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2006 Game of the Year: Innovation

Independent games have become known for their innovation. Each year independent game developers create some of the most interesting ideas to grace computer screens and this year was no different.

This year's independent games show once again that no matter how hard you try you can't box independent developers in.

5th Place - Gumboy Crazy Adventures

Developer: Cinemax Players: 1
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System Requirements: Windows 2000/XP, DirectX 8.0+, 1 GHz CPU, 256 MB RAM, 32 MB Video Card

Gumboy is a ball, and he's smooshy and resilient like a ball of gum, but is drawn so it looks as if he has a scaled and armored top. Suffice it to say, he's unique. The gamer rolls Gumboy around each level using the arrow keys or gamepad and uses momentum and the angles of the level to propel Gumboy through various obstacles. There is the occasional power-up to help move things along, but the basic principle is the use of speed and the environment to propel the action.

Gumboy isn't always a ball of gum, though. In some levels (and with some power-ups), he can begin as a square or a star, changing the way he moves through the environment. In each of these forms Gumboy can also become an air or a water version of himself. With each variant, Gumboy moves through those spaces as well as he used to do along the ground, but he must now avoid sharp outcroppings, lest he be popped.

The variety of what can be done with a physics-based character, enhanced by the artistic and strange minds of the developers of Gumboy, lead to many adventures and tasks through bizarrely beautiful otherworld environments. It's an innovative adventure no platform lover should miss.

4th Place - Sky Puppy

Developer: Starquail Players: 1
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System Requirements: Windows XP/2000/ME, 128MB System Memory; DirectX 9.0+

Sky Puppy almost feels like an experiment in gameplay. What would happen if all the interface was stripped away and all you were left with was one big button?

In Sky Puppy the answer is that you'd press that button...a lot. Of course having an idea to make the interface as simple as possible is only part of being innovative, the next part is making it interesting. After all, how much can a player do if they can only press one button.

Starquail answers that question with their game Sky Puppy. In the game, players press the spacebar to flap Sky Puppy's ears. Flapping his ears will cause Sky Puppy to fly upwards. Of course you can't go too far up without running into something and Starquail has resolved that issue by adding arrows to the levels that will push Sky Puppy to the left or to the right.

It doesn't always work, as is often the case with experiments in game play, but when it does, players get the feeling of doing something weird and strangely unique.

3rd Place - Orbit Master

Developer: 18 Giants Players: 1
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System Requirements: DirectX 9+

If you've ever wondered what it might be like to slingshot yourself across space, Orbit Master has you covered.

At its core, Orbit Master is something of a space simulator. You destroy baddies, get items from point A to point B and accomplish other sometimes odd tasks while helping your side win the galactic war.

The game gives players a ship without any real abilities outside of a laser grapple. The grapple can be used to grab comets which provide momentum to the ship. Carefully planned moves will literally swing the ship around the galaxy.

Though the game is a little rough around the edges, it is an engaging and original take on the universe that will definitely leave players impressed by how different the game feels.

2nd Place - Toribash

Developer: SXP Players: 1-2
Website
System Requirements: Windows -or- OSX -or- Linux, 1ghz CPU, OpenGL

Toribash is a totally freeform fighting game. This isn’t a fighting game the way you’re used to thinking of it (insert, “This isn’t your older brother’s fighting game,� tagline here). In Toribash, you control, in essence, a faceless rag doll with joints. By clicking on the many joints in your ragdoll’s body, you give it form and movement and hence, fighting.

The bodies of the fighters are composed of the basics of human anatomy. There are limbs and joints that respond when prompted. Clicking each joint multiple times will scroll, in succession, through the options each joint can be set to. Joints start out in the single player mode (more on this later) as relaxed. Clicking on, say, the knee joint will set it to “Extending�, clicking again will set it to “Contracting�, clicking again will set it to “Holding�, and then a fourth time sets is back to “Relaxing�. This can be done to all joints, though some have additional options such as “Lowering� and “Raising� and rotating to the left or the right. This system, applied to about 20 joints across your fighter’s body, allows for a great freedom of movement.

However, Toribash is physics-based... sort of. The game is based on complete ragdoll physics. If you set your fighter’s joints to relax, he crumples completely to the ground. If you punch your opponent, you sail backwards through space with no way to correct yourself, like an astronaut going independent. So, working within this unique physical space takes a great deal of work as actions don’t have reactions like their real-life counterparts. Along these lines, limbs can be broken and pulled clean off an opponent’s body for big points, and a large part of the game is learning what kind of attacks and leverages will bring this about. Practice and experimentation is essential to success.

All in all, it's a refreshing take on the fighting genre. For those gamers with the dedication to learn how to play Toribash, it’s great fun. There are little to no restrictions on what the gamer can do, and that’s always a good thing.

2006 Game of the Year: Innovation - The Odyssey: Winds of Athena

Developer: Liquid Dragon Studios Players: 1
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System Requirements: Windows 98/Me/2000/XP, 500 MHz, 64MB RAM, DirectX 7.0+

Winds of Athena is based, as one would expect, on Homer's classic Greek epic (The Odyssey) detailing the journey of Odysseus who, conveniently named, is attempting to return home after the legendary Trojan War (which his crafty mind brought an end to). Gone at war for a decade, Odysseus' only wish is to return home to his wife Penelope and his son Telemachus. Poseidon, however, is less than pleased with Odysseus and engineers one hell of a road-trip for our beleaguered hero. If you're going to borrow a story, there is possibly no richer tale in history to take from than the Odyssey. The tale is filled with nearly endless adventure and imagination.

But what kind of a game is Winds of Athena? It's an arcade-puzzler, essentially. Each level consists of attempting to get a requisite number of Odysseus' ships and men from Point A to Point B. Along the way are many obstacles and enemies that attempt to stop the men from returning home. Sounds pretty normal, right? Well, so far, it is. The real magic of Winds of Athena comes in the way the game is controlled.

You, the gamer, are a God with a top-down omniscient view of the seas that the men sail upon. You also have the power of a God to influence the world below... but you can only influence. By clicking and dragging through the water you can create swirling ocean currents that force the ship in particular directions. By clicking the mouse inside your wind circle on the screen and rotating in a clockwise motion you can call forth great winds that push boats directly towards their goal. Each of these central movement mechanics have their dangers, though. Currents react in a surprisingly realistic and capricious manner. They don't merely form a straight line as the gamer draws it. They begin straight, but begin to fade out in swirling vortexes that might send your ships whipping back in the complete opposite direction. Much care must be taken in forming currents. Winds, too, fade over time and must be maintained to be of any use at all.

The mesh of game and game-world in Winds of Athena is nearly flawless. There's no clunky clicking of arrows or WASD to move ships around and control the action. There's no drop-down magic menu to select. There's the wind, the sea and the hands of the Gods. It's simple and wickedly challenging at the same time. Gamers frequently take movement for granted. Press left, move left. Press jump, then jump. Winds of Athena forces the gamer to take care and plan not just their movements, but the way in which they make those movements. Too much wind and you might beach your boats on a shoreline. Carelessness with currents could swirl your ships directly into a deadly reef. And this is to say nothing of the enemies. The need to continually abandon navigation efforts to do battle with the forces that face the ships leads to some truly manic and awesome gameplay.

The mechanic is very original, giving players a rare game where they don't directly control the characters, but instead interact with the game's environment and enemies through a variety of actions that each require skill, timing, and a solid strategy. From creating currents through the water to guide the ships, to whipping up the wind to blow them forward, Winds of Athena provides a unique experience that we are happy to award the 2006 Game of the Year Award for Innovation.

Innovation Game of the Year Award History

History:
2006 - The Odyssey: Winds of Athena
2005 - Façade
2003 - Train Tracking






By: Russell Carroll
Posted: Sunday December 24, 2006
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