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Three game devs climb a mountain - part 4

"I don't know if coming up here was the right call, gang."

We finally reach the summit of the first mountain. Holly Jencka, Emeric Thoa and I gather by the fire as Bennett Foddy talks about random generation and orthodox versus unorthodox game design. You can tell this man is a professor. I feel like I am getting a university class for less than the thousands of pounds of debt it would otherwise cost. I forcefeed him a roast marshmallow but he keeps talking. 

Meanwhile, Holly charges towards the Roots. This is Peak's newest biome, a dense forest of spiders, poisonous mushrooms, exploding spore pods, and other fungal threats. I follow dutifully, asking more questions as random gusts of wind whip through the canopy.

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The geometry and layout of every island in Peak is procedurally generated, which means some might be wildly more tough than others. Again, this devotion to randomness is something the three developers haven't necessarily pursued.

The three Peak players look toward a giant toadstool and a green vine that will get them across to it.
Just a simple vine rope to the next mushroom. Simple.

"When we started [with White Knuckle]," says Holly, "we considered: do we want to do fully procedural level generation? But it is really quite difficult. People think

Three game devs climb a mountain - part 3

They still haven't eaten each other, at least

Holly Jencka stuffs girl scout cookies into Bennett Foddy's mouth. She turns and marches on, looking at a rickety-looking rope bridge ahead of us.

"Okay," she says. "We should only do this bridge one at a time... because they have a tendency of collapsing."

We make it over one by one. If we'd tried crossing all at once the bridge would possibly give way under the combined weight of our cartoonishly large heads. It's good to have Holly here, someone who has played Peak more than the rest of us. But this kind of high-stakes multiplayer camaraderie, sometimes lovingly referred to as "friendslop", isn't actually a factor in the games created by these developers. They all make single player stuff. That means their own games feel quite different.

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"That sense of isolation adds a lot to the somber mood I think a lot of climbing games have," says Holly. "This game, you don't really feel it, because you're goofing off with three other people but... I think any of the games all of us have made you get this melancholy at points, as you look out over everything

Why I don't worry about AI game critics

It is because they would be idiots

AI can't do my job. It's annoying I even have to say it (for many of you, I probably don't, but let's get into it for those at the back). There's a huge amount of valid worry about AI and the ways it's replacing human work in our industry. It has hit the voice acting in extraction shooter Arc Raiders, and the textures in whatever the fuck inZOI is. One report showed that 1 in 5 new games on Steam use generative AI. A worrying trend whether you're an artist, actor, or programmer.

In games media, though, we haven't seen as much explicit uptake. The tech is wreaking havoc in other ways, but there are few who'll admit to actually using it to write reviews or news pieces. This might be a case of some writers hiding their use out of shame (it's proven to make you look incompetent and lazy) but I doubt it. I think a lot of us, having made careers out of analysing an endless flow of games, movies, books, and music, just understand a simple, reassuring truth: humans like human art.

An AI cannot review a game because an AI cannot play a game. And

Three game devs climb a mountain - part 2

"I would never do climbing for real"

In Peak, you reach out your hands to grab onto surfaces. Holding left click against a wall or a tree sees you climb, but your stamina bar will drain quickly. Thankfully, players can offer an arm to hoist up a fellow climber in a difficult spot. You'll need to boost and help each other out a lot to reach the summit. It's a good thing the three game developers I have roped into this horrendous jaunt seem to be good at working together.

"I think when you talk about climbing, you're talking about a very strenuous sort of activity," says Holly, plucking fruit from a shrub growing on the side of a cliff and pocketing it for a future snack. "You're talking about this very physical thing. And giving your player character a physical body that obeys some rules of reality helps the feeling of climbing become more real in a sense, right?"

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Over the course of a climb in Peak, your stamina bar will become afflicted with all sorts of clutter that reduces how much energy you have - injuries, burns, sleepiness - all reducing how much

Three game devs climb a mountain

It's your turn to get over it, Foddy

"So, I assume the task is to climb that giant peak up there."

I look at the mountain and tell Bennett Foddy he is correct. The creator of Getting Over It and co-developer of Baby Steps has agreed to my unusual journalistic request. He must conquer a mountain in co-op climbing game Peak and answer my questions while doing it. And he won't be ascending alone. With us on the beach at the foot of this mountain are two other hardened developers of climbing games. Holly Jencka, lead developer of urban clambering sim White Knuckle. And Emeric Thoa, creative director of sci-fi alpine sim Cairn. They are currently rummaging through suitcases and collecting coconuts. I don't say it out loud but I have a strong feeling none of them will survive.

After messing about on the beach for a few minutes, I tell the trio they're "on their own". I'll be following, but mostly hanging back and asking questions. I want to see how three developers of climbing games will manage when faced with a mountain not of their own making. Maybe we'll uncover gems of game design wisdom along the way. Maybe we'll just plummet to our doom.

Three players stroll towards a twisting and rugged looking mountain.
Peak

The best games of the decade (so far)

Yes, we know it's not over yet

A list article is not how I imagined setting Jank up as a unique place to read about PC games. Everybody does lists. But the more we thought about it the more it made sense - we wanted a definitive rundown of our favourite games from recent years. We needed to offer you a taster menu.

This is not simply a list of cool games we reckon you ought to play, it's a way of telling you exactly who we are at Jank - what kind of sickos we are, and how to distinguish us from the other sickos. It's also a chance to stare one another down across a spreadsheet, sweating like three spaghetti western outlaws, chewing words in a tense standoff to see whether or not Balatro will make the cut. It does. [spits]

Our process was simple: we made a big raw list of all the games we liked even a little which were released between 2020 and now, and included many games that made an impact, even if we weren't that hot on them. This "shortlist" came to 172 games. From there, we cast votes. Any game with at least one vote from any of us

Life at Telltale was “complicated”

"The whole point is to bleed a little bit for this"

When survivors of Telltale Games get together, they tell war stories. I know because two veterans are speaking to me now, and they look into the middle distance as they tiptoe around the complex feelings they have regarding their time at the ill-fated studio. 

"The stories would just go on for days," says Michael Choung, who wrote for a handful of Telltale's games between 2014 and 2016. "Whenever Telltale people get together and talk," explains Choung, "it's not like 'what fond memory would you like to share with me, because I will share my fond memories with you!' It's always just like: 'Oh my god, that was happening to you? Oh my gosh.' Yeah, so it's a very complicated feeling."

I'm chatting to Choung in a video call alongside fellow Telltale alumni Nick Herman, director of The Wolf Among Us and choreographer across many Telltale games. He agrees things were sometimes messy, but would later sum up his time at the studio as "worth the squeeze".

"It's got to look like premium animated television," says Herman. "You got to look at it and think it's something that would be on Netflix."

Choung and Herman are now two