2006 Sim Game of the Year
Simulation
games is a category where Independent Games always have some of the
most interesting titles. Indie developers' innovative approach leads to simulation games that are typically quite different
from the standard fare found in more mainstream games.
This year there was a solid focus on physics with 3 of the games all featuring
physics in their play. The other two were more classical sims that
each have strong merits and solid pedigrees.
5th Place - Toybox
| Developer: Soup Toys | Players: 1 | ||
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| System Requirements: Windows 2000/XP, P 600 or better, 128mb Ram | |||
Like
many other great games it's hard to figure out just exactly how to categorize
Toybox. It really isn't a game.
Instead it is the ultimate desktop toyset. Much like the toys that so many
of us enjoy keeping around our actual desks, Toybox takes your computer screen
and makes it fun.
There isn't any goal per say other than to amuse yourself. Players are
given a variety of different objects that all react to normal physics.
The objects can be placed anywhere to create a specific playground that can be
interacted with or just watched after making the first move to set off a chain
reaction.
The layout created can be saved as a playset and then shared with others through
the website. Toybox has quite a few playsets included with it and the
website has added many more playsets to help make your afternoons a bit more
amusing.
When we first reviewed this game it was selling for $19.95, but since then the
price has been dropped to nothing. Making the 'game' free makes it too
good a deal to pass up for anyone who is looking for a bit of playset designing
fun.
4th Place - Toribash
| Developer: SXP | Players: 1-2 | ||
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| 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.
3rd Place - Armadillo Run
| Developer: Peter Stock | Players: 1 | ||
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| System Requirements: 500MHz Processor, 64MB Memory, OpenGL-compatible graphics card or motherboard OpenGL acceleration | |||
Armadillo
Run plays very much like a tech demo in realistic structure physics (well,
as realistic as physics in a vacuum can be). The foundations for Armadillo Run
feel very technically grounded. The game is built to allow for realistic
structural physics. You can't just build a bridge of metal panels to get your
armadillo from point A to point B. It needs to be supported properly. If not
supported well, the strain on your supports will be too much and the structure
will snap into pieces. Too much slack in your support ropes, the bridge will sag
and bounce about, affecting your â"dillo's journey.
The structural components are pretty limited, but there are nearly endless ways
to construct them. Since the main environment for the game is nothing but a
blank white canvas, the levels are quite literally an artist's playground. The
game looks crisp and is deliciously tricky. Levels can be anything, and can take
any shape or scope. The basic tools to use to construct your armadillo's escape
are: rope, cloth, metal sheets, metal bars, elastic, rubber and rockets. That's
it. Sounds pretty easy, right? Wrong. Armadillo Run is wickedly challenging for
two main reasons.
One: You have a budget. Each bit of material costs you some precious cash and
you don't have very much. Each level has a specific value budgeted, the more
money you save, in essence, the higher your score. All items were not created
equal, and neither are they priced that way. All the primo stuff (elastic,
rockets, rubber) is very expensive and totally out of the question for use in
early levels. And the cheap stuff is cheap for a reason, it's not terribly
forgiving. Precision and creativity are key in Armadillo Run.
Two. Tensions and timers. Any connector in the game (ropes and elastics) can
have its tension adjusted, which will drastically alter the behavior of your
structure for better or worse. As if just trying to find a cheap, simple
structure to build wasn't hard enough, now you have a whole different field of
variables to consider. Timers allow the gamer to break certain structural
elements after a set period of time, allowing them to trigger events in a
Rube-Goldberg inspired fashion. This means even more trickiness to consider. Oh,
and did I mention adding timers and adjusting tension costs money the same as
using materials? It does. Enjoy.
The game's focus on fairly realistic and therefore fairly rigid physics and
complex level solutions may leave many gamers feeling like they're staring at a
science project more than a game. However, the more determined and experienced
puzzle gamer should be in heaven. This is a sim puzzler's playground.
2nd Place - Kudos
| Developer: Positech Games | Players: 1 | ||
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| System Requirements: Windows 98/2000/XP, 500MHz processor, 256 MB RAM | |||
Kudos
is an ambitious project from the creator of the engaging political sim,
Democracy. In
Democracy, the
goal of the gamer was to constantly adjust different societal factors in order
to best please the voters at large. Each decision involved a different level of
push and pull across a multitude of special interest groups and the game gave a
great sensation of how difficult it can be as a politician to make everyone
happy.
Kudos aims to take a similar principle (how different actions will boost and
reduce stats) and apply them to the life of a human being.
For that reason many players have looked at the game and dismissed it, comparing
it to the Sims. Certainly the focus on both improving your character's
employment and well-being while maintaining a focus on their relationships does
seem to ring true to the Sims, the games really aren't all that similar.
The fundamental difference between them is the focus of each game. The
Sims is focused on the player working with a group of people, controlling
multiple people at the same time. Kudos is really about one person.
The more individualistic approach gives players a lot more granular control over
the life of the person they are playing. Everything from what book the
person is reading to what television shows they are watching is within your
control.
The
ultimate goal is really to experience another life. What would it take to
become a lawyer or a scientist or a journalist. Schooling and working your
way up the career ladder are definitely places to start, but without balance in
life things it can be hard to really feel successful and 'happy.'
A good piece of that balance comes in hanging out with friends, but of course
that must be managed as well. You won't always have the money to go out
and even when you do, you need to make conscientious decisions about what you
will be doing and who should be invited. Who haven't you hung out with for
awhile and what do they like to do? Honestly, if everyone put as much
thought into their day-to-day relationships with each other as they do into
their virtual relationships in this game, the world would be a better place.
Ultimately, what makes both Kudos and Democracy really fantastic games is the
amount of variety to be found in the game. There are many options
available that create a near limitless number of paths to explore. Kudos is
everything a sim game should be. It creates a situation that sucks you in
and puts you in the position of really simulating what isn't real, but feels
entirely real at the same time.
2006 Sim Game of the Year - Virtual Villagers
| Developer: Last Day of Work | Players: 1 | ||
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| System Requirements: Windows 98/2000/XP/Me, 96 MB RAM, DirectX 7+, 300 mhz processor | |||
Living on an undiscovered island with a small group of people who are trying
desperately to survive is an adventure that most everyone dreams about at one time or another.
Virtual Villagers
lets players live that dream as they control a small struggling group of
survivors on a nearly deserted island.
In
a lot of ways Virtual Villagers shouldn't work. It isn't a game in the way
you normally think of a game. Much like its predecessor
Fish Tycoon, you
don't really play Virtual Villagers. The game is built to run in
real-time, which means that your little sim islanders are carrying out their
business while you are watching TV, at work and even when you are sleeping. All
you have to do is give them a nudge in the right direction. Don't get too
comfortable though, leaving them
alone too long without direction is a good way to find the village covered with
bleached bones when you return.
Virtual Villagers
is designed to be a sim game with puzzles. There are 16 puzzles that need
to be unlocked by your villagers. To unlock the puzzles you will need to raise
your villagers up to specific ability levels, complete the prerequisite puzzles,
build up to specific tech levels and keep a watchful eye on your villagers.
It's especially important to watch how the villagers react to different
objects in the village.
You
give the villagers
their instructions by grabbing them and moving them around the world map. They
can then be dropped in various locations to encourage them to interact with the
object that they are dropped on. For example, dropping them on the berry
bush will encourage them to forage for berries, dropping them on the wreckage on
the shore will encourage them to clean it up, and dropping them on each other
will encourage them to ... um ... increase the number of babies in the village.
A major piece of the game is researching. Assigning villagers to do
research will increase the player's tech points, which allows for the unlocking
of new abilities such as farming and ancestor burial. However, players
have to be judicious about where their villagers are 'dropped.' Assigning
out too many villagers to tasks such as research and healing may leave not
enough people to gather the food, and when the food is gone the villagers will
soon perish.
Virtual Villagers
tops it all off with a bit of randomness to keep the game fun and variable.
Each of the villagers has their own personality with likes and dislikes that can
be viewed from the villager detail screen. They may like running, which
will be apparent on screen as, with a watchful eye, players will notice the villager
pick up and run across the screen for no apparent reason. The inclusion of
this detail adds a lot to the variety of the game and makes each little villager
feel more real.
The
game also has random events, such as crates washing up on the beach. How
players respond to these events will completely alter how the game progresses.
For example, choosing to eat the whale will certainly give a lot of food, but
returning it to the ocean so that it can live may increase your tribe's
spirituality tech level. Between the real-time play of the game and the soothing
music that so well captures the feel of relaxing in a beautiful place, Virtual
Villagers is a wonderfully crafted game that has won over many people and
captured our
2006 Sim Game of the Year award.
Sim Game of the Year Award History
History:
2006 - Virtual Villagers
2005 - Democracy
2004 - Outpost
Kaloki
2003 - Dope Farmer
By: Russell Carroll
Posted: Friday December 15, 2006







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