2B — Thursday, November 3, 2016 the b-side The Michigan Daily — michigandaily.com INDIE GAMES From Page 1B More recently, the runaway success of Toby Fox’s “Undertale” has grabbed the attention of young game developers. A heartfelt, character-driven role-playing game with simple graphics and beautiful original music, “Undertale” was Fox’s very first video game (he had previously worked on free modifications for other games), developed in GameMaker: Studio using Kickstarter crowdfunding. His on-the-first-try breakout hit is one of the reasons aspiring developers like Riehl are so dedicated to indie success. “That one (‘Undertale’) was huge for a lot of people, and I’m certainly included in that,” Riehl said. “The impressive part is that Toby Fox is just this one man. I mean, he had like a few people supporting him, but this small development team made this huge successful game that everyone has been talking about.” It’s estimated by some sites that the 25-year-old Fox has made eight-figure profits from “Undertale.” But for most independent developers, it’s certainly not just about the money. As artists, indie developers are given the freedom to experiment and implement their creative visions exactly as they want to. They often work on their own schedules, and are given agency to choose exactly with whom they’d like to work. According to Ye Feng, a developer at the new Shanghai- based indie studio, Pixpil, there’s simply a lot to love about working as an indie developer. “That’s too many to list,” he wrote in an email interview with The Michigan Daily. “Essentially everything you can imagine about doing your stuff rather than your boss’s.” Pixpil is currently working on a post-apocalyptic action, role-playing game called “Eastward,” which has recently garned a ton of buzz on Twitter. They’re a team of eight, and a lone third-party investor is funding them independently. Their game is inspired by games like “The Legend of Zelda” and “Earthbound,” as well as Studio Ghibli’s unique visual animation style. They’re keeping details about the game’s plot under wraps. “In ‘Eastward,’ there’s a middle-age man (who) travels with a mystery white-haired teenage girl, but that’s all I can say for now,” Feng wrote. “Sorry.” Eastward’s pixel art is haunting, stylized and uniquely animated and lit, and the beauty of its design has caught the attention of thousands of fans on Twitter. GIFs of Eastward’s pixel art frequently go viral on games- focused corners of Twitter. “Yes, sometimes we feel just lucky on Twitter!” Feng wrote. “To be honest, Twitter is more developer friendly and gathered quite a lot (of) pixel artist and retro-style-lover-gamers. As a niche market, people are so eager to see something awesome or done in a new twist. For example, we have an in-house engine (that) enables dynamic lighting, and sometimes (Pixpil designer) Tommo will make some neat little animation to make the scene look ‘alive.’ I think that’s basically why we’ve got some warm welcomes on Twitter.” Feng told me that Pixpil accomplishes their beautiful 3-D lighting effects using tools written for Moai, a popular open- source game engine. He credits widely available engines like Moai, Unity and GameMaker with leading a wave of brand-new indie developers making great games. “If you take a look into human history, every time a true revolution/evolution happened, there was always a kind of massively-easy-to-use technology behind it,” he said. Riehl agrees. “It’s become so easy now to get into the game development field if that’s something you want to do,” he said. “Obviously it’s not for everyone, but if you’re a programmer and you’re interested in game design, it’s really easy to just go download Unity and just start looking up tutorials on how to use it. And after you spend a few hours, you can make a simple platformer where you, like, jump around and grab a star, or something. So I definitely think the availability of these tools has led to an increase in volume of indie games and possibly quality. Now we have people that might have great ideas, but before they couldn’t get into the field. Now it’s really easy for them to get a hand in game design.” Some independent developers, though, prefer to write their own engines. Chevy Ray Johnston is the architect of the FlashPunk creation library, a set of tools designed for assisting developers creating games with Flash. Johnston is an indie development renaissance man, to say the least — he’s also the artist, writer, designer and programmer of the upcoming indie RPG “Ikenfell,” an adventure set in a school for witches and wizards. Johnston is coding the engine for “Ikenfell” from scratch in C#. “I absolutely love writing tools and software, maybe as much as developing games,” Johnston wrote in an email interview with The Michigan Daily. “After ‘Ikenfell’ is done, I plan on ramping up the software portion of my company as well, selling some cool developer apps. I got into it through making games. Different games have required different editor tools in order to design them, so building those tools helped me find something else that I love doing.” The game looks incredible — the art style feels quirky and original, the battle system looks like a unique combination of “Paper Mario” and “Fire Emblem” and the setting seems like a brilliant opportunity to tell stories of teen angst, explore hidden secrets and live out classic “Harry Potter”/“Carry On”-style magical fantasies. Gamers are showing no shortage of excitement for “Ikenfell.” Johnston received $61,787 in funding for the game on Kickstarter against a $25,000 goal — that’s more than Toby Fox originally received for “Undertale.” He’s even managed to attract aivi & surasshu, the composers for Cartoon Network’s “Steven Universe” (Johnston’s favorite cartoon), to write the game’s music. “I’m so excited about this,” he said. “They’re game musicians, and I’m a fairly well-known game developer, so we crossed paths eventually. We didn’t know each other that well, but I cold-called (because I adore their work on ‘Steven’) and (sent) them a bunch of screenshots and details about the game and asked if they were interested. They haven’t started working on the soundtrack yet, but I’ve told them I want them to experiment and try some things they don’t normally get to try. I want the music of the game to have a voice of its own. You can expect vocals in at least a couple of the game’s tracks.” “Ikenfell” and “Eastward” are both superb-looking projects that have managed to secure enough funding to last through the course of development. But if you’re planning on getting into game development to make money on easy street, you may want to look more deeply into the realities of the industry. Recently, Vice’s Waypoint published extensive interviews with several game developers about the harsh lifestyle that comes with game development, and the sheer difficulty of managing large-scale projects and experimenting with new kinds of game mechanics. To make matters worse, other journalists, such as The Verge’s Casey Newton, have grown concerned about the financial viability of the independent market — especially on mobile platforms. Both of the developers I spoke to acknowledged the daunting challenges behind indie game development, and the behind- the-scenes stress that goes with it. Feng said the more management-related aspects of game development are the toughest. “(The) first (challenge) is to decide when to stop and when to polish,” he wrote. “There’s always (room) for improvement but you have to stop somewhere. Knowing when to stop is important. Second is to hire the right person. It’s quite hard here.” Johnston says it’s the complex systems behind certain game mechanics that are the most challenging to deal with. “Balancing combat is ridiculously difficult, and I’m still working on it,” he wrote. “I’m actually just trucking through story, cutscenes and level design right now. Once I’ve done all that in an area, and I’m comfortable with the progression, then I go back over it and balance out the battles. Balancing it is basically just constantly tweaking, testing and thinking outside the box until it feels fun. It’s so much work, and even slight changes can have a massive butterfly effect in how the game feels. It will be a struggle until the very end.” “Doing all the art, programming, design and writing for such a large game is such a vast amount of work I can barely even comprehend it sometimes. I just hunker down, put on music and work all day,” Johnston wrote. Independent developers are also prone to receiving alarming amounts of hate for their projects. “Fez” developer Phil Fish, one of the subjects of “Indie Game: The Movie,” infamously quit the video game industry after being the victim of coordinated attacks from #GamerGate (a movement against increased gender inclusivity in gaming culture) after expressing his vocal support for Zoë Quinn, another independent developer who made international news after being subjected to daily harassment and threats from #GamerGate. More recently, the developer of the extraordinarily promising-looking RPG “Knuckle Sandwich,” Andrew Brophy, has been the victim of what appears to be a coordinated hate-campaign from 4Chan’s /v/ imageboard, posting swarms of negative comments on a recent promotional gameplay video uploaded to his YouTube channel. But despite the challenges inherent to the profession, the independent development community shows no signs of slowing down. The in-development games featured in this article, “Ikenfell” and “Eastward,” are merely the tip of the iceberg for excellent-looking, ludicrously creative video games being made by small teams. Johnston recently pointed me toward “Cryamore,” an anime- inspired action-RPG with beautiful pixel art that received nearly $250,000 in funding on Kickstarter. Gabe and Michelle Telepak, the couple behind the adorable puppy-themed exploration game “Butt Sniffin’ Pugs” is so close to hitting their $60,000 Kickstarter goal, with less than a day left to go. And only Tuesday, a Norwegian indie development studio released “Owlboy,” a game nearly a decade in the making, to overwhelming acclaim. I suppose that I should admit to you that I’ve been working on my first independent game project since summer semester. It’s a role-playing game themed around sexual stigma called “Post Modern Girls.” And while I’m working with some excellent people on the project — Music, Theatre & Dance junior James Fischer is composing the music, and Eastern Michigan University art student Jane Hodges has provided some incredible artwork — I’m still nervous about so much. Am I actually a competent enough programmer to make the project work? Am I going to be able to get funding somehow? What if I do a Kickstarter and it fails? What if I get hate? What if I’m not talented enough to make video games after all? I pestered Johnston to give me some advice. His words were stern but salient — and I think any independent developer could draw something helpful from what he had to say. “Keep it simple, and don’t add all this complexity to the game. It’s way too tempting to add new features because you feel like the gameplay isn’t deep enough, but adding more stuff is not the solution to that. All that does is water it down. Find the strongest aspects of the system and see what you can do with them, how you can bend and stretch them and create new puzzles and problems out of them. ‘Portal’ isn’t fun because they kept adding new guns, it’s fun because one gun is all you really need. I think if more RPG developers think this way, we could see some really interesting new games.” Wolverine Soft holds open meetings every Monday from 7-9 p.m. in 3150 DOW, and encourages first-time game developers to attend. “Ikenfell” is expected to release in June 2018. The development of “Eastward” is chronicled on Twitter @ pixpilgames. FILM COLUMN T his column contains spoilers about the seventh season of “The Walking Dead.” Last Sunday, “The Walking Dead” returned for its seventh season, carrying with it the promise for the resolution of season six’s cliffhanger — who does Negan, the show’s latest murderous villain, kill? There are so many reasons why that’s a bad cliffhanger, but that’s another column. Negan’s first victim is revealed early on in the episode. Abraham — a middle-tier character on the fan favorite scale — gets a barbed- wire-wrapped baseball bat to the head. It’s gruesome and hard to watch. But it’s nothing compared to the next beat down in which the show returns to its source material and has Negan kill Glenn (who barely escaped death last season) like he does in the comic books. The scene is horri- ble and unnecessarily so. So much visual time and space is given to Glenn’s bloody head. Even after he is reduced to a pile of essen- tially meat pulp, the camera con- tinually returns to his corpse. Intense violence is not new in “The Walking Dead,” or any- where on screen for that mat- ter. I’ve heard it preached for years that violence on-screen makes kids more violent because it desensitizes them to it. And that’s true, but it’s important to acknowledge different repre- sentations of violence and gore on film. The kind shown on the season premiere of “The Walking Dead” is some of the most dan- gerous. It’s dangerous because it is both senseless and glorified. The whole plotline hinges on who has power and who is powerless, the person in power being the per- petrator of violence. What’s more telling is that Negan becomes the cen- ter point of the epi- sode. The plot exists because of him, waits for him and then fol- lows his actions for the remainder of the episode. Negan is so much the episode’s star that he almost becomes the hero. He’s good looking, smooth-talking and easily mis- taken for an actual badass. He’s the kind of villain that can easily be mistaken — especially by people who get most of their violent imagery through first-person video games and television — as the sort of Heath Ledger in “The Dark Knight” antihero. A clear antagonist who steals the show with his charm and complexity, which makes you — if only for a second — almost root for him. But, there are ways to show violence that are much more intentional, more careful and less problematic. “The Walking Dead” has done it before. But, I’ve already spent enough of this “film” column talking about TV. Coming out of spook season, I’ve seen — and worn — a lot of fake blood in the past week. One direction, and really my favorite direction, that good gore can go is absurd. Slasher films of the 1970s overflow with the cherry-red blood of over-the-top gore. A standout for its blood to enjoyment ratio is “Texas Chainsaw Massacre.” As a kid growing up in Texas, I quickly became familiar with the plot on the slumber party circuit. It has a very classic (duh, because it is a classic) plot. A van full of teenagers runs out of gas in rural Texas and slowly become victims of Leatherface, whose weapon of choice is, you guessed it, a chainsaw. It’s a very violent movie, but the violence is exaggerated to the point of absurdity. The characters are chainsawed, impaled on meat hooks and otherwise hacked to death. “Scream” pretty much does the same thing. Its opening scene is horrifically bloody, but it monopolizes on its own absurdity — this time in a far more self- aware way — to draw a fine line between whose actions are deemed heroic. It pulls us into the violence only to push us, leaving us disgusted by the brutality and our momentary sympathy with it. Where “Scream” finds humor, “Texas Chainsaw Massacre” finds moments of real cinematic beauty. The final two shots, of the blood-soaked sole survivor being carried to safety in the back of a pickup truck and Leatherface swinging his chainsaw against the rising sun, are oddly beautiful. They remind the audience why good horror movies are scary — they make us want their characters to live, while shows like “The Walking Dead” tell us we should want to watch them die. Perhaps “The Walking Dead” has fallen victim to its medium. No matter how gory or gruesome horror movies get, most don’t last longer than two hours. “The Walking Dead” has already run for over 80 hours with no end in sight. There’s no condemnation of the violence and it instills no fear in its audience because after 80 hours of antagonists that are either one-sided or literally brain- dead, the audience has been told “This is the way things have to be.” Good gore tells its audience instead, “This is way things are, but not the way they should be.” The right kind of screen violence The best kinds of horror movies don’t go with senseless, glorified gore MADELEINE GAUDIN One of the essential truths of this world is spoken in the first minute of “Jennifer’s Body:” Hell is a teenage girl. Teenage girls themselves will be the first to tell you this is true. Their teenage years are a time period of endless oscillation between viciousness and vul- nerability, kindness and cruelty. It’s no coincidence that teen- age girls are the stars of most of our modern popular horror and dystopian fiction — nothing cap- tures the melodrama and awe and ruthlessness better than an environment to match. Bearing this in mind, “Jen- nifer’s Body” ranks among the most definitive portrayals of teenage girls navigating the mess of high school. It’s not “Mean Girls” or “Heathers,” but I’d argue it almost deserves a place among their ranks. This might be surprising, given that “Jennifer’s Body” is a largely unnoticed movie from 2009 that barely recouped its bud- get, despite starring Megan Fox at the peak of her post- “Transformers” uberfame/over- exposure. It’s always seemed strange to me that this movie never attained legend status, because it has all the elements of a cult classic: killer soundtrack, poor box office performance and critical reception, questionable special effects, a silly story and a genuine emotional core ground- ing the whole affair. And yet, here we stand. Another Hallow- een season passes by and “Jenni- fer’s Body” still isn’t getting the glory it deserves. “Jennifer’s Body” tells the story of Anita “Needy” Lesnicki (Amanda Seyfried, “Love the Coopers”) and her best friend Jennifer, played by Fox. Needy is the beta to Jennifer’s alpha, put- ting up with all kinds of nasty jokes and power plays in the name of friendship. Despite this, Needy is very clearly in love with Jennifer. One night, the girls go to a local bar to see an indie band, Low Shoulder. Later that night, the band kidnaps Jennifer to use her in a virgin ritual sacrifice to Satan in exchange for fame and success. The only problem is that Jennifer isn’t a virgin at all, so instead of dying, she’s pos- sessed by a demon that turns her into a murderous cannibalistic monster. Despite all the supernatural top-layer shenanigans, “Jenni- fer’s Body” is maybe one of the most painfully honest movies I’ve seen in its representation of the nastiness of adolescence. Not in the sense of what happens, but in how it’s motivated and in the precision of the character- izations. There’s the the indie pretentiousness of the members of Low Shoulder, matching cres- cent moon tattoos and all — “Do you want to work at Costa Cof- fee forever?” asks the lead singer to his hesitant drummer when he voices nervousness about actually murdering Jennifer, “or do you want to be rich and awe- some, like that guy from Maroon 5?” There’s the dopey apathetic faux-concern of Needy’s boy- friend, who repeatedly fails to believe her when she warns him about Jennifer being a demon. “Needy, I care about you as a person” he says, “not just some girl I made love to for four min- utes the other night.” Then, of course, there’s Jen- nifer. She’s mean and callous even before the demonic pos- session, but she’s first and fore- most vulnerable. You see it in the way her voice rises an octave as she flirts with the older, more sophisticated band members of Low Shoulder, in her inability to ever hurt her best friend despite her all-encompassing demonic urges and in the hurt she feels when Needy throws her out of her house. There’s a scene late in the movie in which Jennifer is get- ting ready for the big dance. We see her reflection up close in a small mirror on her desk. She’s smearing makeup on her face, and the look in her eyes is unmistakable if you’re at all familiar with the feeling: she’d give anything to be anybody else in this moment. Perhaps the most truthful ele- ment of “Jennifer’s Body” is the relationship between Needy and Jennifer. They’re deeply devot- ed to each other in the obsessive, intensive way that’s so specific to the friendships of teenage girls. Their power dynamics shift continually from scene to scene, minute to minute. They love each other, they hate each other, they try to kill each other. It’s deeply complicated and ridiculous in the way only high school can be. The main issue critics took with “Jennifer’s Body” was that it wasn’t scary enough to be an effective horror movie. Now, it’s not that the critics were wrong, per se, just that I think they might have misunderstood the movie’s intentions. The movie never intended to frighten with jump scares or monster makeup. “Jennifer’s Body” was about the visceral, heart-pounding bru- tality with which teenage girls tear themselves and each other apart — all bared teeth, sharp smiles and the awful emptiness of wanting everything so very deeply and for far too much. So, the weak humor and hor- ror actually matters very little — it’s funny in the ways it needs to be, in ways that are true to the characters. And it’s scary in ways that are true to life. Noth- ing is more terrifying than a teenage girl willing to do what- ever it takes to get exactly what she wants. ASIF BECHER Daily Arts Writer ‘Body’ mixes teen angst with horror It’s time to reevaluate the over-the-top Megan Fox demon film THE VAULT | ‘JENNIFER’S BODY’ (2009), 20TH CENTURY FOX