WEBVTT 00:00:00.200 --> 00:00:02.520 Hey, it’s Mark with Game Maker’s Toolkit. 00:00:02.520 --> 00:00:04.080 You know the drill by now! 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. 00:00:09.840 --> 00:00:14.880 A game that was innovative,  inventive, or just plain smart. 00:00:14.880 --> 00:00:18.840 In previous instalments I’ve looked  at masterful murder mysteries, 00:00:18.840 --> 00:00:23.360 micro RPGs, and slithering snake-based adventures. 00:00:23.360 --> 00:00:29.560 But this year, for 2023, I… need  to wind the clock back a bit. 00:00:29.560 --> 00:00:35.120 So, back in 2015 I made a video  about the new Tomb Raider games. 00:00:35.120 --> 00:00:39.160 Well, they’re not new now  - but they were new then. 00:00:39.160 --> 00:00:44.320 Anyway - the video was all about how  dull the climbing is in those games. 00:00:44.320 --> 00:00:48.200 Lara Croft’s heroic scramble  up a cliff face is represented 00:00:48.200 --> 00:00:53.800 by… pretty much just holding up on  the analogue stick for, like, 5 minutes. 00:00:53.800 --> 00:00:58.520 And since that video’s release…  well, things haven’t changed much. 00:00:58.520 --> 00:01:03.640 Alloy hikes up the mountains of Horizon with  little need for the player's involvement. 00:01:03.640 --> 00:01:08.080 And Atreus’s epic climb up the  wall of Asgard might have been 00:01:08.080 --> 00:01:12.200 terrifying for him - but it was no problem for me. 00:01:12.200 --> 00:01:17.800 However, in 2023 we finally got a game  that dared to do things differently. 00:01:17.800 --> 00:01:21.760 A game that makes climbing…  interesting and engrossing. 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. 00:01:30.540 --> 00:01:36.560 Jusant, from developer DON’T NOD,  is a wistful, zen-like odyssey up 00:01:36.560 --> 00:01:42.240 a mahoosive mountain - and the only way  to the top is to start climbing. 00:01:42.240 --> 00:01:45.520 This video does not contain  any spoilers for Jusant, by the way, 00:01:45.520 --> 00:01:49.240 so feel free to watch  before you go play the game. 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 00:01:55.760 --> 00:02:01.120 action on screen feels completely disconnected  to the stuff you’re doing on the controller. 00:02:01.120 --> 00:02:03.760 But Jusant tries something different. 00:02:03.760 --> 00:02:06.080 Lemme break down how climbing works. 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. 00:02:11.440 --> 00:02:16.000 Moving the stick essentially shifts a  cursor around in two dimensions - and 00:02:16.000 --> 00:02:20.760 if that cursor overlaps with a valid  handhold, the character will reach out. 00:02:20.760 --> 00:02:25.640 This system allows us to freely pick whichever  handhold we want - even picking between one that 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. 00:02:31.120 --> 00:02:35.680 And yes, I did spend an entire  day remaking the game in Unity… 00:02:35.680 --> 00:02:39.300 for the benefit of this 10 second demonstration. 00:02:39.300 --> 00:02:41.520 That, that probably wasn’t worth it, to be honest. 00:02:41.520 --> 00:02:43.200 But here we are. 00:02:43.200 --> 00:02:48.720 Anyway - if the character is reaching towards  a handhold, we can grab it by using the 00:02:48.720 --> 00:02:54.480 corresponding trigger - left trigger for the  left hand, right trigger for the right hand. 00:02:54.480 --> 00:02:59.120 That trigger must now remain held down,  while we hunt for the next handhold. 00:02:59.120 --> 00:03:02.960 So - this system ends up creating a  deep connection between what you’re 00:03:02.960 --> 00:03:07.080 doing on the controller - and what  the protagonist is doing on screen. 00:03:07.080 --> 00:03:10.280 You push the analogue stick  out to hunt for handholds, 00:03:10.280 --> 00:03:13.000 just like how the character reaches out their arm. 00:03:13.000 --> 00:03:15.240 The rhythmic switching from the left to right 00:03:15.240 --> 00:03:19.880 triggers mimics the hand-over-hand  movement of real-life rock climbing. 00:03:19.880 --> 00:03:23.800 And having to hold down a trigger at  all times means you’re gripping the 00:03:23.800 --> 00:03:27.400 controller… in the same way the  character is gripping the wall. 00:03:27.400 --> 00:03:29.800 You let go, they let go. 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 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. 00:03:40.440 --> 00:03:43.080 But that proved overly complicated. 00:03:43.080 --> 00:03:48.280 The developer also wanted to involve the  controller when jumping to far-off handholds: 00:03:48.280 --> 00:03:52.240 the idea was that you had to tilt  the stick opposite from the jump to 00:03:52.240 --> 00:03:56.800 coil up and build momentum before  releasing the stick to spring up. 00:03:56.800 --> 00:04:00.080 But this proved difficult to teach and execute. 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. 00:04:06.880 --> 00:04:10.600 Now, look, it’s obviously not  essential for a game to have you 00:04:10.600 --> 00:04:13.600 mimic the character’s actions on the controller. 00:04:13.600 --> 00:04:17.960 But this sort of kinaesthetic design,  as it’s called, has proven to be a 00:04:17.960 --> 00:04:23.080 wildly successful trick for making game  mechanics more immersive and engaging. 00:04:23.080 --> 00:04:27.600 Whether that’s holding the button down  for longer to make Mario jump higher. 00:04:27.600 --> 00:04:32.040 Or pulling back on the analogue stick  to reel in a ghost in Luigi’s Mansion. 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. 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. 00:04:42.840 --> 00:04:46.920 And of course, we have seen  this applied to climbing before. 00:04:46.920 --> 00:04:51.600 The developers at DON’T NOD were notably  inspired by the way you clench the controller 00:04:51.600 --> 00:04:56.640 in Shadow of the Colossus, in order to  stay hanging on to each massive monster. 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. 00:05:03.320 --> 00:05:08.920 What makes Jusant special, then, is doing all  of this stuff simultaneously - and doing it 00:05:08.920 --> 00:05:15.120 with a human character, rather than a goofy  red robot that can bend in unrealistic ways. 00:05:15.120 --> 00:05:20.520 Sidenote: It’s very much worth noting that  complex wrangling of a controller can 00:05:20.520 --> 00:05:25.200 prove problematic for players with  certain types of motor impairments. 00:05:25.200 --> 00:05:29.080 I mean, heck, I had to play Jusant in  like 20 minute sessions because holding 00:05:29.080 --> 00:05:33.720 the triggers down for so long played  havoc with my repetitive strain injury. 00:05:33.720 --> 00:05:36.640 So - hats off to DON’T NOD for also offering a 00:05:36.640 --> 00:05:41.840 number of accessibility settings  that can provide easier input. 00:05:41.840 --> 00:05:46.320 Now - the simple control scheme  is not my only problem with the 00:05:46.320 --> 00:05:49.280 Uncharted-era of climbing systems. 00:05:49.280 --> 00:05:53.600 You can’t make a game better just  by adding in more buttons - or else 00:05:53.600 --> 00:05:56.840 every game would have you walk  around like you’re playing QWOP. 00:05:56.840 --> 00:06:01.440 No - the real problem is that  climbing requires next-to-no thought, 00:06:01.440 --> 00:06:07.360 no problem solving, no decision making -  none of the stuff that makes games great. 00:06:07.360 --> 00:06:10.840 And that’s completely at odds with real climbing! 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”. 00:06:17.200 --> 00:06:20.520 And that’s because climbing  isn’t just about strength and 00:06:20.520 --> 00:06:25.200 stamina - but it’s about planning how  you’ll move from handhold to handhold. 00:06:25.200 --> 00:06:29.000 How you’ll shift your body, and  how you’ll use different holds, 00:06:29.000 --> 00:06:31.920 positions, and grips to get to the top. 00:06:31.920 --> 00:06:36.600 That’s pretty tough to capture in a  video game - but Jusant gets close, 00:06:36.600 --> 00:06:40.840 with the use of two tools:  the rope, and the piton. 00:06:40.840 --> 00:06:43.520 So whenever you start a climb, the character will 00:06:43.520 --> 00:06:47.840 automatically attach their rope to a  carabiner that’s embedded in the wall. 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. 00:06:53.000 --> 00:06:55.600 But then you’ve got the pitons. 00:06:55.600 --> 00:07:00.320 These can be wedged into the wall  to create, essentially, checkpoints. 00:07:00.320 --> 00:07:03.840 Now when you fall, you’ll be  caught by your most recent piton. 00:07:03.840 --> 00:07:08.200 You only have three to spare, though,  so you’ll need to use them judiciously. 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. 00:07:14.720 --> 00:07:18.760 However: the rope is not just a  clever twist on the save system. 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, 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. 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 00:07:34.280 --> 00:07:38.720 out a nuisance piton that’s pulling  the rope in the wrong direction. 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. 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. 00:07:51.280 --> 00:07:54.920 Though - DON’T NOD does make a couple concessions. 00:07:54.920 --> 00:07:58.120 For one, there’s a little  cheat in the player’s favour: 00:07:58.120 --> 00:08:03.160 when you are close to a ledge, the rope  will magically grow an extra five metres, 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. 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. 00:08:15.040 --> 00:08:19.600 These are a nifty addition - relays  give you a specific point to aim for, 00:08:19.600 --> 00:08:22.760 so you’re not always simply going up. 00:08:22.760 --> 00:08:27.160 And without the relay, there would be a  strict upper limit on how long a climb 00:08:27.160 --> 00:08:31.440 could be without giving the player  some flat ground to reset their rope. 00:08:31.440 --> 00:08:34.320 With the relay, though, DON’T NOD could add a few 00:08:34.320 --> 00:08:37.960 epic climbs where you’re on the  wall for significantly longer. 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. 00:08:42.800 --> 00:08:45.800 But there’s even more to the rope  - because there’s also the way 00:08:45.800 --> 00:08:48.880 that it greatly expands the available play space. 00:08:48.880 --> 00:08:53.880 With climbing and jumping alone, you  can only really explore the area that’s 00:08:53.880 --> 00:08:59.640 immediately around you - there always has to  be a viable handhold within jumping distance. 00:08:59.640 --> 00:09:03.200 But the rope lets you go much, much further. 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 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. 00:09:14.960 --> 00:09:18.280 And later, the game takes  this into the third dimension. 00:09:18.280 --> 00:09:21.480 You might have to climb a wall,  then dangle down beneath it, 00:09:21.480 --> 00:09:25.560 and swing beyond the wall to another  climbing surface further back. 00:09:25.560 --> 00:09:26.840 And elsewhere in the game, 00:09:26.840 --> 00:09:31.520 DON’T NOD adds in additional challenges  - through changes in the environment. 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. 00:09:37.760 --> 00:09:43.040 But if they’re in direct sunlight, then  the buds will slowly wilt and then die. 00:09:43.040 --> 00:09:47.080 This forces you to move fast,  and use your pitons for safety. 00:09:47.080 --> 00:09:52.560 At times, Jusant reminds me of the classic  Tomb Raider games, where you have to size 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. 00:09:57.720 --> 00:10:01.240 A proper three dimensional puzzle game. 00:10:01.240 --> 00:10:04.080 Though… I don’t want to oversell it. 00:10:04.080 --> 00:10:08.200 Because, okay… I’ll come back  to that thought in a minute. 00:10:08.200 --> 00:10:11.040 The final thing that makes  those old climbing systems 00:10:11.040 --> 00:10:14.200 boring is that there’s absolutely no danger. 00:10:14.200 --> 00:10:16.400 No stakes. No peril. 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. 00:10:23.320 --> 00:10:25.360 But I’m just… not. 00:10:25.360 --> 00:10:29.880 Changing the controls to be more engrossing  might help me connect more with the character. 00:10:29.880 --> 00:10:32.000 But I think it has to go further than that. 00:10:32.000 --> 00:10:36.560 Earlier this year we looked at the  mechanics, dynamics, aesthetics framework, 00:10:36.560 --> 00:10:40.560 which shows how the game’s mechanics  can impact the player’s behaviour, 00:10:40.560 --> 00:10:44.240 which can, in turn, impact  the player’s emotional state. 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. 00:10:49.280 --> 00:10:54.480 Whether that’s making the player feel like  a badass, or feel absolutely terrified. 00:10:54.480 --> 00:10:56.560 And if you want players to feel scared, 00:10:56.560 --> 00:11:00.440 then you probably need some  sort of consequence for failure. 00:11:00.440 --> 00:11:04.800 And in these sections, Tomb Raider just… doesn’t. 00:11:04.800 --> 00:11:07.440 But, well, neither does Jusant, really. 00:11:07.440 --> 00:11:10.960 For one, you simply cannot die in Jusant. 00:11:10.960 --> 00:11:14.240 There are invisible walls to stop  you from walking off a cliff. 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 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. 00:11:23.760 --> 00:11:28.200 And even then… it’s extremely  rare to ever fall off in Jusant. 00:11:28.200 --> 00:11:32.000 The most likely reason would  be to run out of stamina. 00:11:32.000 --> 00:11:36.360 You see, completing a valid action will  deplete some stamina - a tiny amount 00:11:36.360 --> 00:11:39.560 when grabbing a handhold, or a lot when jumping. 00:11:39.560 --> 00:11:43.480 Now DON’T NOD went through  many iterations of this system, 00:11:43.480 --> 00:11:47.000 including having independent  stamina gauges for each arm. 00:11:47.000 --> 00:11:50.080 A chunk system where if you  deplete an entire chunk, 00:11:50.080 --> 00:11:52.560 it wouldn’t regenerate until you touch the ground. 00:11:52.560 --> 00:11:56.440 A system where you could only regenerate  stamina while hanging from the rope. 00:11:56.440 --> 00:11:58.600 And a system where if you run out of stamina, 00:11:58.600 --> 00:12:03.360 you’d have to manually descend all the  way back to the ground and start again. 00:12:03.360 --> 00:12:07.480 Ultimately, playtesting showed  that none of these were a good fit. 00:12:07.480 --> 00:12:11.760 Some felt overly punitive, others  disrupted the climbing flow, 00:12:11.760 --> 00:12:14.760 and others were difficult to  communicate to the player. 00:12:14.760 --> 00:12:19.480 In the end, DON’T NOD went with something  far more simple: your stamina drops, 00:12:19.480 --> 00:12:24.240 but it can be replenished, at any  time, by clicking in the left stick. 00:12:24.240 --> 00:12:28.320 However, big actions like jumps  will permanently reduce the size 00:12:28.320 --> 00:12:31.360 of the stamina bar until you’re on flat ground. 00:12:31.360 --> 00:12:35.120 So the more you jump, the more  often you’ll need to rest. 00:12:35.120 --> 00:12:38.680 This means that the only way you  can ever really run out of stamina 00:12:38.680 --> 00:12:44.320 is to completely ignore these obvious  prompts to stop and rest for a second. 00:12:44.320 --> 00:12:50.600 And so stamina management just ends up being…  like, a little nuisance thing to nurse. 00:12:50.600 --> 00:12:56.160 Never something you’re really worrying about -  like you might in, say, Shadow of the Colossus. 00:12:56.160 --> 00:13:02.400 And this means Jusant almost never makes  you feel like you’re in any real danger. 00:13:02.400 --> 00:13:06.600 But here’s the thing… that’s not  what DON’T NOD was going for. 00:13:06.600 --> 00:13:11.720 The developer tells me that the intention for  this game was to make a peaceful experience 00:13:11.720 --> 00:13:18.160 without pressure. A chill, atmospheric  adventure - inspired, primarily, by Journey. 00:13:18.160 --> 00:13:24.040 And so the developers deliberately removed  aspects that would cause friction and frustration. 00:13:24.040 --> 00:13:28.240 That’s why I don’t want to oversell  the game’s problem-solving gameplay: 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. 00:13:33.520 --> 00:13:37.680 And that’s because it would  disrupt DON’T NOD’s intended flow. 00:13:37.680 --> 00:13:45.400 And developer intention… is something I’ve perhaps  struggled to consider in my previous videos. 00:13:45.400 --> 00:13:49.920 Like, let’s go back to the climbing  in Tomb Raider and Uncharted. 00:13:49.920 --> 00:13:56.600 Were the developers ever actually intending  this stuff to mimic real-life rock climbing? 00:13:56.600 --> 00:13:57.680 Probably not. 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 00:14:02.920 --> 00:14:08.640 something simple to do as a bit of downtime  between the more involving combat sections. 00:14:08.640 --> 00:14:14.040 And so, at times, I have criticised games  because they haven’t incorporated some mechanic, 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. 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. 00:14:25.880 --> 00:14:30.200 But Insomniac just wanted every  player to feel like Spidey from 00:14:30.200 --> 00:14:32.480 the moment they picked up the controller. 00:14:32.480 --> 00:14:37.160 And maybe this is me getting older  and wiser and realising that, hey, 00:14:37.160 --> 00:14:39.680 not everything is supposed to revolve around me. 00:14:39.680 --> 00:14:42.760 I am not the protagonist of reality. 00:14:42.760 --> 00:14:46.680 Maybe this is from talking to more  developers about how games get made. 00:14:46.680 --> 00:14:52.840 Maybe this is from becoming a game developer  myself - and having my own developer intentions! 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. 00:14:59.480 --> 00:15:03.480 So instead of saying - hey, I  wish Jusant was more challenging 00:15:03.480 --> 00:15:08.400 or more punitive - I’ll instead  take the game on its own merits. 00:15:08.400 --> 00:15:12.680 Then I can look at the stuff I like about  the game - the immersive control scheme, 00:15:12.680 --> 00:15:16.880 the clever rope physics, the thoughtful  checkpoint system - and stash that in 00:15:16.880 --> 00:15:19.800 the ol’ toolkit as a good example to point to. 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 00:15:25.400 --> 00:15:31.640 as an opportunity, for another developer, with  different intentions, to tackle in the future. 00:15:31.640 --> 00:15:34.280 What I’m saying is - hey, Square Enix, 00:15:34.280 --> 00:15:39.080 if you want to give the next Tomb  Raider game a new identity… play Jusant. 00:15:39.080 --> 00:15:42.120 It’s on Game Pass! It’s great! 00:15:42.120 --> 00:15:43.240 Okay. Hello. 00:15:43.240 --> 00:15:46.400 That got a bit weird and  personal towards the end, huh? 00:15:46.400 --> 00:15:50.760 But then I brought it back to Jusant  before things got out of hand. Phew. 00:15:50.760 --> 00:15:54.960 Thanks so much to DON’T NOD for  speaking to me for this episode. 00:15:54.960 --> 00:15:58.160 And for sharing those behind the scenes videos. 00:15:58.680 --> 00:16:01.600 It's now time for some honourable mentions! 00:16:01.600 --> 00:16:04.760 Storyteller is a wildly ambitious puzzle game, 00:16:04.760 --> 00:16:08.120 where you are given an empty  comic book and a title. 00:16:08.120 --> 00:16:12.320 Now you have to fill in the spaces  with characters, objects, and themes, 00:16:12.320 --> 00:16:15.080 to make a narrative that fits the prompt. 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. 00:16:21.760 --> 00:16:26.320 Terra Nil is a city-builder  with a stark ecological message. 00:16:26.320 --> 00:16:28.880 Instead of stripping a planet for resources, 00:16:28.880 --> 00:16:33.720 the game is actually about undoing the  greedy grubbing of a previous generation. 00:16:33.720 --> 00:16:38.600 So you have to carefully plop down buildings  that will replenish and revitalise the 00:16:38.600 --> 00:16:43.120 land - and then pack everything  up and bugger off back into space. 00:16:43.120 --> 00:16:46.880 Shadows of Doubt is an epic detective simulator. 00:16:46.880 --> 00:16:51.440 The game generates a city block, filled  with hundreds of people who have lives, 00:16:51.440 --> 00:16:54.480 jobs, relationships, and daily routines. 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 00:16:59.400 --> 00:17:05.120 killer - using stuff like fingerprints,  CCTV recordings, and employee databases. 00:17:05.120 --> 00:17:10.520 All neatly organised on a caseboard,  complete with pins and red string. 00:17:10.520 --> 00:17:15.440 Pseudoregalia is a Metroidvania  that looks like a lost N64 game, 00:17:15.440 --> 00:17:18.920 and has some of the best 3D platforming in years. 00:17:18.920 --> 00:17:22.960 You can mix and match various moves  - like a long jump, a ground pound, 00:17:22.960 --> 00:17:26.520 and a wall kick, to navigate  blocky obstacle courses. 00:17:26.520 --> 00:17:30.240 And, if you’re good enough, break  the game’s sequence entirely. 00:17:30.240 --> 00:17:35.040 Zelda: Tears of the Kingdom deserves a  nod for its brilliant Ultrahand system. 00:17:35.040 --> 00:17:39.120 This thing lets Link fuse things  together in order to make vehicles, 00:17:39.120 --> 00:17:41.400 weapons, and problem-solving tools. 00:17:41.400 --> 00:17:44.840 It’s elegantly designed, to make  it easy to build whatever you want. 00:17:44.840 --> 00:17:48.320 And it means you can play the game  in pretty much any way you desire. 00:17:48.320 --> 00:17:51.720 There’s a full video on the  channel about how Nintendo made it. 00:17:51.720 --> 00:17:55.120 Viewfinder is a mind-blowing  technical masterpiece. 00:17:55.120 --> 00:17:58.040 You can take a photo, and  then place down the Polaroid 00:17:58.040 --> 00:18:01.040 to summon the photo’s contents into the world. 00:18:01.040 --> 00:18:03.280 That never stops being impressive. 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. 00:18:08.800 --> 00:18:12.280 And Chants of Sennaar is a game about language. 00:18:12.280 --> 00:18:16.960 You must decipher an unknown alphabet in  order to make your way up a massive tower. 00:18:16.960 --> 00:18:19.600 You’ll have to use contextual clues and leaps 00:18:19.600 --> 00:18:23.160 of logic in order to guess  what each letter symbolises. 00:18:23.160 --> 00:18:27.720 And then do it all again, with a fresh  set of glyphs, on the next floor. 00:18:27.720 --> 00:18:32.160 Wow - turns out there were loads of  incredibly innovative games this year! 00:18:32.160 --> 00:18:35.280 Let me know if I missed any  in the comments down below. 00:18:35.280 --> 00:18:39.120 Thanks so much for watching  Game Maker’s Toolkit this year. 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, 00:18:45.760 --> 00:18:51.560 detective games, the MDA framework, 2D  cameras, and Valve’s playtesting approach. 00:18:51.560 --> 00:18:56.720 There was another record-breaking game  jam, a new series about short indie games, 00:18:56.720 --> 00:19:02.200 and four devlogs for Mind Over Magnet -  which you can now wishlist over on Steam. 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. 00:19:08.760 --> 00:19:11.320 Time flies when you’re having fun.