Not when it let you soar
    like Sonic starring in an off-Broadway production of
    Crouching Tiger, Hidden Dragon.


THE N’D
Since then, Metanet has only published new iterations of
N. “We’ve made a bunch of other stuff,” Burns says. “It’s
just, nothing is good enough. We don’t really want to
release a game unless we have as much fun playing it as we
have playing N, which is a pretty high bar for us to meet.”
EvenN+and N++, the critically acclaimed commercial
follow-ups to the free project, aren’t sequels as such. Burns
describes them as further excavations – attempts to pull a
perfect statue from the marble of that original idea.
“We were definitely aware that there was this latent
potential that we had accidentally hit upon withN,” he
says. “It wasn’t until we were makingN++ that we
realised that playing the game is about this perfectionism,
and that’s us. It’s like a fractal.”
JeremyPeel

TRY,TRY AGAIN

How N: THE WAY OF THE NINJA becamethe PC’s bestplatformer – then got better

KING BROWSER

These web platformers werenoFlash inthe pan

VVVVVV
From previous column guest
Terry Cavanagh, this
gravity-flipping adventure
paints with simplecolours


  • both in its garish maps and
    emotive characters – to quite
    extraordinary effect.


CELESTE
Now known asCeleste
Classic, this journey up a
mountain with a girl who can
only jump and dash became
the basis for a superb
meditation on anxiety.
Sounds unlikely, I know.

MEATBOY
There aredozens of Flash
projects in Ed McMillen’s
back catalogue, many of
them disgustingly gory, but
only this one spawned the
defining precision platformer
of the ’00s.

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