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I
find myself in familiar territory - I'm walking past the terrifying
secondary school of my childhood, on my way to the university at
which I completed my Masters course. However, I'm not going to catch
up on some sleep during a lecture or tinker with various bits of
mind-bogglingly complex technical equipment; I'm trekking to the
launch party of the first ever game developed by upstart Dundee-based
games company, Proper-Games, which is being held in the Student
Union building.
And
I'm proper excited, as this venture into the bizarre world of virtual
reality is no ordinary game - it's all about herding sheep. The
realisation that I've gone back to a place of dreaded education
to have a peek at a game based on sheep-rustling pushes me back
a few steps, as though some secret service agent with shoulders
as wide as a barn door has just punched me in the stomach. However,
no one can stop my thirst for games, so without further complaint
I hurry along to the hustle and bustle of the first floor to find
out what I can about what is, judging by the number of people there,
a fantastically popular arcade game.
Arcade
games never usually attract this much attention, so why are there
so many people here? I'd like to think that the game played a large
part in the battle for the hearts and minds of the crowd, but it
could have been the lure of the bar that drew many of the punters
in. FLOCK! is certainly no ordinary game with the usual alien-blasting
gameplay, though; I pray that gamers are never allowed into space
or the galaxy will very quickly become littered with the graves
of thousands of dead extra-terrestrials. No, the overwhelmed action
genre is already flooded with games where you drive back the alien
menace and we certainly don't need another one - a view clearly
shared by the designer.

Aliens
do play a part, except this time you (gasp) help them instead of
exterminate them. The extra-terrestrials need farm animals - sheep,
chickens, cows, pigs, anything really, they aren't fussy - and it's
your mission to procure them. To achieve your sheep-rustling dreams,
you are given a very big and very orange mothership into which you
must herd the livestock for safe passage through space. The top
of this flying, bell-like structure detaches, giving you a small
UFO to pilot around the level, which sheep, having evolved an innate
fear of alien abduction, are naturally terrified of, causing them
to flee from the mysterious green beam that it casts upon the ground
beneath you. With skilled movement of the hovering saucer you can
herd the sheep together into a flock, getting them to scurry where
you want them as you bend them to your evil will! The pesky critters
aren't really mindless drones to bolster your alien empire though,
as they often fall out of their trance and run off in the wrong
direction just when you don't want them to. Getting them back while
preventing the remaining flock from escaping is all part of the
fun, though, and you only need to herd a certain number of the fluffy
critters into the carefully parked mothership before it can blast-off;
aliens reward efficiency, so the quicker you can do this, the better.
However,
getting a group of unwilling animals into the ominous-looking mothership
is not as easy as it sounds, as the land-dwelling farm animals don't
fare too well at all when they're mistakenly herded off the edge
of a cliff, tumbling into the endless sea below and causing instant
death for the unfortunate fluff balls. Also hindering your progress
are the ill-minded (and exceptionally clever) farmers, who have
arranged their farms into giant puzzles and mazes, similar to the
one puzzle per level structure of World
of Goo. For example, some farmers position dung heaps to distract
pigs that love nothing more than to roll about in the smelly stuff,
while others divide the ground beneath ramps with impenetrable stone
walls, causing some of your flock to go one way and some the other
if your UFO is not handled with precision. I haven't seen many of
FLOCK!'s levels yet so I can't say how difficult the puzzles become
- but, from the levels that I have seen, it all seems easy enough
with sufficient practice.

With
the animals successfully abducted, you are left to wonder exactly
what the malevolent off-worlders (assuming that they are malevolent!)
want with our precious critters. Being a simple, quick play arcade
game that's all about enjoyable gameplay, FLOCK! doesn't really
include a story to inform curious players of ET's intent. Actually,
the decision not to add a story was a conscious one, as the developers'
wanted to leave this aspect open, allowing you to form your own
theories - and with the aim of the game being to herd sheep into
an alien mothership, there is plenty of scope for your imagination
to run as rampant as a stampeding bull! A possible reason for the
pure hearted among us would involve aliens saving innocent animals
from the global disasters caused by man, such as rising water levels
and increased temperatures. Incapable of comprehending such humanitarianism,
my twisted mind, blackened by years of paranoia about zombie apocalypses
and alien invasions, formed a somewhat different and more violent
story. I decided (and this is no longer debateable) that the murderous
and vengeful aliens abduct livestock to fit them with bionic, intelligence-boosting
devices. When they have enough cattle, the aliens will return to
Earth, releasing their army of missile-launching cows and chickens
with deadly laser beams shooting from their eyes in a ruthless campaign
to destroy humanity.

That's
plenty of scope for an all-action sequel, so now it's time to move
on to the next unique feature of the game: its visuals. I actually
don't know where to begin with the eye candy, as it so unlike any
other game I've seen before. The crux of it is that everything in
the world of FLOCK! looks like it's straight out of a toy shop.
The ground is a patchwork quilt of different greens, yellows and
browns, decorated with bulbous flowers and stitched boulders; even
the animals look like they are made out of fabric - the sheep are
no more than cotton wool balls with eyes and the very British highland
cows (or coos as we say in the North) are draped in multi-coloured
strings of fur. In addition, the UFO that you control is brightly
coloured to resemble a child's plaything, albeit one that hovers
above the ground casting an eerie green light beneath it.

As
the UFO is the control unit separated from the top of the mothership,
a second one appears if you decide to enter co-op mode. Now two
players (nicely referred to as Flockers) can start herding livestock
into the mothership, co-operating to defeat puzzles and circumnavigate
obstacles that one UFO would have trouble with, such as large stone
slabs or quickly re-growing crops. As both are on the same screen
at once, there's no need for split screen shenanigans, as whenever
the UFOs clash they simply bounce off each other unscathed. However,
you do need local mates to try it, as there is no online gameplay,
which is a definite shame. When the developers were asked to explain
this injustice, they replied that the pressure to release and budget
constraints rendered such a feature implausible. That's a fair response
and, as the gameplay is focused on a single player experience anyway
- being a puzzle game in the vein of World of Goo - a significant
drop in the number of levels would severely damage the enjoyable
gameplay, resulting in it being over painfully quickly.
With
that said, the sheer quantity of levels does not imply a quality,
long-lasting game - words that Proper-Games hope will become implicit
with all of their titles. To boost longevity, they have taken the
bold step of packaging a map editor as part of the game - the same
editor that they used to build all the levels, in fact - a feature
that they are particularly excited about. This magical level creator
appears exceedingly easy to use; you select what you want - ground,
ramps, stones, sheep, piles of poo and so on - and simply plonk
them where you want them in your complex mousetrap (or rather sheeptrap)
of doom. With the layout complete, you can turn your scheming mind
to settings including the time of day (some levels take place at
night for some added spookiness) and the number of animals that
you have to herd into the mothership to achieve victory. With the
level established and settings confirmed, you are free to upload
your mind-bogglingly fiendish levels for others to try - and a sufficient
fanbase creating and uploading outrageous levels will ensure FLOCK!'s
longevity.

Perhaps
it'll even last long enough for a sequel to arrive, as, although
it all depends on FLOCK!'s sales, the developers do have ideas -
well they do now that I've submitted my groundbreaking plotline!
This also applies to downloadable content (extra maps and such);
if the sales are good enough to put smiles on the publishers' faces
then content will come - it's really down to your support.
This
is an apt place to stop - with the future left open. However, FLOCK!
does, from what I saw and played, seem to be shaping up very well
with its beautifully stylised graphics, level editor, effortlessly
simple gameplay and humourous nature. There were minor disappointments
along the way, such as the lack of online multiplayer, but with
launch imminent (the game should be out by the time you read this
feature) I can't wait to give FLOCK! the thorough inspection that
it deserves.
I'd
like to thank Andrew Smith and the rest of the Proper-Games team
for organising such a wonderful event and for taking the time out
to answer my silly but purposeful questions.
Written by Tom Clark for AceGamez (All Rights Reserved).
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