Spyparty mod1/2/2023 Perhaps stupidly, I figured that being the Sniper would be the easier half of the competitive equation. SpyParty is unlike any other multiplayer game I've ever played. With another load screen, we were back in the mix. "The swap." As a Sniper, players have an outside view of the cocktail party (whichever map it may be on, whether it's a skyscraper or a classy bar), and have the option of zooming outward and inward at their leisure. "That's a hard mission tbh," they type back, to reassure me. "Saw the swap." I write back that it's all good-I had been naive, not thinking about their peripheral beyond the laser-focused target of their sight. "Sorry," they write after as we loaded up another match. I picked up the statue, ogled it for a bit, and made the switch and then, I was sniped and dead. The laser sight of the Sniper, an omnipresent thing on the screen for the Spy player, was not focused on me. After pretending to read a book as I loitered by a bookshelf, I made a beeline over to the statues. Instead, yet again, the match ended fairly quickly because I'm an idiot. This time, I told myself, would be different. After some kind platitudes, I left the partnership and was promptly invited to a new match from the main lobby by another stranger. It's my job to accomplish my assigned missions-seduce a party goer, swap out a statue, make contact with my double agent, and bug the ambassador-undetected in a relatively short amount of time. I'm the Spy, and they're the Sniper trying to guess who I am and take me out. They tell me good luck in a flash and after a brief load time, we're in a match. My in-game name was just an assortment of numbers with "Steam" next to it, unlike their carefully chosen username. First time," I write back, like a sheepish teen about to lose their virginity in a loveless hook-up. The following it's fostered has been passionate, keeping the game alive during its long-development cycle. The game's been a roaring success while still in development, even popping up at EVO in 2012. Developed by Chris Hecker and artists John Cimino and Reika Yoshino (an environmental artist who worked on the game for a year and is now at thatgamecompany), it has been in beta since 2011 first closed, later public in 2013. The game's been in development since it made an appearance at the Experimental Gameplay Workshop at GDC 2009. This was the first thing typed over to me in the scrappy in-game chat of SpyParty, the multiplayer espionage game that just released on Steam Early Access, its first time on the major platform.
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