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Friday, June 11, 2010

oilblue1.jpg
[Update: There are now two videos at the end of this post, showing the game in full flow.]

I am literally brimming with excitement to divulge details on a new indie game coming to PC later this month. LITERALLY.

Every now and again, an indie title will come straight out of the blue and knock my socks off. Except this time, it really shouldn't have been that big of a surprise - I mean, it's got Blue right there in the title.

Vertigo Gaming's The Oil Blue is a simulation title set for release on June 22nd. I will now explain why it should sit firmly in your 'do want' list. Here I go.

Set in the not-so-distant future, you've been put in charge of a drilling crew for a huge oil company, United Oil of Oceana. The company finds abandoned oil-rig islands and claims them as their own. You'll spend your days firing up machines, digging deep into the Earth's crust and pumping out barrel upon barrel of the black stuff.

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This involves using a variety of machinery, each with unique and satisfying interfaces. You'll spend the majority of your play balancing your time around these machines, flipping between them and running each as efficiently as possible. Each one needs constant attention, yet as you fall into your role and learn the ins and outs, it's surprising how quickly it all clicks together.

The Groundwell is your first port of call, and revolves around balancing the use of energy cells to pump oil from below. Depending on the speed of production, the cells will deplete at different rates. Starting at 100, once a cell hits 0 it will shutdown and recharge slowly.

Multiple cells can be activated simultaneously to share the load, and up to eight cells can eventually be unlocked. The idea is to balance the speed of production with clever useage of cells to achieve maximum productivity - and create an environment which you don't have to check back on too often, since there are a few more machines that need your attention!

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The next machine in line is the Oil Derrick. This one is a lot more hands-on, and requires lots of attention. A panel on the right shows the drill digging down, and air pockets rising up. As the pockets move past the 'visibility line', their contents are shown.

A pocket with a X signifys no oil - however, a solid pocket means you want to drill there. At this point, you must slow the drill down, move it into position, and then start pumping. This is made all the more tricky by the machine's stress levels. If too much pressure builds up, stress will begin to overload the engine, and you'll have to shut it all down.

To combat this, the pressure must be released every now and again - a warning sound indicates when the pressure is getting dangerously high. If everything goes to pot, there is an emergency key which can be turned to shut the whole system down.

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There are a number of other machines, each with their own methods of drilling, including the Pumpjack and the Drilling Rig - however, I won't go into details for the rest, as they become much too difficult to explain. Fortunately, there are a number of brilliant tutorials that go into exactly the right amount of detail, teaching everything you need to know and then throwing you into the deep end.

What I've described up to now are the workings of everything below the surface - however, there are a number of areas that need your attention above sea level, too.

On each island, you're given a goal you must complete before moving on - usually 'collect x number of barrels in y days', sometimes with a side mission too. While you're working the pumps, your company's stock level is displayed in the bottom right of the screen, and will constantly be rising and falling throughout each day.

When you believe the price is at its highest, you'll need to venture to the surface and sell off the barrels you've obtained. The more cash you make, the better the upgrades for your equipment.

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Machines are also upgraded through a lovely leveling system. Starting at rank 50, with all your machines at level 1, every button press and every barrel of oil salvaged will advance your levels, giving you faster, more reliable machines. Leveling up is incredibly satisfying, with notifications popping up with a fanfare to let you know the boy done good.

Whether or not you destroy your machines through stress, they'll always need a little fine tuning each day, and this is where Zero Hour comes in. Very early each morning, before your workers arrive, you're given a short amount of time to fix each machine at the surface through a few different mini-games.

The mini-games are a mix of memory and quick reaction tests, and work well with the tension of the Zero Hour. It's not essential to have each machine fully restored each day, but it definitely helps.

oilblue7.jpg

This is pretty much The Oil Blue experience in a nutshell, although it's a lot more fun and frantic to play than my explanation has probably made out. The gameplay is only part of the experience, though. Vertigo Gaming has created such a polished and beautiful environment, that it's hard not to lose hours of your life to the whimsical setting.

Machines slowly awaken from their binary dreams and boot up in a very Bioshock-esque way each time you use them; Bubbles fill the screen as you dive below; the sea sparkles with the reflection of the night sky; Warning sirens blare and lights flash as machines reach their breaking points.

It just all looks fantastic - and the sound-scape backs the looks, dealing out a phenomenal mix of calming, watery melodies, with piano scales crashing along as the going gets a little tougher. Put this together with the engaging gameplay and it's sheer gaming bliss.

What I'm trying to tell you is this - I've had a huge amount of fun with The Oil Blue, and with good reason - it's challenging, it's gorgeous and it's by far the most unique experience I've played in a good while. This is something to officially 'be excited about' - I know I am.

The Oil Blue will be released on June 22nd via a number of digital distribution channels, and will cost $14.95.

If my words haven't been enough to get your attention, here are a couple of videos to change your mind. The first shows part of a typical 'day', drilling for oil via a number of different machines.

This second video shows one of the 'situation challenges' - a game mode separate from the main career mode. Each challenge asks you to pump a certain amount of oil in a set time limit.

Comments

I'm afraid you really did make that sound a bit boring. A set of well-polished minigames disguised as an oil-rig simulation?

What is the key to this funnage you speak of?

Yeah, I really wanted to have a video on show - Fraps just didn't want to play fair, though. Hopefully I'll be able to bang one up sometime soon, so all my words actually make some sense.

I've had my eye on this one for a while. Really looking forward to finally playing it.

Fraps seems to hate Game Maker for some reason, at least that's been my experience.

How topical!

I've been seeing frequent updates about this game on Twitter, but aside from the graphical fluff, it never sparked much interest for me.

As Jakkar pointed out, it seems mostly like a collection of mini-games that loosely revolve around the theme of collecting oil, none of which manage to look very fun.

And at a price point of $15 you can pretty much count me out.

@Xuaxua: Indeed! The story does in fact reference the recent goings-on at one point.

I do like the graphical style, but I'm not sure if the gameplay will interest me.

Very pretty though, and I imagine it sounds very good too, based on your description.

It'd be nice to see a demo version. $15 for a few minigames doesn't sound like a very good deal.

David Galindo of Vertigo Games has now uploaded a couple of videos, which I'm put at the end of the preview. It's definitely worth watching the game in motion.

Well the good news for those who aren't sold is that a demo will come alongside the retail release, and I'd bet once you try it you may change your tune. It's one of those games that seems dry when explained, but once you get addicted to running the machines you just have to play "one more day" (until suddenly it's 3AM and you're passing out).

I like the music.

Hopefully there will be a demo because the video and this article didn't tickle my fancy. Anyway, I'm still happy that there are devs out there that are doing just what the hell they want instead of just appealing to the masses and so called "gamers."

I'm not entirely certain that 'a bunch of minigames' really encompasses what's happening here. This seems like a relatively truthy presentation of the whole job of drilling for oil. It also seems like it's a number of well-designed mechanics, each of which fits in well with the others and with the aesthetic appeal of the world, with each providing different facets that can be simultaneously managed.

It seems like a very complete experience; if there were a merciful God overseeing us, the extraction skills in MMO crafting would have similar minigames available (but not necessary, haters!) to improve the outcome or efficiency of any particular drilling project.

I think you guys aren't seeing what this could be. It appears to me that it will play much better than the sum of its parts.

I absolutely love the sound in those videos (though some of it's getting cut off too abruptly), but I'm not sold on the gameplay yet. That's what demos are for though.

I went into the game not knowing very much about it, and while I was playing "mini-game collection" was never a descriptor that occurred to me.

As someone who has played the beta version, I can say it is really a lot more than "a collection of mini-games." The focus isn't really on the games themselves as much as the way you balance them.

I will buy this, this looks incredible. This is obviously way more than just a few minigames, this is something of a new experience.

Although the description sounds like minigames, the videos look much more like a resource management game mixed with multiple objectives (where the objectives are similar to "minigames"). It could be fun. Hope to hear more.

Financed by the republican party?
next game will be a "tree cutting" simulation in the amazonian rainforest. See if you can cut them faster than your opponents!

I didn't watch the video and skimmed over the text (gee, it's like even IndieGames has been struck by the E3 virus!), but I'll be sure to try this.

Q: looool

А single "brilliant", and that one wasted on tutorials? Looks like your subconscience didn't like this game at all, Mr. Rose.

@Ilya: Ooh, you can lay me down on your couch anytime

Mr. Rose, does the concept of 'drilling for oil' awaken any sense of resentment for your father? Speak freely - I'm your friend.

@Jakkar: Believe me, my friend - you don't want to go there.

The comment left by Q says it all really - are you people really that excited about an 'oil-drilling' simulation?!?! WTF....remove the aesthetics and sounds and wake up, its a game that advocates this industry which is raping the planet

@ U: Well, people seem to find games based around the premise of being a badass gun-toting dude shooting everything that moves to be highly satisfying, so oil-drilling is hardly a surprise. Evil sells.

It's a good point, and one that Jonathan Blow discussed at a conference recently re: the idea of "What kind of value systems, if any, do games promote?"

On the other hand, I should eat my hat, because I found the Hitman games thoroughly enjoyable, but then again, those are really puzzle games disguised as something more thrilling.

@BC

You could take the implication that the 'evil oil drilling' and 'rainforest cutting' and 'murdering, raping' 'brainwashing' 'carbombing' 'torturing' 'greedy' etc etc are a general representation of our species, and assume that we get a kick out of shooting them as a badass gun-toting dude.

I'm presently fighting a powerful craving for Hitman Blood Money, which I've played many times through. It's the culmination of their love for complex, richly detailed sandbox environments in which I can have a powerful, quick impact evoking equally powerful reactions.

I don't think it's the act of killing that makes it fun. It's the effect. The fact the enemy is bloodied by the wounds I inflict; a mark written onto the characters - and leaks blood onto the floor, changing the world in a way that the AI notice and react to - the fact a body found causes a swarm of activity among varied AI roles, the risk of capture, the many possible branching paths that extend from any moment.

I draw the same pleasure from Red Faction: Guerilla, except there the 'effects' are not bloodstains but holes in walls and falling buildings, waves of enemy troops coming to respond to reports of my terrorist activities.

And mixed in there, roleplay..

.. Anyway, this is a thread about a remarkably passive (if not actually dull) game - let's not sully it so predictably with our bloodthirsty urges any further. Nonetheless, I am interested in hearing your response, either here or by googling my name =) I'm easy to find.

Neat!
Too bad I'm usually absolutely awful at these kinds of games. I'd still like to take a crack at a demo.

"literally brimming with excitement"
"knock my socks off"
"it should sit firmly in your 'do want' list"
"unique and satisfying interfaces"
"there are a few more machines that need your attention!" (note exclamation point)
"brilliant tutorials that go into exactly the right amount of detail"
"Leveling up is incredibly satisfying"
"it's a lot more fun and frantic to play"
"a polished and beautiful environment"
"It just all looks fantastic"
"it's sheer gaming bliss"
"I've had a huge amount of fun"
"This is something to officially 'be excited about'"

Sean 1, Ilya 0, Mike winnor :D

Watching the videos now, it does look a lot more interesting. It's more of a multitask game than I had originally thought.

It's a level of franticness that's undescribable in a static text medium.

Drilling for oil is not evil, you dummies.

Driving drunk is not evil, you dummies. (Hitting people with cars? That's evil.)

@ Jakkar,

Yeah, my major conclusion all along is that even the most passive games are satisfying when they cause the 'music box' effect you describe. So I agree with you, I think. Seeing some kind of ripple effect or tactile response is interesting.

By music box I mean this kind of thing where you open it and a little scene comes to life before you. This is why I continue to enjoy traditional point-and-click adventure games. They're derided sometimes as being too passive and hard to suspend disbelief when so much of it (bizarre puzzles, etc.) seems unrealistic... but adv. games are just one big concatenation of cool/surprising animations that are triggered by some hotspots, so it's very fun to see just what will happen when you place this object here or there.

Apparently some people play these games for the "story" or the "puzzles," but I enjoy them for the reasons above. Most adv. games are static 2D backgrounds after all, so it's like an animated picture book when you find the working hotspot combination.

A good example of this is the Gobliiins series. Very charming animation and almost all of the hotspots lead to you visually taking damage or messing up (no "I can't use that" response here), but the results are often so hilarious that it becomes a pleasure to see what animation will pop up. The actual gameplay and story are pretty threadbare.

I think Hitman is a pretty unique example... most FPS do not have enough ambient cues to make you think that the world has a mind of its own (fancy AI doesn't count, I think, if you're still on rails plodding through a generic jungle).

Even so, I realize that the blood and guts is just, as you say, another symbolic system for "interesting concatenation of chain reactions," and could just as easily be Pac-Man and little ghosts, but as a general theme the whole Rambo thing has become wearisome to me. It's as if almost all movies that came out were out were chainsaw snuff flicks and good vs. evil fare (oh wait...), or if the bulk of books were Tom Clancy-style stories.

No alarmism here, no concern that it's going to turn people into bloodthirsty hobgoblins, but the lack of imagination and general need for adrenaline gives (me) a little pause. In the same way that seemingly all mainstream music is about themes of being slutty and making money -- although probably harmless, it's still insanely boring. I mean, it's no accident that the majority of game players are males 18-25 or whatever. Who else would go in for a universe of games about nailgunning shit to death? Regular people would become bored of that in a second. Not only that, but most people aren't willing to be duped into something that is basically a simulacrum of data-entry: Doom, Space Invaders, WoW -- at their extremes, these become exercises in hitting a button and sorting data. (I know, I know, there is always something exciting and emergent about a good cooperative deathmatch game, or emergent gameplay, but still...)

Sadly, too many simulation games strike out by being crushingly repetitive and boring, but I think there's a lot of room there for compelling stuff that isn't spooky and violent. More games about tending a garden, managing a curry restaurant, etc., please! (Btw, Curry House for the PS2, despite being a licensed game for a curry chain, is a decently charming example of how managing a curry restaurant with a friend can be fairly amusing in game form)

I like oil. MANY things can be made from it, from plastics to
cosmetics to gasoline. even bubble gum. what I DON'T like
is when something like the gulf oil spill happens.
Accidents will always happen,
but stopping the drilling is not the answer.
I think this could be a fun game, regardless if you like oil or not though.

This is very fun you can find the demo here at: http://www.yoyogames.com/games/132935

If this game sounds even remotely interesting to you, I suggest you play the demo. I just spent an hour and a half on it and now I'm justifying $15US for a game about drilling oil.

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