Tuesday, 31 July 2012

Patient Zero - Curse and Regret (Promo Material)

I wrote this as promo copy for a musical friend of mine, Patient Zero, the album's fully open to the public now, so go check it out!



Many may know Patient Zero from his collaboration with the Internet video group the Yogscast - ‘Dwarf Hole (Diggy Diggy Hole)’ took both YouTube and iTunes by storm. Following on from that great success, and to continue his long line of album releases; Patient Zero’s new album Curse and Regret is hitting iTunes, Amazon MP3 and Spotify this July.

For those not part of the scene, electronica and trance can be intimidating genres. At first blush the sound may be hard and clashing, but Curse and Regret offers some solid tunes that even newcomers to the genre will fit right in with.

To be specific, Curse and Regret is Electronic Body Music (or EBM); think Trance with Industrial sensibilities. However, precise pigeon-holing only gets you so far - Patient Zero takes on the genre from multiple angles and it works for the better; keeping things fresh.

‘Humanity Will Lie’ is a strong start with a solid club vibe, and fun, distorted vocals that are a running theme through the album. There’s a finely-tuned balance between lyrics that exude dark humour, club hype, and just a touch of campness. You may well find yourself singing along with the simple chorus of ‘Raise those Horns’ or the upbeat and poppy verses of ‘The Band Played On’.

For those who want something more experimental, ‘Eins’ goes down the route of a sample-based track (remember DJ Shadow’s Entroducing?), with the cheeky decision to build the vocals out of porn samples and a cut from a sex-negative sermon, for an amusing contrast.

For more down-tempo vibes, there’s ‘Take my Death Away’, with its airy and futuristic vibe; or the piano-based instrumental of ‘The Burden of Distance’ that both work wonderfully as a mellow middle to the album.

Those who have been anticipating a follow-up to ‘Dwarf Hole’ need not hold their breath any longer - ‘Dig It’ brings back samples from the Yogscast for a more punchy feel than its predecessor with a retro video game feel. Your Minecraft sessions need never go silent again.

Curse and Regret will be available from the 20th of June via the aforesaid locations, as well as Last.fm, Google Music Store, Myspace Music, and of course Patient Zero’s Bandcamp site - where his previous albums and singles can also be found. For more information on Patient Zero’s music, as well as news and updates, visit http://doctorzero.tumblr.com/ .

Sunday, 15 July 2012

Metric - Synthetica

 This review can be found at The Yorker, here.

I initially found out about Metric though the film Scott Pilgrim Vs. The World, where they composed one of the many guest songs (the film is, in part, about Canadian indie bands, after all), 'Black Sheep'. I adored this track - it was energetic, but only on the cusp of being aggressive; with seductive vocals by lead Emily Haines, and a chorus that makes you want to air guitar - if you're a cool person like me.

Their 2010 album, Fantasies, was of a very similar sound to 'Black Sheep', and I became a solid a fan of their work. So coming to Synthetica, my expectations were very high, but I was expecting something rather specific. Not to demand that my favourite artists should deliver the same experience with every album, but in a Summer holiday state of mind, an album like Fantasies would be just what the doctor ordered.

Thing is, Synthetica is a rather different pill to swallow.

The message is clear from the opening track, 'Artificial Nocturne'; the album is a lot more low-key. The vocals and drums are still pride of place, but the quiet, slightly distorted synths and the droning guitars are sedately menacing; it's a pleasant surprise.

The following track, 'Youth Without Youth' is closer to the sound I'm familiar with, but it falls short with the lyric repetition that shows up fairly often in Metric's songs being performed in an irritating monotone. From there, things go back to the chill vibes, with 'Speed The Collapse'. The rippling guitars in the background are decidely Muse-ish, with a chorus that actually makes me think of Blackmore's Night, which makes for an interesting overall tone.

'Dreams so Real' sticks out as my favourite of the album - It grabs me from its opening riff, more square wave than guitar string, the chanting repetition of "Shut up and carry on; the scream becomes a yawn" is relaxing in some unnerving way. It's only 2:40, though. I'd love an extended version that builds up a little more.

'Lost Kitten' is fun and kitschy in a twee, coquettish way (right down to an introduction of xylophones and finger snapping), but it feels it would be better suited to an advert for iPhones or UniQlo than my music collection. 'The Void' hits you with a really annoying synth distort, and doesn't really manage to redeem itself afterwards. It's also rather cutesy, but nowhere near as endearing as 'Lost Kitten'.
As the title track, 'Synthetica' is solid- a more traditional Metric sound. The vocals are more languid than say, 'Help I'm Alive', but it fits perfectly with the rest of the album's tone, and that kind of consistency is a positive in my book.

'The Wanderlust' is very much an oddity, built upon distant, watery piano - and out of nowhere, male vocals from Lou Reed on the chorus, evoking a folk rock-style sound. It took me a few listens to get into it, but its uniqueness won me over.

It's worth mentioning that there are 5 additonal bonus tracks (available on Spotify and via iTunes preorder, at least) that are synth-heavy 80's-ish versions of melodies from the album. It's an odd addition, but I honestly like it a lot. It reminds me of the 'Exogenesis' tracks on Muse's The Resistance - in fact, the album as a whole reminds me of that divisive endeavour; especially since Synthetica is a big drift from Metric's normal sound.

It would be all too easy to take Synthetica at first glance and go "It's different; I don't like it", and maybe the more relaxed and less punchy composition honestly isn't for you - but there's no denying that this album is solidly made and will fit snugly in the collections of those who open to a little Shoegaze in their lives.

So hipsters, basically.

Thursday, 12 July 2012

Speculation Augmented - Games & Exploring Social Impacts of Technology


Introduction

While the Electronic Entertainment Expo (E3) is generally lauded as the yearly platform for games publishers to announce their major products, among the journalists and fans that attend and observe every year, there's a general air of scepticism as to whether we actually get any game-changing news from year to year. Nerds are difficult to impress.

So to that end, when I watched the conference for Ubisoft, I wasn't expecting the world.

Then there was a trailer that caught my attention.

YouTube:Watch Dogs E3 Announcement Trailer

What's Watch Dogs? And Why is it Awesome?

What impresses me off the bat is the strength and the relevance of the concept. The idea of a central information database for a country feels far-fetched, but your life having a digital paper trail is a very real concept. That your habits and secrets are available to those who have the access (legally or otherwise), is a little scary.

Watch Dogs is exploring that idea from the point of view of what would arguably be the enemy. The nameless hacker you play as can work out who someone is and who they're connected to at the push of a button. Imagine someone who could jam you Wi-Fi access, tap your phone, and generally ruin your day at his whim. It may be something you've never considered before; it may be something you're well aware of, and take security precautions for.

But is that kind of criminality a more difficult pill to swallow than the standard gunplay of Saints Row or Grand Theft Auto? The demonstration gameplay at its core functions in a manner very similar to the Hitman games:

YouTube: Watch Dogs Gameplay Video

Where the potential for Watch Dogs lies is not necessarily in what gameplay features it offers, but how it uses gameplay in conjunction with its theme, and how that could affect the story. For example:

- What if you are contracted to kill or gather data from an innocent person? Killing faceless NPCs is one thing, but what about once you know their name, their profession, or their family?
- What happens when there are other hackers interfering with your mission? The gameplay trailer shown at E3 has an additional scene that suggests that multiple players can play in the same game world - and not necessarily co-operatively.
- What happens if the public start rejecting the ctOS? The game will become a lot harder if certain people are outside your database, and the backlash against having their privacy invaded could end up being dangerous!
- Will there be an Alternate Reality Game element? ARGs are getting increasingly popular, both to advertise and to make a game's setting more immersive and impactful on our own world.


The game producer, Dominic Guay, was interviewed by Rock Paper Shotgun, with additional information on the project.

The novel Little Brother by Cory Doctorow is an easy read discussing the nature of Internet security and surveillance; very similar to themes to Watch Dogs; the book is free to download.

Other Games that get Speculative

It's a little uncommon still, but Watch Dogs isn't the only game to explore speculative technology in game mechanics or in story. Differing from books or films, games can explore topics like this in a way where the player can interact with it. If implemented correctly, a player can explore a concept as they explore the game world - forming their own opinion on the topic. The following games each have a technological aspect that has a factual or realistic basis, and I'll cover briefly if/how the gameplay reflects these concepts.

This is going to be the main comparison point to Watch Dogs, at least in terms of genre and setting. Human Revolution is set further in the future and more is far-fetched (no one's going to wear clothes like these in 2027, c'mon), but human augmentation isn't too outlandish. We have already achieved prosthetic limbs and cybernetic eyes - though the actual social problems that may manifest with commercial transhumanism are a while off.

In a gameplay sense, Human Revolution doesn't deal with social implications of augmentation too heavily. The opening section, which has you as a yet unmodified person makes it quite clear how easily someone can die to gunfire - interesting considering most FPS games imply otherwise. Though after this segment, you as the player don't have to struggle too much with your mandatory mechanisation other than choosing what upgrades you want. It's mentioned that augmented people have to take regular (addictive and expensive) medicine to keep their bodies from rejecting the augmentations, but this is a dilemma the player never has to struggle with. There's a plot reason for this (which I will hold out on for spoiler's sake), but it dulls the impact of such a problem for the player.


Errant Signal discusses possible flaws in Deus Ex Human Revolution's Transhumanism themes.

Extra Credits does similar, with a different interpretation (From 2:00)

Technically, all of the Metal Gear Solid games discuss nanotechnology to some degree, but MGS4 has it as a much greater focus. The game has many fake advertisements that it plays during cutscenes - one features commercial consumable nanotech as part of a fitness and weight loss scheme.

Beyond that, in the war-torn settings of the actual gameplay, all participants are monitored and regulated through their technology - everyone (and everything) is ID tagged, and nanotechnology has made sure all soldiers are administered an optimum dose of performance-enhancing drugs. Funnily enough both of those ideas are entirely achievable - anyone who owns a touch-and-go style rail card, dealt with security tags on goods or have tagged a pet in case they get lost should all be familiar with RFID tags.

That's not all though; there's also another central theme of Privatised Military Companies (or PMCs) - businesses that wage war outside of what a country's government orchestrates. Different to just mercenaries, it means that companies that dealt in weapons research now also deal in security - and every item of equipment used in warmongering is accounted for, and arguably controlled by a CEO somewhere. PMCs eventually had cheaper operating costs, and in short time, war stopped being tied to governments and became a full-blown enterprise - the most lucrative economy on the planet.

From a gameplay perspective, you're motivated to combat the PMCs primarily because the 5 largest are owned by the series' main villain, Liquid Snake. However, depending on the type of player you are, you may be motivated differently; the knowledge that the 'War Economy' is responsible for an environment where child soldiers are increasingly common, and weapons and security research are put above the likes of heath care and education is a disturbing thought. A fantasy where you can combat that kind of eventuality first hand is very powerful.

Reflecting an environment where all the PMC equipment is under heavy security, the weapons dropped by PMC soldiers require registered ID to work. These can be cracked fairly early on, but it's a nice touch. Furthermore, Snake has a head-mounted scope that can do all the traditional shooting game features, like zoom and low-light vision, but it can also identify guns and detailed health readouts of other soldiers in the field. This feels like a gameplay abstraction to begin with, but the scope is actually reading the nanomachines in subjects for their readouts; which I find intensely clever.


Sebastian Alvarado on Gamasutra has a discussion of Metal Gear Solid's nanotechnology, split over two articles - Part One & Part Two

To make it clear, there are two games that go by this name - an old DOS title, and a current-generation First Person Shooter by the same name. To cover the FPS first (since it's likely the more widely available of the two), the plot details a world economy not too dissimilar from Metal Gear Solid 4 - instead of nanotechnology; 57% of the population are 'chipped' allowing them to interface with technology wirelessly. The companies that produce the technology for this are so massively globalised, geographical nations now mean little. While neural implants feel like a long way off; globalization is a big deal; and in more than just technology.

The gameplay of Syndicate (2012) is surprisingly uninspired. Your role as a corporate minion gives a backdrop to a world where none of the big industry names play above the board; but being tasked with just shooting up everyone in an office block doesn't feel so impactful beyond how violent you can be. Your Chip activates the ability to scan your surrounding and view things in slow-motion; but it definitely feels like a firm video game abstraction, rather than any real concept we can relate to. The ability to hack into the chips of others allows for possession - the first hacking ability you gain is to force your target to commit suicide, taking the idea of digital privacy to a horrifying extreme. I'm quite glad that nothing like that will be possible for a long, long time.

The 1993 MS-DOS title on the other hand (also released in parsed-down versions for the SNES, Genesis and , um, 3DO) puts the player in the position of a corporation executive. The nature of the game world is still the same, and you still focus on completing company assassination and espionage missions; but the change in perspective lets the player experience the moral quandaries of a corporation like this in a way that doesn't directly deal in killing people. You are responsible for outfitting your agents, orchestrating their method of operation (this includes telling them to hijack the chips of bystanders), and as you play, it becomes increasingly clear that the company you represent essentially deals death in the name of profit. That can be a tricky realisation; especially juxtaposed with Metal Gear Solid above; where companies like that are the enemy!


As it turns out, neural implants are already used to treat epilepsy - so although remote interfacing with computers is definitely a long shot, brain chips are very believable! iO9 breaks down an article on recent research in the field.

Missing the Mark

Where there are games that focus successfully on exploring the social impacts of their setting, there are many who don't quite use their concept to a full potential.

The technology here isn't so much gameplay-defining, but with the unique/annoying control system the game has; utilising it made it more memorable.

Agent Norman Jayden's investigation technology - the Additional Reality Interface (ARI) - was a few years ago something fairly fantastical from the point of view of people not on the pulse of tech research. But with the announcement of Google Glass this year, the idea of Augmented Reality, and being able to have all your data quite literally at your fingertips is a lot easier to imagine.

That said; the Crime Scene Investigations done in the game are entirely far-fetched. Being able to make detailed Cause of Death analysis from just a glance from your super-glasses is definitely a suspension of disbelief. What's more it features in the story surprisingly infrequently. To compare it to Watch Dogs, both games show that their respective technologies can gather information on the fly - notice in the gameplay trailer for Watch Dogs the data stream even shows how hostile a given person might be - but the instances of ARI are very self-contained, and largely used in the safe space of Agent Jayden's desk.

I have a soft spot for the Battle Network series (Could you tell? My username gives it away a little), but it's worth noting that a world where most commercial technology has ever-improving A.I. is reasonable. On the other hand, a world where you can convert DNA into A.I., or make anti-virus use a national sport is decidedly less feasible, but that's the nature of the shounen genre for you. Despite this, the social applications for improved A.I. is entirely fascinating, and something I've mused upon in the past.

The series of course discusses the social impacts of its technology (though not in a way that believably parallels real life), but it's not reflected in its gameplay. While the game mechanics for the Battle Network games are very impressive; they work almost entirely without context from the game world (with the exception of the 'Navi Customiser', which feels very much like a modular programming tool).

On the other hand, the follow-up series, Mega Man Star Force has an unusual mechanics quirk that I enjoy. In-setting, there is a concept of 'Brother Bands' - people who link their PDAs to each other as friends. Characters throughout the series  talk about Brother Bands more or less interchangeably with the idea of friendship... except Brother Bands have the mechanical ability to give you additional bonuses in battle. As such, it's like if you became stronger in proportion to the number of Facebook friends you have.

Call me crazy, but that makes for a rather good metaphor. Why yes, of course you don't become physically stronger if you make a lot of meaningful internet relationships, but how about socially? In life, who you know can be just as important as what you know, and social networking (both casual sites like Facebook and professional sites like LinkedIn) give you access to more information and more opportunities, provided you make the right friends. As someone who's on the road to becoming a journalist, this is salient; and I'm sure this is just as much of a reality for those working freelance in game development.

What about future games?
While I refrain from talking about it; I find that art (or hell, media in general) has to mean something to be particularly impactful. This doesn't necessarily require something as overt as a life-lesson, or so cliché as to be directly educational, but to provoke some thought and discussion. One of the best ways to create some consideration is to allow links to be drawn to everyday life; and it's something video games are entirely capable of doing.

As discussed, it's not really quite enough to simply bring up a possible technological concept; or just mention in passing how it can affect us socially - integration into the gameplay itself will force a player to consider a topic. By the end of MGS4, you'll definitely have an opinion formed about nanomachines or PMCs; but Heavy Rain won't leave you with many thoughts about the practicality of Augmented Reality.

This concept need not only be limited to speculative fiction - integrating your theme into your gameplay makes the experience more cohesive as a whole, and will help a game's setting and design feel less like window dressing.


This article can also be found at Digital Haven Entertainment (Formerly PixelxCore), here. Please visit this version for better image contrasts and formatting.

Four Great Video Game Composers

This article can also be found (with additional entries by other writers) at The Yorker, here.

It can sometimes feel that soundtrack composers don't get a lot of credit. Unlike with the general music industry, there's comparatively little focus paid to those who write the soundtracks for film & TV; and maybe even less for games. But if you take the time to look (or get totally immersed in video game nerdery like we do); there are plenty of composers for video games, old and new, who create tunes with aplomb; getting the tone and emotion of a title in a sweet spot that just couldn't be obtained without their work.

Masafumi Takada

Tending to work alongside the unorthodox auteur developer Suda51, Takada has lent his talent to many of the early games produced by Grasshopper Studios, such as Killer 7, No More Heroes, and Flower Sun and Rain. His style is often very atmospheric and heavy, but with such quirky titles that he's worked on, there'll occasionally be tracks that are suddenly upbeat and energetic. These days he works outside of Grasshopper Studios, mostly doing low-key Japanese only titles. His most recent work surprisingly features in Kid Icarus: Uprising!

Masashi Hamauzu

Generally when thinking of the music in the Final Fantasy series, long-time veteran Nobuo Uematsu comes to mind. But the more recent titles in the series have a different lead musician - Hamauzu. Cutting his teeth on other Square Enix titles (Notably SaGa Frontier II), he then collaborated with Uematsu on Final Fantasy X, showing a more lighthearted and instrumentally varied style from his collegue. After Uematsu left Square Enix to follow his own projects, Hamauzu took over as lead composer and put together the beautiful soundtracks of Final Fantasy XIII and XIII-2. He now has his own music studio, Monomusik.

Shoji Meguro

Differing from the two previous composers I adore, Meguro has a single, veru distinct style - but it's so solid and catchy, I can't help but love it. He's worked closely with the RPG giant Atlus ever since 1996 with Revelations: Persona - and has consistently worked on games within the Shin Megami Tensei series (and a few outliers) since then. His style is very rock-heavy, but he also has a strong love for using brass and piano in his songs, resulting in songs that are closer to hip-hop beats. A special mention should be given to his work in Shin Megami Tensei: Strange Journey, where his normal approach is reworked into a menacing, militaristic soundtrack that fits the game's tone perfectly.

Virt (Jake Kaufman)

The independent game design movement hasn't just been a great opportunity for coders and artists - but also musicians. Virt A.K.A. Jake Kaufman started out doing fan remixes of existing video game tunes on OC Remix; but he soon found a professional home with developers WayForward - and he's been getting his high-quality work out there in a subtle way ever since the Game Boy Colour. Special mentions go to the music of Shantae, which was just as technically detailed as its graphics; BloodRayne: Betrayal for being stylistically different from his other work; and Mighty Switch Force for being bombastically funky. There's often a lot of compilation work between indie game musicians, which are also worth a gander.

Friday, 8 June 2012

Layout Designs for the Lemon Press (Issue XI)

Below are my page designs for Issue 10 of The Lemon Press; constructed in Adobe InDesign. For this issue, guidelines for page layouts were given. All of the text used is of the ownership of the individual(s) that wrote them, and/or of The Lemon Press. The opinions (or sense of humour) of what's written are not representative of my own.

Note: Blogger is a bit weird about how it handles large images. Click a picture to get a larger image, then right click and choose 'View Image' to see it at its full resolution.


Centre-Page  Feature - 2012 Student Elections
That elections logo at the top of the first page is the official logo graphic. It was a challenge finding a font that mimicked the bubble writing style well. The two in-article images were done by Craig Dobson.


Science & Technology Pages 1&2
I took a cue from Wired for this one. They have such clean and cool page layouts! The 'Facebook Gas Cannister' graphic is my own.
 


Sports Pages 1-3
I kept these simple and tight with the fading dotted borders (I made those myself in the previous issue. They're great at separating articles at a healthy distance but still keep a good amount of white space).

Layout Designs for the Lemon Press (Issue X)

This is a long time coming, really. Over the course of my second and 3rd year at University, I assisted in doing layout design work for the local student satire paper; The Lemon Press. Something of a callback to my time at York Vision doing page designs - a skill I (unsurprisingly) can't practice while writing in a purely online medium. Below are my page designs for Issue 10 of The Lemon Press; constructed in Adobe InDesign. For this issue, guidelines for page layouts were given. All of the text used is of the ownership of the individual(s) that wrote them, and/or of The Lemon Press. The opinions (or sense of humour) of what's written is not representative of my own.

Note: Blogger is a bit weird about how it handles large images. Click a picture to get a larger image, then right click and choose 'View Image' to see it at its full resolution.

 Contents
I quickly found that the best way to have interesting headers was to make them in Photoshop and import them as images. That, coupled with the dotted divider lines keeps the page clean.

 Entertainment
The layout guides for this issue didn't accommodate for the headers and footers of each page, so some pages are rather... close. I'm quite pleased with how the 'Lemon Press Recommends' graphic turned out.

Opinion
It's a small thing, but this page turned out solidly, the Headline fonts especially.


Sports Pages 1 & 2
The  Formula One News banner turned out great! It's a shame I didn't have cause to use it again in future issues.

Tuesday, 5 June 2012

Game Design - Lucky Number Thirteen

This article can also be found on PixelxCore, here.


Introduction

It's been quite a few years since Final Fantasy XIII was released. It was a big moment for Square Enix - their flagship series was entering the next generation of consoles; and needed to be designed with a new generation in mind.

And they definitely achieved that. Granted, what FF13 ended up being was an annoyance to the long-time fans of the Final Fantasy series, and something of a non-starter with those who aren't normally interested in RPGs; but the game, mechanically, was definitely revised and refined in ways that I feel deserve a little more credit; especially in comparison to the much more recent Final Fantasy XIII-2.

To go off the most common complaint, Final Fantasy XIII was linear. The stage design cut off almost all avenues for exploration with a constant focus on guiding the player to the next plot point. For some this proves to be a little claustrophobic, but thinking about it, games - and especially story-driven RPGS - being linear is nothing particularly new. While Sandbox environments are a popular game design choice recently, they're not the only way to skin a cat; and even though many RPGs through the ages have had an overworld, and the 'option' to go to places other than the next plot location, very infrequently is that option rewarded.

What FF13 is attempting to do here is lose the fat. The linearity of a story-driven RPG is recognised here and embraced, rather than disguised. The advantage of this is pacing.

Picking up the Pace

Some games have pacing come naturally come to them as part of the genre they subscribe to.Games with a heavy emphasis on Score Attack will have very quick pacing as you're encouraged to complete challenges quickly and restart often. Sometimes adding in extra content in the form of cut-scenes, or exploration segments or 'grinding' (which I'll discuss later) can end up ruining pacing, and often the amount of fun you'll have. Compare Sonic Colours with Sonic Unleashed for a good example - They both have a similarity in terms of gameplay and goals, but one is padded out with hub worlds and overly-long levels.

In Final Fantasy XIII's case, it wants to keep the story at the forefront (with a lot of the plot revolving around chasing people down or being chased); so letting you wander off and lose sight of the sense of urgency will kill off the pacing. In that light, FF13 takes multiple steps to keep the ball continuously rolling.

It's partially reflected in the general lack of towns. When you want to stock up on items, you don't wander off to the nearest town and start chatting to a shopkeeper; you can stock up from any of the frequent computer terminals found across the game (in addition to them letting you save and the not-very-good equipment upgrade system). It's even explained in-setting - everyone is in the habit of ordering goods online, so brick-and-mortar stores are a novelty. Hmm, is that an attempt at social commentary?

The most salient, and in my opinion best, pacing design is how they deal with grinding. It's my personal peeve with most RPGs - the decision to make it necessary to stay in a single area and fight the same foes over and over to be able to safely or reliably progress. Grinding a few levels is therapeutic in that inane, bubblewrap-popping kind of way, but it's also a pacing killer. None of that in FF13 (at least not in its first half). By taking on the enemies in your path, you will be perfectly well-equipped to take on the next challenge. Though in a later stage of the game the explorable area opens up (with a lot of side quests and grinding, sadly), just sticking to the story will keep you in good stead for any upcoming boss fight.

A New Paradigm


Speaking of boss fights, the battle system is the other large topic brought up regarding Final Fantasy XIII. Coming off the back of Final Fantasy XII; a title that tried to move out of the menu-based battle system all prior Final Fantasy titles utilised, and resulted in a mess of target ranges and a system built around beating battles for you. Square Enix knows that Action RPGs are a direction worth pursuing (Kingdom Hearts and The World Ends With You providing fantastic returns), but putting that into a main-series Final Fantasy game would be way too out there, so they made a compromise and took on the timing of an Action RPG.

Yes, Final Fantasy titles have had the Active Time Battle system for years, but that system has more of an emphasis on waiting your turn, rather than being responsive to the situation. Battles in FF13 are still entirely menu-based, but manage to be fast-paced and tense. And it's all down to the introduction of the Paradigm Shift mechanic.

For the uninitiated, the characters of FF13 don't have a single 'class' archetype; but instead can switch between different ones on the fly. Outside of battle you can set multiple Paradigms to suit any situation. Have a team with a physical damage Commando and two magical damage Ravagers to rack up the damage, or a Medic and Synergist team to heal and give boons to your allies.

Switching paradigms takes time, during which enemies are able to act freely. This means changing to the wrong paradigm can cost you precious time, and a good sense of the situation provides the best effects. Like a fighting game, it's all about seeing what's coming, and putting yourself in a situation to negate an attack or punish it.

To make the use of Paradigms easier, FF13 makes a concession in letting you attack automatically, and only giving you control of the lead character. Not having to worry about selecting individual attacks or micromanaging your team-mates gives you the breathing space to survey the state of fights, but on a level it feels like the game is playing itself for you.

However, unlike Final Fantasy XII, FF13's battles can't be left alone. Enemies and especially bosses are designed to force you to switch up your game to stay alive. Fights get difficult quickly, and you can't run away to grind out some additional fire-power. For half of the game you don't even have all 6 party members at your disposal.

The narrative switches back and forth between groups of characters, each group having holes in what they can or can't do. Only macho-man Snow and battle-hardened Fang have the Sentinel role, so when they're not around you're forced to think of ways to fight without a party member tanking hits. It's intensely clever, and as such a bit of a shame that inevitably all the cast get together, and on top of that gain the ability to use any role. While it would be unorthodox, if the party members were split up more frequently through the entire game, battles would feel more rewarding through the entire play through.

Out of Character

Honestly, it may be something of a fluke on pert of the design team, but the playable cast of FF13 are really rather good. Almost more than the mechanics, its the tropes that appear in the character design and plot of JRPGs that see the most cultural acknowledgement and mocking; and maybe rightfully so. Archetypes of a young and hasty but enthusiastic and brave hero, or a waif of woman with a back story in mysticism with a destiny to end up in a hero's arms are tired at best and problematic at worse.

FF13 fixes that with the simple idea of switching up the standard demographics. You would expect the efficient, driven, and socially reluctant personality of Lightning to be male, as would you the confident and mentor-like nature of Fang. You wouldn't expect Lightning's male counterpart Snow to entirely avoid being a love interest, and you wouldn't expect lesbian relationships or a black main character in a JRPG at all.

This leads up to the cast feeling rather well-rounded, with only the slightest of changes from normal design patterns. There are flaws (Vanille's general voice acting and personality, being an obvious one everyone can agree on), but my vindication of having a likeable, playable black main character who isn't the 'dumb muscle' of the group outweighs that frustration for me.

What Final Fantasy XIII-2 Did Wrong


Although Final Fantasy XIII had some great ideas, they drove it a little too far from what a lot of people expect from a JRPG, and especially what they'd expect from a Final Fantasy game. Fans were vocal and critical; and in the development of Final Fantasy XIII-2, the developers were expressly clear in saying that FF13-2 would be for those who didn't like FF13.

They were certainly right on that. The changes made to FF13's most outlandish areas were sniped with expert precision, and altered to something in line with a standard JRPG format. Unsurprisingly, it made the game dull and generic. I'll summarize somewhat here to avoid repeating myself.

First off, linearity and pacing. The time-travel plot opened up scope for the player to go to other time periods other than the one that progresses the plot, but all that's to be found are opportunities for grinding and side quests, as expected. By nature of you even having the ability to grind, bosses, and even regular enemies are designed with that in mind; and all too quickly you'll find areas where it's impossible to stand your ground regardless of how skilled you are with the game's mechanics.

Furthermore it results in situations where the location to go for the next part of the plot is ambiguous (since you backtrack even within the plot, there's no guarantee that the newest area is the correct one). This shoots the pacing in its vital organs, then buries it 6 feet underground. The lengthy loading times don't make things better.

The battle system stays intact; even improved in that fights work a little faster. The time it takes for a Paradigm Shift to complete is heavily reduced, so it's easier to be competently reactive. However, you have access to almost all combat roles from the very start; meaning that there's precious few fights that behave like puzzles to be solved.

The actual cast of characters have been reduced to two - a cocky male and a waif-ish female. At the very least they both have character interaction and romantic lives outside of each other; but they're bland and generic in all aspects otherwise. A monster-battling mechanic fills in the 3rd party slot, and DLC makes FF13 characters playable, but they're all optional, and don't affect the plot dynamic any.

These are all safe decisions for game design, but they're not interesting ones. FF13-2 struggles to offer an experience that other JRPGs cannot; which in the present gaming industry is the kiss of death. Most genres are starting to stagnate, hitting a wall when it comes to innovating the experience offered. It's what killed fighting games until Street Fighter 4 arrived, and it's what let the sandbox WRPG take over JRPGs in popularity.

So What Can We Take From This?

Even though FF13 has turned out to be a failed experiment, there are definitely a few things that can be taken on board.

- Linearity is not a bad thing, it helps define a game's rules in a clear manner, and keep a player goal-oriented; but how it's masked is important for some styles of 'game feel'. If a player is expecting to be able to go off the beaten path, than linearity can be frustrating; but under the right circumstance it makes an experience 'smooth'.

- Menu-based combat is starting to become an outmoded control method in RPGs. Those that still use it and are successful need to have another level of player involvement. It's why the Mario RPGs stay constantly fresh in their battle schemes. Winning a battle not because you have the biggest numbers but because you outsmarted your foe is satisfying to a wider audience of people than those who are happy to just grind.

- What a player doesn't have access to is just as important as what they do. When it comes to game design of RPGs, what you fight against is almost like a form of level design. It needs to put forth new sets of rules for the player that build upon what's already established. In bad RPGs this just means the enemies just have bigger numbers assigned to their stats. In better RPGs this means that they actually use status effects and stat raising/lowering competently (It's this, coupled with the monster design that keeps the Shin Megami Tensei games at all relevant). An ideal RPG knows exactly what you have access to, and will make you use those resources in creative ways to succeed. If the Zelda games can do it, so can other genres!

Have You Heard - StooShe and Bluey Robinson

This is a partial version of a feature found at The Yorker, here.

StooShe are very much an amalgamation of pop culture from a very specific subculture. Their name derived from the slang term 'stush' meaning 'an air of superiority'; and in reference to the artist of the same name, the trio of singers have a style born from The Fresh Prince of Bel-Air and song topics that are firmly lodged in London's urban youth culture. A combination like that is going to be painfully polarising; but those who are receptive to StooShe's bright and loud attitudes will have great things to look forward to.

StooShe have not as of time of writing produced an album, but their début release (Swings & Roundabouts, to be released this month) is already in the pipeline for release this year, and a handful of singles releases have given us a taste of the StooShe flavour. Betty Woz Gone was unabashedly rude (but not unintelligent); Love Me/F*ck Me got some solid airtime with its Safe For Work radio edit and guest verse by Travis; and Black Heart, a 60s Soul vibe that's to see radio air time real soon.
If that's not enough to satisfy your curiosity of what these women are capable of; a 17 minute demo tape is available on their website; which, definitely meets its aim of demonstrating StooShe are capable of taking the UK urban music scene.


Bluey Robinson is even more of a quiet start-up (not having a Wikipedia page feels rather damning) but it's not as if he doesn't deserve one. Debuting in 2011 with 'Showgirl', the beat is appropriately summery and familiar, making me miss the days when Lemar was still around. Although it wouldn't be unfair to criticise this single for following the tried and tested formulas for producing a solid Pop/RnB jam, this guy may just be getting started.

Skoonheid (Beauty)

This article can also be found at The Yorker, here.


I'm all for more queer-themed films. Not just because I'm one of those filthy heathen LGBTQ types, but because there's scope for more stories to be told than common blockbuster archetypes; or failing that, a fresh twist on them.

I assumed Beauty, a South African film by director Oliver Hermanus, would prove to be another Weekend, a low-key hit that tells a story from a queer perspective. I was introduced to the film with the synopsis that the protagonist (François, played by Deon Lotz) was a middle-aged man from a bigoted background, forced to struggle with his own latent homosexuality.

  This led me to take for granted that I was in for an experience where lessons would be learned, hearts may end up being warmed, and regardless of the outcome, it would give the viewer something to think about. Yes, this assumption is a little stale and saccharine; but I feel we're still socially at a stage where a minority-positive message is important and helpful.

Too bad that Beauty ended up as far from that as possible. François has unbridled lust in Christian (Charlie Keegan), the son of a close friend - close enough for them to be in a uncle/nephew relationship; and it's actually a little unclear that this isn't the case. For some reason this swiftly escalates into stalking, and eventually - and I apologize for spoiling the film's climax - rape.

This ungraceful plunge off the moral deep-end isn't done with much character development; at least nothing to make François a character worth following or Christian more complex than a plot device.
Sure, we get multiple scenes of lingering and dialogue-free shots of François going about his business - Hermanus takes the Axiom 'show, don't tell' a little too close to heart, and these moments are meant to give you the chance to read François' expression and ponder about what's on his mind; but they're a total waste - most feel like a tool to pad out the film's 105 minutes, and are dull enough to make the film feel more like 2+ hours.

If, at the end of it all, there was a resolution, or some kind of visible sign that François realises he's a terrible human being, then prepare to throw down your hat in disgust and frustration. After the sexual abuse, Christian vanishes from the narrative, his plot device fulfilled.

The sole redeeming factor of this appalling mess was the script - the characters are bilingual in both English and Afrikaans, and code-switch freely. It's something that I've not seen done in a film before - even ones that have dialogue in multiple languages - and it helps make the conversations feel more legitimate and real.

In fact, realism may have been what Hermanus was going for - there's no doubt that in real life there are mentally disturbed hypocritical bigots, and something like 90% of sexual assaults do go unreported (regardless of gender); but this is not the way to deliver such awful and distressing topics.
If this is ever released on DVD, I hope there's a bonus scene of François being hit by a truck. Then I would hate Beauty marginally less.

Labrinth - Electronic Earth

This review can also be found at The Yorker, here.
 
In terms of image, at least, I like Labrinth. he's adorkable. His most salient single, 'Earthquake' is something that everyone's going to remember, and Electronic Earth rides that out in a few ways; in songs with similar beats, in its choice in guest rappers, and just by having 'Earthquake' show up repeatedly.

Staring track 'Climb on Board' surprised me by being above and beyond my expectations garnered from 'Earthquake'. It demonstrates that Labrinth has some decent vocal ideas; a sweet balance between traditional voice harmonies and piano riffs with light touches of electronic pitch warbling and a club synth that's not too obnoxious. It's a strong starter, but it's followed with 'Last Time' which unfortunately doesn't balance itself at all. The synth and voice distort come on way too strong, and although it doesn't necessarily place the track firmly in the 'bad' category, it feels generic.

'Express Yourself' is wonderfully charming - I have a soft spot for songs that utilise unexpected samples. At first blush it seems like too much of a straightforward lift of the original track, but let it get to the chorus, and it blossoms into a punchy and cheery variation, retaining the brass. Venture even further and it switches into a new rhythm - pleasantly summery in nature. I only wish it were longer.
Skip over 'Beneath Your Beautiful' - it's that painfully generic ballad song where the artist gets to demonstrate their vocal range a little better, and the chorus ends with "...tonight.". It drops a drumline after the first verse, but it couldn't save me from dry-heaving.

'Sundown' sticks in my mind for its low, slightly sludgy bass, but then the lyrics are eye-rolling. She's a nymphomaniac! I get to have sex with her every day constantly! Feel jealous! Then again, if I can enjoy Tyler the Creator's 'She' for its beat despite its unsettling subject matter, then I can definitely give this one a pass, and you definitely can too.

Following the general club vibe of the rest of the album, I wasn't expecting 'T.O.P.'s lead in to sound like a track from a Dragon Quest game. It doesn't maintain it through the song, but it's a nice touch.
'Earthquake' runs three versions on this album. The first version is the Radio Edit, and you've most likely heard it already. Tinie Tempah impresses me in how he manages to have none of his lines rhyme. The second version, set towards the end has additional guest verses from Kano, Wretch 32 and Busta Rhymes. It's nice to see Kano show up again and Busta's bars are wonderfully aggressive and way more deserving of the whole "just smash something" hook.

The last version of 'Earthquake', a remix by Noisia and the final track on the album and and arguably the most accurate to the track title. The remix is more garage than dubstep, which some might find a little disappointing, but it definitely stands on its own. If only it had the Busta Rhymes verses to go with it.

I'm not the authority on what makes a good début album, but I think Labrinth has made some smart decisions here. While yes, Electronic Earth is extending the mileage out of a song that could easily be argued as overplayed, it manages to offer songs you'll return to after you're done throwing bombs on it.