1 00:00:00,200 --> 00:00:02,520 Hey, it’s Mark with Game Maker’s Toolkit. 2 00:00:02,520 --> 00:00:04,080 You know the drill by now! 3 00:00:04,080 --> 00:00:09,840 Every year, I use my last video on this channel  to celebrate a game that did something different. 4 00:00:09,840 --> 00:00:14,880 A game that was innovative,  inventive, or just plain smart. 5 00:00:14,880 --> 00:00:18,840 In previous instalments I’ve looked  at masterful murder mysteries, 6 00:00:18,840 --> 00:00:23,360 micro RPGs, and slithering snake-based adventures. 7 00:00:23,360 --> 00:00:29,560 But this year, for 2023, I… need  to wind the clock back a bit. 8 00:00:29,560 --> 00:00:35,120 So, back in 2015 I made a video  about the new Tomb Raider games. 9 00:00:35,120 --> 00:00:39,160 Well, they’re not new now  - but they were new then. 10 00:00:39,160 --> 00:00:44,320 Anyway - the video was all about how  dull the climbing is in those games. 11 00:00:44,320 --> 00:00:48,200 Lara Croft’s heroic scramble  up a cliff face is represented 12 00:00:48,200 --> 00:00:53,800 by… pretty much just holding up on  the analogue stick for, like, 5 minutes. 13 00:00:53,800 --> 00:00:58,520 And since that video’s release…  well, things haven’t changed much. 14 00:00:58,520 --> 00:01:03,640 Alloy hikes up the mountains of Horizon with  little need for the player's involvement. 15 00:01:03,640 --> 00:01:08,080 And Atreus’s epic climb up the  wall of Asgard might have been 16 00:01:08,080 --> 00:01:12,200 terrifying for him - but it was no problem for me. 17 00:01:12,200 --> 00:01:17,800 However, in 2023 we finally got a game  that dared to do things differently. 18 00:01:17,800 --> 00:01:21,760 A game that makes climbing…  interesting and engrossing. 19 00:01:21,760 --> 00:01:30,540 And so, without further ado, I want to tell you  that this year’s most innovative game is… Jusant. 20 00:01:30,540 --> 00:01:36,560 Jusant, from developer DON’T NOD,  is a wistful, zen-like odyssey up 21 00:01:36,560 --> 00:01:42,240 a mahoosive mountain - and the only way  to the top is to start climbing. 22 00:01:42,240 --> 00:01:45,520 This video does not contain  any spoilers for Jusant, by the way, 23 00:01:45,520 --> 00:01:49,240 so feel free to watch  before you go play the game. 24 00:01:49,240 --> 00:01:55,760 Okay, so like I said in the intro, one of my  biggest bugbears with Lara’s climbing is that the 25 00:01:55,760 --> 00:02:01,120 action on screen feels completely disconnected  to the stuff you’re doing on the controller. 26 00:02:01,120 --> 00:02:03,760 But Jusant tries something different. 27 00:02:03,760 --> 00:02:06,080 Lemme break down how climbing works. 28 00:02:06,080 --> 00:02:11,440 When we’re on a wall, we can use the left  analogue stick to hunt for nearby handholds. 29 00:02:11,440 --> 00:02:16,000 Moving the stick essentially shifts a  cursor around in two dimensions - and 30 00:02:16,000 --> 00:02:20,760 if that cursor overlaps with a valid  handhold, the character will reach out. 31 00:02:20,760 --> 00:02:25,640 This system allows us to freely pick whichever  handhold we want - even picking between one that 32 00:02:25,640 --> 00:02:31,120 is close and one that is far away, simply by  moving the stick further away from the centre. 33 00:02:31,120 --> 00:02:35,680 And yes, I did spend an entire  day remaking the game in Unity… 34 00:02:35,680 --> 00:02:39,300 for the benefit of this 10 second demonstration. 35 00:02:39,300 --> 00:02:41,520 That, that probably wasn’t worth it, to be honest. 36 00:02:41,520 --> 00:02:43,200 But here we are. 37 00:02:43,200 --> 00:02:48,720 Anyway - if the character is reaching towards  a handhold, we can grab it by using the 38 00:02:48,720 --> 00:02:54,480 corresponding trigger - left trigger for the  left hand, right trigger for the right hand. 39 00:02:54,480 --> 00:02:59,120 That trigger must now remain held down,  while we hunt for the next handhold. 40 00:02:59,120 --> 00:03:02,960 So - this system ends up creating a  deep connection between what you’re 41 00:03:02,960 --> 00:03:07,080 doing on the controller - and what  the protagonist is doing on screen. 42 00:03:07,080 --> 00:03:10,280 You push the analogue stick  out to hunt for handholds, 43 00:03:10,280 --> 00:03:13,000 just like how the character reaches out their arm. 44 00:03:13,000 --> 00:03:15,240 The rhythmic switching from the left to right 45 00:03:15,240 --> 00:03:19,880 triggers mimics the hand-over-hand  movement of real-life rock climbing. 46 00:03:19,880 --> 00:03:23,800 And having to hold down a trigger at  all times means you’re gripping the 47 00:03:23,800 --> 00:03:27,400 controller… in the same way the  character is gripping the wall. 48 00:03:27,400 --> 00:03:29,800 You let go, they let go. 49 00:03:29,800 --> 00:03:35,040 And DON’T NOD did want to go even further - an  early prototype had you controlling both the 50 00:03:35,040 --> 00:03:40,440 arms and the legs, using all four buttons  on the top of the pad for hands and feet. 51 00:03:40,440 --> 00:03:43,080 But that proved overly complicated. 52 00:03:43,080 --> 00:03:48,280 The developer also wanted to involve the  controller when jumping to far-off handholds: 53 00:03:48,280 --> 00:03:52,240 the idea was that you had to tilt  the stick opposite from the jump to 54 00:03:52,240 --> 00:03:56,800 coil up and build momentum before  releasing the stick to spring up. 55 00:03:56,800 --> 00:04:00,080 But this proved difficult to teach and execute. 56 00:04:00,080 --> 00:04:06,880 So in the end, the devs settled on holding the  jump button to, essentially, charge up the jump. 57 00:04:06,880 --> 00:04:10,600 Now, look, it’s obviously not  essential for a game to have you 58 00:04:10,600 --> 00:04:13,600 mimic the character’s actions on the controller. 59 00:04:13,600 --> 00:04:17,960 But this sort of kinaesthetic design,  as it’s called, has proven to be a 60 00:04:17,960 --> 00:04:23,080 wildly successful trick for making game  mechanics more immersive and engaging. 61 00:04:23,080 --> 00:04:27,600 Whether that’s holding the button down  for longer to make Mario jump higher. 62 00:04:27,600 --> 00:04:32,040 Or pulling back on the analogue stick  to reel in a ghost in Luigi’s Mansion. 63 00:04:32,040 --> 00:04:36,360 That little up-down flick of the stick  to do a manual in Tony Hawk’s Pro Skater. 64 00:04:36,360 --> 00:04:42,840 Or the infamous arcade stick inputs needed to pull  off a fireball or an uppercut in Street Fighter. 65 00:04:42,840 --> 00:04:46,920 And of course, we have seen  this applied to climbing before. 66 00:04:46,920 --> 00:04:51,600 The developers at DON’T NOD were notably  inspired by the way you clench the controller 67 00:04:51,600 --> 00:04:56,640 in Shadow of the Colossus, in order to  stay hanging on to each massive monster. 68 00:04:56,640 --> 00:05:03,320 And Ubisoft’s Grow Home inspired the use of left  and right triggers for the left and right hands. 69 00:05:03,320 --> 00:05:08,920 What makes Jusant special, then, is doing all  of this stuff simultaneously - and doing it 70 00:05:08,920 --> 00:05:15,120 with a human character, rather than a goofy  red robot that can bend in unrealistic ways. 71 00:05:15,120 --> 00:05:20,520 Sidenote: It’s very much worth noting that  complex wrangling of a controller can 72 00:05:20,520 --> 00:05:25,200 prove problematic for players with  certain types of motor impairments. 73 00:05:25,200 --> 00:05:29,080 I mean, heck, I had to play Jusant in  like 20 minute sessions because holding 74 00:05:29,080 --> 00:05:33,720 the triggers down for so long played  havoc with my repetitive strain injury. 75 00:05:33,720 --> 00:05:36,640 So - hats off to DON’T NOD for also offering a 76 00:05:36,640 --> 00:05:41,840 number of accessibility settings  that can provide easier input. 77 00:05:41,840 --> 00:05:46,320 Now - the simple control scheme  is not my only problem with the 78 00:05:46,320 --> 00:05:49,280 Uncharted-era of climbing systems. 79 00:05:49,280 --> 00:05:53,600 You can’t make a game better just  by adding in more buttons - or else 80 00:05:53,600 --> 00:05:56,840 every game would have you walk  around like you’re playing QWOP. 81 00:05:56,840 --> 00:06:01,440 No - the real problem is that  climbing requires next-to-no thought, 82 00:06:01,440 --> 00:06:07,360 no problem solving, no decision making -  none of the stuff that makes games great. 83 00:06:07,360 --> 00:06:10,840 And that’s completely at odds with real climbing! 84 00:06:10,840 --> 00:06:17,200 Like, did you know that in rock climbing, a  route up a wall is actually called a “problem”. 85 00:06:17,200 --> 00:06:20,520 And that’s because climbing  isn’t just about strength and 86 00:06:20,520 --> 00:06:25,200 stamina - but it’s about planning how  you’ll move from handhold to handhold. 87 00:06:25,200 --> 00:06:29,000 How you’ll shift your body, and  how you’ll use different holds, 88 00:06:29,000 --> 00:06:31,920 positions, and grips to get to the top. 89 00:06:31,920 --> 00:06:36,600 That’s pretty tough to capture in a  video game - but Jusant gets close, 90 00:06:36,600 --> 00:06:40,840 with the use of two tools:  the rope, and the piton. 91 00:06:40,840 --> 00:06:43,520 So whenever you start a climb, the character will 92 00:06:43,520 --> 00:06:47,840 automatically attach their rope to a  carabiner that’s embedded in the wall. 93 00:06:47,840 --> 00:06:53,000 This means that if you fall, you’ll get  snagged by the rope and can climb back up. 94 00:06:53,000 --> 00:06:55,600 But then you’ve got the pitons. 95 00:06:55,600 --> 00:07:00,320 These can be wedged into the wall  to create, essentially, checkpoints. 96 00:07:00,320 --> 00:07:03,840 Now when you fall, you’ll be  caught by your most recent piton. 97 00:07:03,840 --> 00:07:08,200 You only have three to spare, though,  so you’ll need to use them judiciously. 98 00:07:08,200 --> 00:07:14,720 This puts you in charge of when and where to save  - giving you more decisions to make as you climb. 99 00:07:14,720 --> 00:07:18,760 However: the rope is not just a  clever twist on the save system. 100 00:07:18,760 --> 00:07:24,320 You see, the rope is not infinitely long -  it is, in fact, exactly 40 metres in length, 101 00:07:24,320 --> 00:07:29,120 and so you’ll need to ensure that you have enough  slack to make it to the top of the current climb. 102 00:07:29,120 --> 00:07:34,280 That might mean you have to take a shorter  route - or work back on yourself to pull 103 00:07:34,280 --> 00:07:38,720 out a nuisance piton that’s pulling  the rope in the wrong direction. 104 00:07:38,720 --> 00:07:44,920 And the rope is also a proper physics object that  can get caught and tangled on different objects. 105 00:07:44,920 --> 00:07:51,280 So at times, the rope is your saviour, but  at other times it’s your biggest obstacle. 106 00:07:51,280 --> 00:07:54,920 Though - DON’T NOD does make a couple concessions. 107 00:07:54,920 --> 00:07:58,120 For one, there’s a little  cheat in the player’s favour: 108 00:07:58,120 --> 00:08:03,160 when you are close to a ledge, the rope  will magically grow an extra five metres, 109 00:08:03,160 --> 00:08:08,920 to avoid those annoying moments where the rope  is just a little bit too short to make it. 110 00:08:08,920 --> 00:08:15,040 And also there are these relay points which allow  you to reset your entire rope to that point. 111 00:08:15,040 --> 00:08:19,600 These are a nifty addition - relays  give you a specific point to aim for, 112 00:08:19,600 --> 00:08:22,760 so you’re not always simply going up. 113 00:08:22,760 --> 00:08:27,160 And without the relay, there would be a  strict upper limit on how long a climb 114 00:08:27,160 --> 00:08:31,440 could be without giving the player  some flat ground to reset their rope. 115 00:08:31,440 --> 00:08:34,320 With the relay, though, DON’T NOD could add a few 116 00:08:34,320 --> 00:08:37,960 epic climbs where you’re on the  wall for significantly longer. 117 00:08:37,960 --> 00:08:42,800 It’s such a relief to get to the top  and finally let go of those triggers. 118 00:08:42,800 --> 00:08:45,800 But there’s even more to the rope  - because there’s also the way 119 00:08:45,800 --> 00:08:48,880 that it greatly expands the available play space. 120 00:08:48,880 --> 00:08:53,880 With climbing and jumping alone, you  can only really explore the area that’s 121 00:08:53,880 --> 00:08:59,640 immediately around you - there always has to  be a viable handhold within jumping distance. 122 00:08:59,640 --> 00:09:03,200 But the rope lets you go much, much further. 123 00:09:03,200 --> 00:09:08,640 You can place a piton in the wall, abseil  down, and then swing along the wall - this 124 00:09:08,640 --> 00:09:14,960 gives you a massive arc to explore, letting you  grab onto ledges far away from any handhold. 125 00:09:14,960 --> 00:09:18,280 And later, the game takes  this into the third dimension. 126 00:09:18,280 --> 00:09:21,480 You might have to climb a wall,  then dangle down beneath it, 127 00:09:21,480 --> 00:09:25,560 and swing beyond the wall to another  climbing surface further back. 128 00:09:25,560 --> 00:09:26,840 And elsewhere in the game, 129 00:09:26,840 --> 00:09:31,520 DON’T NOD adds in additional challenges  - through changes in the environment. 130 00:09:31,520 --> 00:09:37,760 Like - you can hit a button to make these plants  sprout buds that you can use as handholds. Useful. 131 00:09:37,760 --> 00:09:43,040 But if they’re in direct sunlight, then  the buds will slowly wilt and then die. 132 00:09:43,040 --> 00:09:47,080 This forces you to move fast,  and use your pitons for safety. 133 00:09:47,080 --> 00:09:52,560 At times, Jusant reminds me of the classic  Tomb Raider games, where you have to size 134 00:09:52,560 --> 00:09:57,720 up the space and decide how you’re going to  use your different jumps to get from A to B. 135 00:09:57,720 --> 00:10:01,240 A proper three dimensional puzzle game. 136 00:10:01,240 --> 00:10:04,080 Though… I don’t want to oversell it. 137 00:10:04,080 --> 00:10:08,200 Because, okay… I’ll come back  to that thought in a minute. 138 00:10:08,200 --> 00:10:11,040 The final thing that makes  those old climbing systems 139 00:10:11,040 --> 00:10:14,200 boring is that there’s absolutely no danger. 140 00:10:14,200 --> 00:10:16,400 No stakes. No peril. 141 00:10:16,400 --> 00:10:23,320 In this scene, where Lara Croft is clambering up a  wobbling radio tower, she’s absolutely terrified. 142 00:10:23,320 --> 00:10:25,360 But I’m just… not. 143 00:10:25,360 --> 00:10:29,880 Changing the controls to be more engrossing  might help me connect more with the character. 144 00:10:29,880 --> 00:10:32,000 But I think it has to go further than that. 145 00:10:32,000 --> 00:10:36,560 Earlier this year we looked at the  mechanics, dynamics, aesthetics framework, 146 00:10:36,560 --> 00:10:40,560 which shows how the game’s mechanics  can impact the player’s behaviour, 147 00:10:40,560 --> 00:10:44,240 which can, in turn, impact  the player’s emotional state. 148 00:10:44,240 --> 00:10:49,280 And so game designers can pick game mechanics  that will put players in the right frame of mind. 149 00:10:49,280 --> 00:10:54,480 Whether that’s making the player feel like  a badass, or feel absolutely terrified. 150 00:10:54,480 --> 00:10:56,560 And if you want players to feel scared, 151 00:10:56,560 --> 00:11:00,440 then you probably need some  sort of consequence for failure. 152 00:11:00,440 --> 00:11:04,800 And in these sections, Tomb Raider just… doesn’t. 153 00:11:04,800 --> 00:11:07,440 But, well, neither does Jusant, really. 154 00:11:07,440 --> 00:11:10,960 For one, you simply cannot die in Jusant. 155 00:11:10,960 --> 00:11:14,240 There are invisible walls to stop  you from walking off a cliff. 156 00:11:14,240 --> 00:11:18,320 And because you’re automatically attached to the  rope at the start of every climb, then letting 157 00:11:18,320 --> 00:11:23,760 go of the handholds will just send you back  down - or back to the last piton you placed. 158 00:11:23,760 --> 00:11:28,200 And even then… it’s extremely  rare to ever fall off in Jusant. 159 00:11:28,200 --> 00:11:32,000 The most likely reason would  be to run out of stamina. 160 00:11:32,000 --> 00:11:36,360 You see, completing a valid action will  deplete some stamina - a tiny amount 161 00:11:36,360 --> 00:11:39,560 when grabbing a handhold, or a lot when jumping. 162 00:11:39,560 --> 00:11:43,480 Now DON’T NOD went through  many iterations of this system, 163 00:11:43,480 --> 00:11:47,000 including having independent  stamina gauges for each arm. 164 00:11:47,000 --> 00:11:50,080 A chunk system where if you  deplete an entire chunk, 165 00:11:50,080 --> 00:11:52,560 it wouldn’t regenerate until you touch the ground. 166 00:11:52,560 --> 00:11:56,440 A system where you could only regenerate  stamina while hanging from the rope. 167 00:11:56,440 --> 00:11:58,600 And a system where if you run out of stamina, 168 00:11:58,600 --> 00:12:03,360 you’d have to manually descend all the  way back to the ground and start again. 169 00:12:03,360 --> 00:12:07,480 Ultimately, playtesting showed  that none of these were a good fit. 170 00:12:07,480 --> 00:12:11,760 Some felt overly punitive, others  disrupted the climbing flow, 171 00:12:11,760 --> 00:12:14,760 and others were difficult to  communicate to the player. 172 00:12:14,760 --> 00:12:19,480 In the end, DON’T NOD went with something  far more simple: your stamina drops, 173 00:12:19,480 --> 00:12:24,240 but it can be replenished, at any  time, by clicking in the left stick. 174 00:12:24,240 --> 00:12:28,320 However, big actions like jumps  will permanently reduce the size 175 00:12:28,320 --> 00:12:31,360 of the stamina bar until you’re on flat ground. 176 00:12:31,360 --> 00:12:35,120 So the more you jump, the more  often you’ll need to rest. 177 00:12:35,120 --> 00:12:38,680 This means that the only way you  can ever really run out of stamina 178 00:12:38,680 --> 00:12:44,320 is to completely ignore these obvious  prompts to stop and rest for a second. 179 00:12:44,320 --> 00:12:50,600 And so stamina management just ends up being…  like, a little nuisance thing to nurse. 180 00:12:50,600 --> 00:12:56,160 Never something you’re really worrying about -  like you might in, say, Shadow of the Colossus. 181 00:12:56,160 --> 00:13:02,400 And this means Jusant almost never makes  you feel like you’re in any real danger. 182 00:13:02,400 --> 00:13:06,600 But here’s the thing… that’s not  what DON’T NOD was going for. 183 00:13:06,600 --> 00:13:11,720 The developer tells me that the intention for  this game was to make a peaceful experience 184 00:13:11,720 --> 00:13:18,160 without pressure. A chill, atmospheric  adventure - inspired, primarily, by Journey. 185 00:13:18,160 --> 00:13:24,040 And so the developers deliberately removed  aspects that would cause friction and frustration. 186 00:13:24,040 --> 00:13:28,240 That’s why I don’t want to oversell  the game’s problem-solving gameplay: 187 00:13:28,240 --> 00:13:33,520 there’s some smart ideas in here, but nothing  that’s going to cause you significant trouble. 188 00:13:33,520 --> 00:13:37,680 And that’s because it would  disrupt DON’T NOD’s intended flow. 189 00:13:37,680 --> 00:13:45,400 And developer intention… is something I’ve perhaps  struggled to consider in my previous videos. 190 00:13:45,400 --> 00:13:49,920 Like, let’s go back to the climbing  in Tomb Raider and Uncharted. 191 00:13:49,920 --> 00:13:56,600 Were the developers ever actually intending  this stuff to mimic real-life rock climbing? 192 00:13:56,600 --> 00:13:57,680 Probably not. 193 00:13:57,680 --> 00:14:02,920 As I explored in this video on mixing genres,  the climbing sections are just supposed to be 194 00:14:02,920 --> 00:14:08,640 something simple to do as a bit of downtime  between the more involving combat sections. 195 00:14:08,640 --> 00:14:14,040 And so, at times, I have criticised games  because they haven’t incorporated some mechanic, 196 00:14:14,040 --> 00:14:19,160 system, or idea… even though the games were  never trying to do that in the first place. 197 00:14:19,160 --> 00:14:25,880 I wanted Spider-Man to have a complex web-swinging  system that took skill and effort to master. 198 00:14:25,880 --> 00:14:30,200 But Insomniac just wanted every  player to feel like Spidey from 199 00:14:30,200 --> 00:14:32,480 the moment they picked up the controller. 200 00:14:32,480 --> 00:14:37,160 And maybe this is me getting older  and wiser and realising that, hey, 201 00:14:37,160 --> 00:14:39,680 not everything is supposed to revolve around me. 202 00:14:39,680 --> 00:14:42,760 I am not the protagonist of reality. 203 00:14:42,760 --> 00:14:46,680 Maybe this is from talking to more  developers about how games get made. 204 00:14:46,680 --> 00:14:52,840 Maybe this is from becoming a game developer  myself - and having my own developer intentions! 205 00:14:52,840 --> 00:14:58,680 Whatever the case, if there’s one regret I  have about past episodes of GMTK, it’s this. 206 00:14:59,480 --> 00:15:03,480 So instead of saying - hey, I  wish Jusant was more challenging 207 00:15:03,480 --> 00:15:08,400 or more punitive - I’ll instead  take the game on its own merits. 208 00:15:08,400 --> 00:15:12,680 Then I can look at the stuff I like about  the game - the immersive control scheme, 209 00:15:12,680 --> 00:15:16,880 the clever rope physics, the thoughtful  checkpoint system - and stash that in 210 00:15:16,880 --> 00:15:19,800 the ol’ toolkit as a good example to point to. 211 00:15:19,800 --> 00:15:25,400 And for the rest - well, instead of seeing it  as something for Jusant to fix, I can see it 212 00:15:25,400 --> 00:15:31,640 as an opportunity, for another developer, with  different intentions, to tackle in the future. 213 00:15:31,640 --> 00:15:34,280 What I’m saying is - hey, Square Enix, 214 00:15:34,280 --> 00:15:39,080 if you want to give the next Tomb  Raider game a new identity… play Jusant. 215 00:15:39,080 --> 00:15:42,120 It’s on Game Pass! It’s great! 216 00:15:42,120 --> 00:15:43,240 Okay. Hello. 217 00:15:43,240 --> 00:15:46,400 That got a bit weird and  personal towards the end, huh? 218 00:15:46,400 --> 00:15:50,760 But then I brought it back to Jusant  before things got out of hand. Phew. 219 00:15:50,760 --> 00:15:54,960 Thanks so much to DON’T NOD for  speaking to me for this episode. 220 00:15:54,960 --> 00:15:58,160 And for sharing those behind the scenes videos. 221 00:15:58,680 --> 00:16:01,600 It's now time for some honourable mentions! 222 00:16:01,600 --> 00:16:04,760 Storyteller is a wildly ambitious puzzle game, 223 00:16:04,760 --> 00:16:08,120 where you are given an empty  comic book and a title. 224 00:16:08,120 --> 00:16:12,320 Now you have to fill in the spaces  with characters, objects, and themes, 225 00:16:12,320 --> 00:16:15,080 to make a narrative that fits the prompt. 226 00:16:15,080 --> 00:16:21,760 It plays on visual language and, well, story  telling to make a completely new type of puzzle. 227 00:16:21,760 --> 00:16:26,320 Terra Nil is a city-builder  with a stark ecological message. 228 00:16:26,320 --> 00:16:28,880 Instead of stripping a planet for resources, 229 00:16:28,880 --> 00:16:33,720 the game is actually about undoing the  greedy grubbing of a previous generation. 230 00:16:33,720 --> 00:16:38,600 So you have to carefully plop down buildings  that will replenish and revitalise the 231 00:16:38,600 --> 00:16:43,120 land - and then pack everything  up and bugger off back into space. 232 00:16:43,120 --> 00:16:46,880 Shadows of Doubt is an epic detective simulator. 233 00:16:46,880 --> 00:16:51,440 The game generates a city block, filled  with hundreds of people who have lives, 234 00:16:51,440 --> 00:16:54,480 jobs, relationships, and daily routines. 235 00:16:54,480 --> 00:16:59,400 When one of those citizens is murdered, you’ll  have to work the case in order to find the 236 00:16:59,400 --> 00:17:05,120 killer - using stuff like fingerprints,  CCTV recordings, and employee databases. 237 00:17:05,120 --> 00:17:10,520 All neatly organised on a caseboard,  complete with pins and red string. 238 00:17:10,520 --> 00:17:15,440 Pseudoregalia is a Metroidvania  that looks like a lost N64 game, 239 00:17:15,440 --> 00:17:18,920 and has some of the best 3D platforming in years. 240 00:17:18,920 --> 00:17:22,960 You can mix and match various moves  - like a long jump, a ground pound, 241 00:17:22,960 --> 00:17:26,520 and a wall kick, to navigate  blocky obstacle courses. 242 00:17:26,520 --> 00:17:30,240 And, if you’re good enough, break  the game’s sequence entirely. 243 00:17:30,240 --> 00:17:35,040 Zelda: Tears of the Kingdom deserves a  nod for its brilliant Ultrahand system. 244 00:17:35,040 --> 00:17:39,120 This thing lets Link fuse things  together in order to make vehicles, 245 00:17:39,120 --> 00:17:41,400 weapons, and problem-solving tools. 246 00:17:41,400 --> 00:17:44,840 It’s elegantly designed, to make  it easy to build whatever you want. 247 00:17:44,840 --> 00:17:48,320 And it means you can play the game  in pretty much any way you desire. 248 00:17:48,320 --> 00:17:51,720 There’s a full video on the  channel about how Nintendo made it. 249 00:17:51,720 --> 00:17:55,120 Viewfinder is a mind-blowing  technical masterpiece. 250 00:17:55,120 --> 00:17:58,040 You can take a photo, and  then place down the Polaroid 251 00:17:58,040 --> 00:18:01,040 to summon the photo’s contents into the world. 252 00:18:01,040 --> 00:18:03,280 That never stops being impressive. 253 00:18:03,280 --> 00:18:08,800 And it’s also just a very good puzzle game with  lots of clever twists on this central mechanic. 254 00:18:08,800 --> 00:18:12,280 And Chants of Sennaar is a game about language. 255 00:18:12,280 --> 00:18:16,960 You must decipher an unknown alphabet in  order to make your way up a massive tower. 256 00:18:16,960 --> 00:18:19,600 You’ll have to use contextual clues and leaps 257 00:18:19,600 --> 00:18:23,160 of logic in order to guess  what each letter symbolises. 258 00:18:23,160 --> 00:18:27,720 And then do it all again, with a fresh  set of glyphs, on the next floor. 259 00:18:27,720 --> 00:18:32,160 Wow - turns out there were loads of  incredibly innovative games this year! 260 00:18:32,160 --> 00:18:35,280 Let me know if I missed any  in the comments down below. 261 00:18:35,280 --> 00:18:39,120 Thanks so much for watching  Game Maker’s Toolkit this year. 262 00:18:39,120 --> 00:18:45,760 In the last twelve months I’ve made videos on  The Sims, Zelda, Banjo Kazooie, Resident Evil 4, 263 00:18:45,760 --> 00:18:51,560 detective games, the MDA framework, 2D  cameras, and Valve’s playtesting approach. 264 00:18:51,560 --> 00:18:56,720 There was another record-breaking game  jam, a new series about short indie games, 265 00:18:56,720 --> 00:19:02,200 and four devlogs for Mind Over Magnet -  which you can now wishlist over on Steam. 266 00:19:02,200 --> 00:19:08,760 I’ll see you in January, for the - can you believe  it - tenth year of doing Game Maker’s Toolkit. 267 00:19:08,760 --> 00:19:11,320 Time flies when you’re having fun.