Crimson Needle 3
Creators: Kale, PlasmaNapkin, Zero-G
Speedrun Leaderboards
Tags:
Adventure (2) Needle (26) Trap (3) Gimmick (20) Medley (1) Long (7) Trigger (1) x_Floor (4) Secret (1) 100F (1) floor (1) NeedleGimmick (1) Art (1) God (1) 100_Floors (1) SourPls (1) domu_game (2) domu_2_game (1) SPM (1) TheBoys (2) Perfect (1) CNTeleportation (2) Stumble-Like (1) Flow (1) Nasrano-like (1) cn3-like (1) Origin (1) Master (1)Creator's Comments:
ActualKale [Creator]
Heyo! At the request of NO ONE I decided to commentate this game.
What follows are links to a series of videos featuring me "playing"/skipping through the entirety of CN3 and commentating on the game as I go. It's around 9 hours of footage and was recorded over the course of around 2 years. Because the videos were often shot far apart there will be noticeable differences in the audio quality, in how my voice sounds, in my enthusiasm, in how comfortable I am talking etc. It also means that I might be repeating stuff I've said in previous videos but I think that's generally a good thing in order to hammer certain points home.
I did try to record with a script but it didn't work very well so instead I went with just talking off-the-cuff. Given that theses are also unedited videos this means that I will have moments of brain lag or losing my train of thought or digressing or saying "umm" a lot. Speaking to yourself in front of a camera for long uninterrupted periods of time requires a lot of practice to do well and I'm already self-conscious about it so please don't be mean :)
As stated, these videos collectively go through every single part of CN3. I don't necessarily know what other people would find interesting to hear so naturally I just talked about stuff I personally find interesting. If there's something you're interested in about the game that is not covered then just ask me privately, I'll gladly take any chance I can get to talk about the game.
Below are the links to the videos along with brief descriptions of some of the things i go over. These descriptions DO NOT cover most of the topics that are brought up and I genuinely think every video has at least some points that are interesting so if you care give it a shot...
Start to 31:
https://youtu.be/bTfBoXZ8cHM
In this video I talk for an excruciatingly long time about the title screen and about some overarching goals with CN3 and how they differ from CN2. Don't worry, I get better at not being long-winded as I go... Once that's finally done I start getting into the ideas behind the cornfield and the first 30 floors of the game.
Golden Maze and Bounce blocks (M and A):
https://youtu.be/vHYouO6Dz6c
Talk a bit about the floor 31 hub. Get into the golden maze area and the UNORTHODOX design philosophy that informed the making of that. In the bounce block stage I talk about, among other things, why working on it was so inspirational and how Denferok almost KILLED the development of the game.
Variety stage (X):
https://youtu.be/83Uzw83j-JM
I start the video a little FRUSTRATED because I had to re-record. I then go to a stage which I struggle to find a name for - the one with Plasma visuals - and because it's the first thing I made for the game I talk about how CN3 started and how it grew over time. I address the DRAMA about CN3 not being a real Crimson Needle game.
Bathhouse (I):
https://youtu.be/Jzy4-bRxS8w
I go to the Bathhouse and pass by several sections of the game I'm passionate about. I bring up what I find to be UNDERAPPRECIATED aspects of the game. I also touch on the immense satisfaction of making this stage and what I find to be really special about the secret. Also a little bit about finding inspiration in unexpected places.
Blue Puzzle Area (N)
https://youtu.be/2i2u4PIoka4
I BASH pretty hard on the area of the game I like the least.
The Bad House (A):
https://youtu.be/TA2SA4UgRGE
Before going to the Bad House and EXPLAINING WHAT IT ALL MEANS I talk a little bit about something that DISAPPOINTS me about the current state of needle and also about why Charr is a MASTERPIECE. I visit my FAVORITE room in the game.
Triple jump stage (T):
https://youtu.be/eY2DVdHON14
A video apparently recorded out of SPITE?? How some people might have MISUNDERSTOOD the game. How the music was picked, tips for finding music. I talk about finding a new inspiring approach to game design and problem-solving. I also sing the game's PRAISES a bit, talk quite a lot about design philosophy and try to explain why I find that aspects of CN3 still haven't been surpassed even as parts of the game have aged.
Blue Tower (O):
https://youtu.be/a3js0LBNYSQ
A short video for a short stage. I mention an event during development that BROUGHT ME TO TEARS.
Halls of Brilliance (R):
https://youtu.be/T-_FllUFzRU
In this one I go through the halls of brilliance talking about EVERY SINGLE GAME I'VE MADE (minus one). I also talk about how needle ideas can seep into my mind and POISON my experiences.
Capitalism stage (2):
https://youtu.be/PzLQqIc8p0o
I give a pretty interesting rundown of how the ideas for certain GIMMICKS have come about. I also bring up the TIRED gimmick vs. "pure" needle argument. I explain why the Capitalism stage was a NIGHTMARE to complete and why the quality there DIPS around the halfway mark.
Wonderful and Green tower (3 and 5):
https://youtu.be/qh3ZsRz9hXI
I address some of the backlash against Wonderful's stage and go over why I like it and why I like her design in general. I then head over to the green tower stage where I spend most of the time talking about one of the BEST game's I've made: Thank Thenewgeezer and what I find so special about it (and so lacking about the majority of needle games).
Boshy stage:
https://youtu.be/rVKXPFmLhmE
I talk about BOSHY! Give an account of how I got into Boshy and speedrunning and how that developed which gradually evolves into a kind of disjointed rambling. But there are probably some interesting parts in there..
Floor 70-100:
https://youtu.be/qzYdul5GDJA
Lots to cover in this final video. I go through the last bits of the game and remark how I feel about some of the rooms there. I go on a long rant about the INSANE last 2 weeks before release where a MAJOR CHUNK of the game was made. Why 92 had to be the way it is and why floor 100 was such a success.
[25] Likes
What follows are links to a series of videos featuring me "playing"/skipping through the entirety of CN3 and commentating on the game as I go. It's around 9 hours of footage and was recorded over the course of around 2 years. Because the videos were often shot far apart there will be noticeable differences in the audio quality, in how my voice sounds, in my enthusiasm, in how comfortable I am talking etc. It also means that I might be repeating stuff I've said in previous videos but I think that's generally a good thing in order to hammer certain points home.
I did try to record with a script but it didn't work very well so instead I went with just talking off-the-cuff. Given that theses are also unedited videos this means that I will have moments of brain lag or losing my train of thought or digressing or saying "umm" a lot. Speaking to yourself in front of a camera for long uninterrupted periods of time requires a lot of practice to do well and I'm already self-conscious about it so please don't be mean :)
As stated, these videos collectively go through every single part of CN3. I don't necessarily know what other people would find interesting to hear so naturally I just talked about stuff I personally find interesting. If there's something you're interested in about the game that is not covered then just ask me privately, I'll gladly take any chance I can get to talk about the game.
Below are the links to the videos along with brief descriptions of some of the things i go over. These descriptions DO NOT cover most of the topics that are brought up and I genuinely think every video has at least some points that are interesting so if you care give it a shot...
Start to 31:
https://youtu.be/bTfBoXZ8cHM
In this video I talk for an excruciatingly long time about the title screen and about some overarching goals with CN3 and how they differ from CN2. Don't worry, I get better at not being long-winded as I go... Once that's finally done I start getting into the ideas behind the cornfield and the first 30 floors of the game.
Golden Maze and Bounce blocks (M and A):
https://youtu.be/vHYouO6Dz6c
Talk a bit about the floor 31 hub. Get into the golden maze area and the UNORTHODOX design philosophy that informed the making of that. In the bounce block stage I talk about, among other things, why working on it was so inspirational and how Denferok almost KILLED the development of the game.
Variety stage (X):
https://youtu.be/83Uzw83j-JM
I start the video a little FRUSTRATED because I had to re-record. I then go to a stage which I struggle to find a name for - the one with Plasma visuals - and because it's the first thing I made for the game I talk about how CN3 started and how it grew over time. I address the DRAMA about CN3 not being a real Crimson Needle game.
Bathhouse (I):
https://youtu.be/Jzy4-bRxS8w
I go to the Bathhouse and pass by several sections of the game I'm passionate about. I bring up what I find to be UNDERAPPRECIATED aspects of the game. I also touch on the immense satisfaction of making this stage and what I find to be really special about the secret. Also a little bit about finding inspiration in unexpected places.
Blue Puzzle Area (N)
https://youtu.be/2i2u4PIoka4
I BASH pretty hard on the area of the game I like the least.
The Bad House (A):
https://youtu.be/TA2SA4UgRGE
Before going to the Bad House and EXPLAINING WHAT IT ALL MEANS I talk a little bit about something that DISAPPOINTS me about the current state of needle and also about why Charr is a MASTERPIECE. I visit my FAVORITE room in the game.
Triple jump stage (T):
https://youtu.be/eY2DVdHON14
A video apparently recorded out of SPITE?? How some people might have MISUNDERSTOOD the game. How the music was picked, tips for finding music. I talk about finding a new inspiring approach to game design and problem-solving. I also sing the game's PRAISES a bit, talk quite a lot about design philosophy and try to explain why I find that aspects of CN3 still haven't been surpassed even as parts of the game have aged.
Blue Tower (O):
https://youtu.be/a3js0LBNYSQ
A short video for a short stage. I mention an event during development that BROUGHT ME TO TEARS.
Halls of Brilliance (R):
https://youtu.be/T-_FllUFzRU
In this one I go through the halls of brilliance talking about EVERY SINGLE GAME I'VE MADE (minus one). I also talk about how needle ideas can seep into my mind and POISON my experiences.
Capitalism stage (2):
https://youtu.be/PzLQqIc8p0o
I give a pretty interesting rundown of how the ideas for certain GIMMICKS have come about. I also bring up the TIRED gimmick vs. "pure" needle argument. I explain why the Capitalism stage was a NIGHTMARE to complete and why the quality there DIPS around the halfway mark.
Wonderful and Green tower (3 and 5):
https://youtu.be/qh3ZsRz9hXI
I address some of the backlash against Wonderful's stage and go over why I like it and why I like her design in general. I then head over to the green tower stage where I spend most of the time talking about one of the BEST game's I've made: Thank Thenewgeezer and what I find so special about it (and so lacking about the majority of needle games).
Boshy stage:
https://youtu.be/rVKXPFmLhmE
I talk about BOSHY! Give an account of how I got into Boshy and speedrunning and how that developed which gradually evolves into a kind of disjointed rambling. But there are probably some interesting parts in there..
Floor 70-100:
https://youtu.be/qzYdul5GDJA
Lots to cover in this final video. I go through the last bits of the game and remark how I feel about some of the rooms there. I go on a long rant about the INSANE last 2 weeks before release where a MAJOR CHUNK of the game was made. Why 92 had to be the way it is and why floor 100 was such a success.
Rating: N/A
Difficulty: N/A
Jan 18, 2022
109 Reviews:
Chatran
I'm removing my original review in its entirety because it has a lot I dislike about it. So here's an updated version!
This is one of my all-time favorite games. It has so much soul and character, so much personality, that makes it a one of a kind experience that I will forever wish to re-experience for the first time. It's one of those games that having a couple flaws does not matter in the end, as the game is perfect regardless. It's done so much for the way we as a community view games, and has permanently influenced me in so many ways that I cannot even state.
And I feel that's really all I need to say on it.
[41] Likes
This is one of my all-time favorite games. It has so much soul and character, so much personality, that makes it a one of a kind experience that I will forever wish to re-experience for the first time. It's one of those games that having a couple flaws does not matter in the end, as the game is perfect regardless. It's done so much for the way we as a community view games, and has permanently influenced me in so many ways that I cannot even state.
And I feel that's really all I need to say on it.
Rating: 10.0 100
Difficulty: 87 87
Jun 8, 2019
Skulldude
It's absolutely outstanding to me how a game with this much love, soul and effort from everyone involved gets such a poor reception because of 2 other games of its' series.
Being quite deep into the game, I personally think it's safe to say, without a doubt, this is the best game Kale has made, having other makers on the ride making certain areas, visuals and effects that together compose such a beautiful experience. If you're a fan of long and grindy needle games, always coming at you with a fresh new idea this is most definetly for you. I honestly cannot name any other game where through every save and segment I pull off I get to feel this rewarded. It definetly doesn't feel like your usual Crimson Needle style game, Kale goes for a totally different atmosphere and style here, at times harder than the incredibly challenging Crimson Needle 2. The problems and complaints I do have with this are a little spoilery, but they're also basically just preferences on small details of a much bigger game with so much content to be appreciated from it.
While some may argue it's disappointing the fact that he deviated from the usual "pure/vanilla needle", I actually had expected and wanted Kale to be more experimental and give room to much more creativity than the other 2 games, I can only be happy with this and glad I'm having as much fun as I have playing through it, figuring out new things along the way and watching others play it along as well.
No other game is quite like this, or has the same charm in it's design, I cannot recommend it enough to anyone looking for hours to spend on a wild experience, such as this one. Thank you so much for making my personal favorite needle game and the best game of this year thus far in my eyes, Kalemandu, PlasmaNapkin and Zero-G.
[19] Likes
Being quite deep into the game, I personally think it's safe to say, without a doubt, this is the best game Kale has made, having other makers on the ride making certain areas, visuals and effects that together compose such a beautiful experience. If you're a fan of long and grindy needle games, always coming at you with a fresh new idea this is most definetly for you. I honestly cannot name any other game where through every save and segment I pull off I get to feel this rewarded. It definetly doesn't feel like your usual Crimson Needle style game, Kale goes for a totally different atmosphere and style here, at times harder than the incredibly challenging Crimson Needle 2. The problems and complaints I do have with this are a little spoilery, but they're also basically just preferences on small details of a much bigger game with so much content to be appreciated from it.
While some may argue it's disappointing the fact that he deviated from the usual "pure/vanilla needle", I actually had expected and wanted Kale to be more experimental and give room to much more creativity than the other 2 games, I can only be happy with this and glad I'm having as much fun as I have playing through it, figuring out new things along the way and watching others play it along as well.
No other game is quite like this, or has the same charm in it's design, I cannot recommend it enough to anyone looking for hours to spend on a wild experience, such as this one. Thank you so much for making my personal favorite needle game and the best game of this year thus far in my eyes, Kalemandu, PlasmaNapkin and Zero-G.
Rating: 10.0 100
Difficulty: 95 95
Jun 8, 2019
Thenewgeezer
It's amazing what people can make when they put their heart in it. Every area and level was unique and I enjoyed almost every bit of it. Absolute fantastic job to everyone who worked on it.
[18] Likes
Rating: 10.0 100
Difficulty: 92 92
Jun 9, 2019
Zorgo
Okay, I'm not saying that this game is bad. Game is brilliant! It has tons of interesting gimmicks and fresh gameplay aspects which one can definitely enjoy (to some extent). The thing is, I don't really see how this game is a sequel to the previous one. Many people were blaming CN2 for having a boss at the end, but this is a whole new level now. Again, game is not bad and I can see how most people will find it fun, but title is super misleading since they didn't reveal anything related to the game before the release. I'm pretty sure controversy would have not been here at all if they simply used a different name for this game though.
[18] Likes
Rating: N/A
Difficulty: N/A
Jun 7, 2019
Bob
Wow, what a game. This is simply one of the most memorable and interesting needle games I've ever seen. From the shockingly well crafted gimmick platforming to the perfect choice of visuals and music, it makes for an immensely enjoyable platforming experience. It's also exemplary of why taking risks and innovating is what we really need with fangames. Let's be honest, "pure" needle is a dime a dozen. Sure, kale makes some great needle, but when he starts experimenting that's when he shines the most. This entire game radiates creativity, and it's not something i'm going to forget any time soon. Shiver and Needer makers were great games, but I doubt they will pop into my head ten years from now. This game just might.
The hostile reaction from some of the community towards this game was pretty embarrassing. I think it just shows how unwilling we are to accept new ideas and experimental stuff. It's not surprising given how 90% of the needle games released these days are jtool needle. (I'm not excluded from this, by the way, since almost all of my needle games are jtool needle.) There's nothing inherently wrong with that. People can make what they want to make. It is, however, unhealthy for the community to just reject games that look and play different from what you're used to. We need to have an open mind when approaching something new. It's okay if you don't like the game, but if the reason you don't like it is either because it has gimmicks or because it isn't what you were expecting, then perhaps you should do some self reflecting.
Anyway, I'll try to end this review on a positive note (since that's what this game deserves.) Kale worked on this game for two years, which is as long as it took to make Cultured 2. You can really see all the love and effort that went into making it, and I'm really proud of the team (Kale, Zero and Plasma) for all their work. According to Kale, the week leading up to the release of this game has been one of the most stressful times of his life. Let's try to make it worth it for him. This game is great, and he should feel good about it. Whatever people may say about the design or whether or not it's a needle game or what it "should have been", I would stand tall and be proud of this game. Because in my eyes, it's nothing short of a classic.
[15] Likes
The hostile reaction from some of the community towards this game was pretty embarrassing. I think it just shows how unwilling we are to accept new ideas and experimental stuff. It's not surprising given how 90% of the needle games released these days are jtool needle. (I'm not excluded from this, by the way, since almost all of my needle games are jtool needle.) There's nothing inherently wrong with that. People can make what they want to make. It is, however, unhealthy for the community to just reject games that look and play different from what you're used to. We need to have an open mind when approaching something new. It's okay if you don't like the game, but if the reason you don't like it is either because it has gimmicks or because it isn't what you were expecting, then perhaps you should do some self reflecting.
Anyway, I'll try to end this review on a positive note (since that's what this game deserves.) Kale worked on this game for two years, which is as long as it took to make Cultured 2. You can really see all the love and effort that went into making it, and I'm really proud of the team (Kale, Zero and Plasma) for all their work. According to Kale, the week leading up to the release of this game has been one of the most stressful times of his life. Let's try to make it worth it for him. This game is great, and he should feel good about it. Whatever people may say about the design or whether or not it's a needle game or what it "should have been", I would stand tall and be proud of this game. Because in my eyes, it's nothing short of a classic.
Rating: 9.8 98
Difficulty: 85 85
Jun 10, 2019