Mateusz Skutnik's Blog, page 25

January 5, 2016

2015 wrap-up

wrap_up_2015_things


Now, for the first time, this feels right. Wrapping things up, telling you what happened in 2015, because now I use Patreon and your kind donations to create. It is only fitting for me to tell you what you got for your money’s worth. Actually a lot happened and you can see most of it in the above collage. Then we’ll talk about what’s coming up next, and that’s a handful as well.



But first thing’s first, let’s keep it in the tradition and confront our to-do list from a year ago:


 


Plan A:


Submachine 10: the Exit. Yes. The big one. The last one. Well, not the last one per se, but the last one in the main storyline. The Exit will end the story of Murtaugh, Liz, Einstein the cat and all other plot lines that occurred within the series in last 10 years. Jesus. 10 years. Yeah, hard to omit that, not only the story ends, but we also have an anniversary on our hands. It all comes up together nicely, doesn’t it.


Yes, and what a resounding yes that is. 2015 was, in fact, the year of the Submachine, but not because of the year-long celebrations, but almost a year-long work on this game. I’ll be honest, when I started working on it back in April, I had a simple idea of what I want to do, a foundation of sorts. Watch out, minor spoilers ahead: The first thing I designed was the 8-way teleporter. When I counted all possible combinations of a 3 boolean-button system, and it turned out to be 8 – it seemed like a perfect match for this game. 8 layers, 8 teleporters. At that early stage I thought that the game will sport the same teleporter as in Submachine 4 for example, you’ll just jump between layers. But then I had a better idea. Each layer should have it’s own teleporter, not only unique in structure, but also representative of the whole layer as well. I basically built all different layers around different teleporters. The second design idea was to revisit locations from previous games, each layer would take you to a different revisited location. That was the basic idea for this game, and I would be able to finish it around September for the actual 10-year anniversary, but then the game grew… and grew… and grew… Every single new idea I had was put into this game. I rejected nothing. And here we are. Game was released on December 21st 2015 and the rest is history. I could talk about this game more, but maybe here’s not the place for it. You can find this game here.


Rewolucje 9: under the Snow. Yep. Maybe not all of you know it, but comic books are as important to me as games. Actually this one will be created first, starting tomorrow. The sooner I finish this, the sooner I’ll have rest of the year dedicated solely to the last Submachine.


And that’s exactly what happened. I finished working on that album in March and from that point on it was nothing but Submachine. It was released in May, and you can read more about this comic book here.


 


Plan B



Submachine Universe HD. This will come handy as a special feature bonus material once I create Submachine bundle. It will probably be sold separately as well, I’m not about to screw over all of you that already bought games from me and would prefer to not invest in a bundle that consists in 90% of games that you already own.



Yes, I did do that. You haven’t seen it yet, true, but it’s there. Done and ready to be delivered. The idea was to add that to the Submachine Bundle, but meanwhile Patreon happened, and thanks to that fact, the Submachine Universe HD will be expanded even more. Not sure when, but it will be. And then it’ll be released to the public. That being said, I’m not sure why this project was put on top of my Plan B. It was proably because of the 2014’s hd-fication frenzy and I just wanted to finish it with a bang. You know, so that the completionist in me is satisfied. Moving on.



10 Gnomes in… Who knows where. And for that matter – who knows if it will be created at all. Just saying, and leaving a placeholder for my future self.



Yes, of course. And that’s a lot of bull crap on my part as well, because when writing those words I knew exactly that this game will happen and even where those gnomes would take place. I already had the pictures from the location. 10 Gnomes in Montaigut-le-Blanc were shot in summer of 2014. Moreover, I already have pictures for the next gnomes game, and in the spirit of transparency I’m telling you this info right now. That’s what Patreon does to a person. Read on to find out where are we going to search for gnomes in 2016.



As you probably know by now, I’m a completionist. It physically hurts me to leave an unfinished project. And there are only TWO games left in the Mission to… series. Therefore, coming up in 2015 – two small games, Mission to the Sun, and – last in the series – Mission to Earth. I need to put this series to rest. I just have to do it.



Yeah, sure, what a completionist I am. Here’s the only place in my entire plan where I have to write: LOL NOPE. However, since they were in plan B, I’m not so surprised they were bumped a year ahead, again. But there’s a reason for it. It’s name is, yeah, you guessed it: Submachine 10. This behemoth of a game took everything from me and then some. I was barely able to finish 10 gnomes and Where is 2016?. But there is also ANOTHER reason why I haven’t touched those mission to… games this year. I’ll explain in detail below, and then in another, separate article. Yeah, patreon-induced transparency, remember? That’s in full effect.



Where is 2016? Well, like, naturally. Until I specifically say otherwise, there’s always another Where is…? game coming  up.



Yes, naturally. Barely made it, but Where is 2016? happened right after the premiere of Submachine 10. But I’ll be honest with you. This year, as never before, this game felt rushed and forced. I didn’t enjoy creating it as I usually do. For example, a year before, Where is 2015? was as fun as it gets. It took entire year to create with all different locations from each month. And it was good. This year? Not so much. I have to shake this series up, think of a new way to end the year, because if I won’t – I’ll have to ditch the series entirely. Next year – no more point and click hidden object stuff, I’ll return with some small skill game, as before, because this series sports many different styles of gameplay. I’ll probably go with a small platformer game, like in 2010 or 2012. I just have to stop doing the same old thing and expect different results. That’s the definition of insanity, as Vaas taught me. About that insanity – more coming up below.


Plan C



Daymare Mini Bundle. There are four DMT small games that just can’t be sold separately. I can’t justify charging a buck for any of them on their own. Thus – creating a bundle of those four and selling it for mere two bucks – that’s the way to go. Those games are already in HD, I updated them somewhere along the way in 2014. You’re wondering what those games might be? Well, there’s Daymare Kite, Daymare Invaders, Daymare Cat and last but not least – Where is 2010?. So there, that’s a plan.



Yes, that happened as well. I think I disabled it since. Let me check yes, it is disabled. Those who wanted to buy just that small collection already did, and now you can get it through the Daymare Bundle, which packs all Daymare games. Now, about that bundle…



Daymare Bundle. Kind of self explanatory. A bundle containing all games from the series wrapped up in one zip file for your convenience.



Yeah, self explanatory. That was done as well. Now you can own entire Daymare Complete Collection with just one click. Or two, or… wait, I never actually checked how many clicks it takes to buy one product from me. Whatever that number is – you can get all Daymare games at once. There. Explained the self explanatory item. Like a pro.



Submachine Bundle. Well, after all is set and done and the dust settles, this bundle will contain everything there is to own in this series, including all main storyline games, all side games, Submachine Universe offline and all soundtracks.



The dust didn’t have the time to settle and this Submachine Complete Collection was already released. Like, a day after premiere of Submachine 10. It does not contain Submachine Universe, but I explained that in detail above.



24-hour comic challenge – I’ll probably go and participate in this one, since I’m on a biennale pattern when it comes to testing your limits with this insane idea.



Yeah, back to insanity. That happened as well, I was able to create a 4-page Rewolucje comic set for print in Znakomiks Magazine. More on the subject here.


Ok, let me check that post from a year ago – yeah, that’s all that was written there. That doesn’t mean that’s all I did last year, because more things happened:



A tribute to Postapo series by Daniel Gizicki and Krzysztof Małecki. It was published in a special tribute anthology.
Przesilenie (hump) a short story published in Zeszyty Komiksowe #20.
two festival-related xerographic zines from my old series “VormkfasA“. This one and this one. Each sports two one-page comics from me as well as works from my friends from polish comic book scene. It’s kind of an artistic happening than a real publication, each issue has only 50 xero copies, and I give them away free during comic cons to people who bothered to see me for an autograph or participate in a meeting with me. Also – my friends get a copy. It’s a low-profile event and I shouldn’t even be talking about this here. Like fight club.
small tribute to Valentina by Crepax.
A lot of Patreon rewards, hand drawn and painted.
first episode of Daymare Morphs, also Patreon related content.
Let’s not forget the Submachine themed (naturally) 2015 Easter Egg. :D

Aaaand that’s it, I believe.


Ok, now the tough part. The 2016 plan of things to come. Here we go.


wrap_up_2015_list


~~~~


So what’s coming up in 2016?


As you can see, that 2016 sheet of paper is beautifully blank. Not for long, mind you, but we’re just opening that 2016 page, and it will fill soon enough.


Plan A


Ok, again with those plans. You know what, this year I’ll divide it to two plans, plan A being about comic books and plan B – about games. That will clear things up (not really). But Plan B is something that will require another, completely separate article from me to clarify in full extent. Hang on, that OTHER article is coming up as well in few short days. So, let’s get back to plan A.



Revolutions 10: Full Automatisation.  Yeah, 10th book in the Revolutions series, written by Jerzy Szyłak, slated once again for May release, which means I’ll spend most of Jan-March painting that book. Fortunately the story is already written (it has been since… uhm… 2004… 12 years ago?… Jesus…), so all I have to do is draw it. Seems legit.
Revolutions 1: the Parabole [digital version] – first of the Patreon sponsored projects, this will require me to prepare entire album for an e-book version, which then will be sold in .pdf, .cbr and .cbz formats (supporters from Patreon get that book naturally free). Check it out here.
Revolutions 2: the Elipse [digital version]. Same as above. I want to publish those two first books from the series this year, and if it turns out that you like it, I’ll press on with the rest of the series, 9 albums so far, 10th being in production right now as I said a minute ago). More about this album here.
Daymare Morphs [online webcomic version]. Again, thanks to Patreon you can enjoy this comic in a webform for free. It’s out already. You can find it here. The idea is – releasing one episode each monday this year. All of those stories are already done, it’s just a matter of digitalisation and translation. I feel it’s achievable. Maybe except summer months when I’ll be away from home, but other than that, you can check every monday for a new episode.

Plan B


Ok, now things get a bit shaky. We’re now talking about games, and frankly speaking I don’t have much to say about this subject right now. I will expand on this matter in that OTHER article I was talking about before. This just needs so much more explanation. And it’s coming our way.


The most important thing you need to know right now is that things are going to be even more awesome than Submachine 10 or anything I’ve created in the past. I’m at that point where I want to evolve again into something bigger and better. But – just for the sake of argument, let’s list some things here, so I can face them in January 2017.



Mission to the Sun and Mission to Earth. Yeah. You can stop laughing already. I know those two games are like never ending inside joke by now. They’re always on this list, but they never get made. This year will be different. This year they will both get made. You just wait and see. Probable release date – somewhat around summer 2016.
10 Gnomes in Pothia. Ah-ha! I told you I already had location pictures for this one! Yes, this game is definitely happening.
Where is 2017? well, as I said before, if I find a new way to entertain you next December, I’ll do it. If not, this series is done for. Let’s hope for the best here, ok?
Covert Front 5. This one is a bit shaky. It’s like 40% probable. I won’t be surprised if next year’s wrap up will encounter a LOL NOPE on this one. Can’t tell you details right now, but there are a lot of circumstances that might influence this game’s existence. One being – game storyteller, I have no idea whether he’ll come up with a decent story for CF5. Other variables include – me being able to create this game at all. Wait, I already said too much right now.
The foundations of something bigger and better, a proper game if you will. I know this one sounds vague, but believe me, it’ll all come together once I explain in detail what I’m about to do game-wise this year. Just hold on.

And that’s it. I know it looks like I’m laying low concerning games in 2016, but I assure you I’m not. I’ll be working harder than ever. Harder than for the last 10 years, that’s for sure. Things are looking good, now all I have to do is write that OTHER article I was talking about here. Stay tuned. You’ll learn soon enough what’s up and why it’s a good idea to support me on Patreon.


 

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Published on January 05, 2016 09:37

January 3, 2016

Submachine 10, -ak-‘s review

The end of era.


A decade worth of intrigues, mysteries, and theories all come together in an absolute full loop and ended resoundingly in the only place where we could possibly be.


Rest assured that the majestic and atmospheric network of Submachine has deserved its proper conclusion to one of the most creatively-crafted PNC series ever conceived by taking you to places you never expected to land and still managed to enjoy their ominous architectures while solving deviously designed puzzles. We expected nothing less from outer dimension of the mind, Mateusz Skutnik, and yet he still deliver unexpected development that’s the core signature of Submachine series.


Submachine 10: the Exit is the game we ardent fans absolutely deserve the chance to play a main Submachine game one last time, one that Mateusz deserves to end the series with.



—————————


GRAPHIC


Our last song and dance as Mateusz constantly outdoing himself with wicked architecture and set pieces that continue Submachine’s latest run of fusing gameplay with plot development. The latest installment might ends up being his best effort yet with slew of new locations to explore that actually and constantly expands the background of Submachine Network itself and they’re nothing less than masterpieces. Not to ignore all of minor details sprinkling the locations, each bringing several small, yet new, stories to already huge game (and series as well).


Some of you might complains that his artworks are reminiscence of his previous iron-man efforts with Submachine Universe and I say this quite equals or bests even that. This is the continuation of exploration and history of Submachine Network itself, showcasing how potentially and ridiculously huge this universe is and Mateusz pulled off with spade.


Score: 10/10


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SOUND


To be honest, I came into the game expecting a grandiose soundtracks that continue the latest gorgeous streak done by ThumpMonks in the last three installments. While the overall package may fails to impress and endure comparing to several classics in the series, they’re still composed extremely well to avoid being a thudding disappointment. The soundtracks are at best comparable to Submachine Universe’s collection of interesting ambients and that compliment this installment quite well. Even some audiophiles will find their favorites within the game and that’s good enough for me.


Each ambient are made exactly as they should fit within the Submachine’s environment while top-notch sound design still delivers. Several classics (old and new) encompass the game with chirps, blips, and chimes to each and every interaction, cleverly bringing life to imposingly sense of places.


You will still feel like you’re there and you will very well enjoy it.


Score: 8.5/10


—————————


PLOT


After the explosion of plot twists and developments done in by previous installments, I honestly thought there’s no avenues left to explore within the Submachine Network.


How so very wrong I was.


Besting even his previous efforts in the last slew of games, Mateusz holds no barrage in making sure every locations hold their stories. Some of plot we learn from notes, some we see through environment left behind by those who were there, and some are actually missing pieces teased in previous installments that are now mixing together to create a cohesive whole that is the Submachine Network. This is the game where all of clues and hints are finally coming together, either obviously or cleverly hidden, enabling us to put together all possible avenue and puzzles of stories that Mateusz left behind in this game.


Best thing about this game is that after 10 years of rabid fans throwing out theories after theories, a lot of its stories and histories are now starting to make sense.


This includes how we, the Players, are involved in this series from the start from storytelling’s standpoint and it’s so deviously brilliant. Not to mention some of very nice minor twists throwing our expectations right out of the window.


And finally after all of those years, nothing could have prepare us for one of most absolute jaw-dropping final scenes we could ever hope for.


A perfect end to the story.


Score: 10/10


—————————


GAMEPLAY


The Super Metroid of Submachine series. That’s no higher praises than I could give to a game.


Not even after braving through each installment and engrossing myself in fan favorites’ Submachine 4, 7, and 9 could have possibly prepare us for how oppressively huge Submachine 10 is.


Prepare yourself for huge back-breaking amount of back-tracking. If you hated exploration game and somehow found yourself in this game, then I pray for your poor wretched soul for this game is impressively the biggest yet, dwarfing even the previously large Sub_9.


All of classic elements that made Submachine series famous all lovingly returned here and they’re pushed to their very limit with not only huge amount of locations to explore, but also large assortment of items to collect and puzzles to solve. They all fits extremely well within their environment as well as helping push the story forward even when you’re stuck looking for the next direction.


And getting stuck is what will happens to you a lot. This is definitely the hardest installment in series and fittingly so given such an ambitiously huge scope in this game. Mateusz was smart in providing us, the Players, countless locations and puzzles to solve so they’re never linear and provide us several opportunities to tackle if we’re happened to be stuck in one. The game encourages us to keep exploring while throwing more and more puzzles at us, begging us to find a way through and rewarding us by providing more of beautiful locations and tantalizing story to read. And don’t forget the secrets, too. There’s several of them this time around and are just as hard as ever.


The only criticism against this game is that it can be very frustrating if you don’t know where to go. At this point in the series, you should be well-prepared to solve anything that Mateusz throws at us.


And having fun doing it so.


Score: 10/10


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FINAL THOUGHTS


All in all, this is quite possibly the best Submachine game ever conceived and one hell of a proper ending to the whole series.


But wait, what about the Submachine itself?


The mysterious architectures that constantly dogged our theories and explanations?

The very setting that’s elemental core of every installment to date?

The one huge object or something that bogged our minds years after years after years?


Just what is it, truly?


Depending on what you’re looking for, you may finally find your answers with open arm(s).



..


.


And I think I have.

And I am glad for it, too.


FINAL SCORE: 9.8/10


Written by -ak-

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Published on January 03, 2016 06:08

December 31, 2015

Submachine 10, Dragon Flames review

Wow… just wow… I wonder if the concept is that M wanted to help people escape the Submachine like the Matrix idea, and each time he goes after one, the sub-machine resets itself or if every sublayer actually has the exact same thing and one more person is able to escape using the clues left in the notes infused with karma. Who invented the submachine? How many people before me (the person who just escaped) was able to get out?

WHO IS SUNSHINE_BUNNYGIRL_17?

I guess time and space doesn’t exist per say in the Submachine, or else it can pass by at a different rate, but it seems that our time travelers are aging a bit.

You know, Mr. Skutnik, It might have been 10 years for you, but ever since the Lab, ( Sub 4 I believe), I have been replaying every one of your Submachine games from the beginning. I just finished doing so now. I will admit that I don’t have the ability not to use a hint here or there, especially for some pesky little secrets ( like the one in the red storage room in this game), but I have enjoyed every moment of it. It’s because of artists like you that I work hard in order to make more than I need… so that I can offer you monthly contributions through Patreon. However, right now I can’t, so I play the games and give reviews… It’s been…. never that a game or series of game left me with the emptiness that lingers within a fan when a series ends. I have played series that have lasted far beyond 10 parts, but they haven’t come close to the involvement that I have felt playing your games… Especially the questions I am left with.



I have yet to know if you had planned Submachine 10 to tie into the other submachines as well as you did, or if you just used whatever you could to tie it all together, since pointless aspects in other games, like the Arcade game in the Lighthouse basement, were rather pointless in their original apperance. But it really doesn’t matter. It was stitched together seamlessly and flawlessly.

I still have about 9’900 characters allowed that are left, and I would gladly use them to sing your praises, but, in all honestly, I am just awestruck and amazed at the experiance you have created and I have shared with you through your game. You are an amazing game master creator, a wonderful storyteller, and a beautiful historian by capturing aspects of the past in each of your games.

Well done. Bravo. Kudos and farewell.

Until your next release.


dragonflamesmedia

December 24, 2015

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Published on December 31, 2015 02:40

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