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Indie dev Ben Droste on The Eyes of Ara and the Brisbane game community

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I arrived at the island by rickety boat, armed with nothing but my wits. I solved a puzzle to enter the antique castle, then came across a rustic generator. After solving another puzzle, I made it past the maintenance entrance and into a grand foyer filled with doors needing opening, bookcases and grandfather clocks adorning the walls… and small flying robots inspecting my every move.

What is going on in this game?

After you get over that initial sense of confusion, The Eyes of Ara from Australian solo dev 100 Stones Interactive is going to wow the hell out of you. It’s a point-and-click puzzler reminiscent of Myst, which is exactly the sort of game many of us have been yearning for in the indie marketplace. I had to learn more, so I went straight to the source: Ben Droste, a ten year veteran in the gaming industry. We actually reviewed another project Droste worked on previously; while Iain didn’t love Satellite Reign, the attention to visual detail was astounding in that game just as it is in this one.

Without getting into spoilers, the game’s style fluctuates between the ancient and the futuristic, and that melding of eras gives the world a slick yet archaic feel that probably shouldn’t work but absolutely does. Droste “loves exploring old castles, cathedrals, and ruins in the real world,” while still being “a huge fan of sci-fi.” We have often said that passion is the most important quality to have and follow in this industry, and Droste has injected two of his biggest interests into one title. By doing so, the game projects a self-awareness that many cash grabs or half-hearted efforts can never achieve; this game is Droste, a 3D artist turned solo dev who has seen plenty of drastic changes throughout the industry yet continues to churn out thoroughly impressive games and worlds. The fusion of two time periods—not unlike making a genre hybrid game—stirs up feelings of wonder in a player that simply choosing one or the other would fall flat in achieving. Droste told me that the blend “gives the story a timeless feel to it,” and I’m inclined to agree with him; this game could be set 50 years ago or 50 years in the future, and it would hold up regardless.

One of Iain’s complaints about Satellite Reign was that most of the gloriously rendered environment could not be interacted with, the poison dart frog of the gaming world, if I may. It seems as though that lesson was taken to heart here, as there is a ton of interacting to do within the (mostly) abandoned castle. “The story is told primarily environmentally,” Droste told me, “which means a lot of information, emotion, and story subtext is conveyed through the environment itself.” There are written notes which will also help you understand the plot and history of the castle, but I found solving different puzzles to be a more in-depth way to know the world better. Moving items from floor to floor and room to room, you’ll pick up little details in the decor and objects that may or may not have to do with a solvable part of the game. You begin to see the general outline of the story at first, and as you solve more and more puzzles the details begin to reveal themselves with relatively little exposition. It’s a masterful display in storytelling, which Droste wanted to examine as well: “It was also a great opportunity to explore… how people approach or react to old tales and rumors. A big part of the game’s story is the various character’s interpretation of what’s going on based on incomplete information, and the importance of not jumping to conclusions but rather rigorously seeking out the truth.” How fitting that the slow burn of this game had me immediately shaking my head in disbelief and confusion before settling in for a deep, rewarding dig.

(See Also: “Better to do it right”: Middle East dev Space Cescent on struggles & success.)

One could argue that journey takes a bit longer than necessary, at least if you’re a completionist. Finding each and every coin and collectible in the various sections of the castle can be a bit of a drain, with Droste estimating that a 100% completion requires around six extra hours. Still, there is logic behind all of these extra goodies. “The optional secrets and collectibles are there to add more more depth to the game for those that go looking, but they also help to break up the main progression,” Droste explained. “If you’re stuck on a hard puzzle and can’t progress the story, then you can take a break from it for a bit, go off to find some to collectibles, and come back fresh. I also used the secrets and hidden collectibles as a means for injecting more storytelling into the game, so seeking it all out also leads to a greater understanding of the story and the castle’s history.” The game’s puzzles are not entirely linear, and so players will likely solve each stage’s mysteries in completely different orders. This sort of game obviously does not lend itself to the same level of exploration as open world RPGs, but it allows far more freedom than most puzzlers, a well-conceived feature that enhances the game’s motif.

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Since starting 100 Stones three years ago, Droste worked tirelessly at making The Eyes of Ara a game that reflected his interests, ideals, and talents. That doesn’t mean that everything was a walk in the park, though. One of the main advantages of having a larger team is that different members can focus on their specialties instead of becoming jacks of all trades. Solo devs simply do not have that same luxury. In his own words: “Essentially, anything that was outside of my normal field of expertise as a 3D Environment Artist, like programming and marketing, I would have to learn as I went along. So it took a lot of careful planning to minimize the risks involved.” How does one negate some of those potential problems when working alone? The truth is, even solo game devs are never truly alone. “Brisbane is one of the larger indie hubs in Australia,” Droste explained. “We have regular meet-ups, seminars, and expos, and everyone is willing to help each other out… I got a lot of great help and advice.” Even though this game is entirely Droste’s, he was quick to pay tribute to those who helped him along his path: “The Eyes of Ara is a much stronger game as a result of the community.” The bond within the indie dev community can be as strong as bedrock, and the future of the Australian indie scene appears to shimmer with such excellent titles coming out and such graciousness shown from their creators to one another.

There are times when playing The Eyes of Ara that you will feel desperately alone in such an expansive estate, and others where you will feel unseen eyes surrounding you. This uneven feeling is enhanced by some magnificent visuals (the lighting in particular struck me as the work of a master at his craft), the cohesion between two eras that one would rarely, if ever, associate with the other, and a story that begs to be fully explored and understood. If you have been looking for an in-depth puzzle game to end your summer vacation, this is it.

Download The Eyes of Ara on Steam here.

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