Sunday, 7 August 2011

A Glimpse into Navigator


"So, what is all this Navigator business?"
Navigator is PxC's 1st publically released project, a puzzle game starring the titular Nav, a pioneer in virtual reality. He works alongside Professor Claire Nova, building the first-ever virtual reality survival puzzle game.


"Survival Puzzle game?"
That's right, the nature of Navigator is two-fold. The aim isn't soley just to rack up the highest score by creating clusters and chains of coloured blocks, but to keep Nav alive as the steadily rising tower of blocks threatens to crush him against the ceiling.

"How cruel!"
Isn't it just. But Nav isn't entirely helpless, he can move about the playing field, pushing blocks around and maneuvering over obstacles to get to a safe spot.
He's also backed up by the Block Cannon, loaded with an infinite supply of colourful ammo to beat back the cube conquest. By matching up at least four blocks of the same color, you will create a cluster that explodes after a short period of time, dropping any mass above it down to a lower level, and gaining points.
By creating clusters bigger than 4 blocks, you get bonus points, and by breaking a cluster that drops down and forms a second cluster, you create combos that add multipliers to your score bonus that double for each cluster formed in the same combo!

"And I'm responsible for both Nav and the Cannon? Sounds tricky..."
Don't sweat it. While controlling both tasks is difficult to begin with, it'll be no time at all before you're using the two in tandem. The highest scorers use Nav and the Cannon co-operatively to set up huge combos.
Higher-level players will take advantage of Nav's Block Push ability to create combos as well, since creating a cluster using the Block Push is an instant 1.5x combo multiplier!
You can also use Nav's Power Climb to continue to help him navigate to other areas.
If you're still finding it tricky, you can give up control of one aspect to a friend. Working together is the key!


"So how do I rack up the big scores?"
If you're used to games like Tetris Attack or Puyo Pop, then your skills will come in handy here. It's not just about laying down blocks quickly, being able to read the playing field, and see where the clusters are in advance is the key to making lengthy combos. The target reticule of the Cannon will match the colour of the block to be placed, so you needn't draw your eyes away from the action.
Don't forget about Nav! His ability to push blocks around can save you from a Cannon misfire, or to keep your Combo going just a bit longer. The period where a cluster is frozen and glowing is your chance to set up something big! It's a risky move, but manually raising the stack of blocks is also a possibility. Being able to see more of the field means you can keep combos going for that much longer.

"Working with my friends is one thing, but how about competing with them?"
But of course! For those of you with a bloodthirsty streak, a Vs. mode is in the pipeline. This allows you to directly compete against a second navigator in both score and survival. By creating large clusters and cluster chains, you can attack the opposing player with "garbage blocks" that clog up their field of play. This mode can be played cooperatively as well, meaning 4 players can get in on the action in teams of 2vs2!

"Do I get kickass music to listen to while saving Nav's life?"
A6: Absolutely; Navigator features completely original music for every level, each song fitting the atmosphere of the stage itself. The music is composed by Chris "Søda Meløn" King, also known as "GreenDragonXIII," and all of it is very well done. We believe the music will also be a big part of creating a unique experience with Navigator.



"Awesome. So what modes are on offer?"
A6: Navigator includes a couple of gameplay modes for many types of players; there's the Tutorial Mode, where Professor Nova herself teaches you the rules of the field, the Endless Mode, the basic survival gameplay mode that doesn't end until you lose, the 1v1/1v2/2v2 Competitive Mode, and a 1-2 player Puzzle Mode, where you solve advanced puzzles based on the gameplay mechanics of Navigator, but with unique twists!

"And lots of different stages, right?"
There will be at least six stages to play in. In Endless and Competitive Mode, each stage has its own predetermined block setup on startup, adding enhanced variation to each game, and allowing the more advanced players to set up high-level opening strategies. And if you're not the competitive type, each stage has its own graphical style. Whether you're a fan of the clean circles of Energy Cells, or the gritty industrialism of Field of Cogs, Navigator can scratch that itch.


"Nav is pretty expressive, how long did his design and animation take?"
A6: That's an interesting question. The basic idea for Nav was originally to just be a simple little guy pushing blocks around. His design is fairly simplified as well; a black-haired guy in a navy blue shirt and green pants. As development continued, I wanted to put more life and personality in both Nav and the entire game as well, which lead to the conception of Professor Nova, a cooperative design effort by myself and our digital artist, Joe Ryan. Having two characters in the game like this really allows us to explore different personalities for them and make them expressive, to give the game another layer of depth outside of gameplay, without overcomplicating things.


"What about the two characters? Will we get to see interaction between Nav and Prof. Nova? Any chemistry?"
A6: Workplace romance is strictly forbidden, especially in the lab! However, there will be plenty of conversing and interaction between the two in both the tutorial and puzzle modes. There's a little more interaction with Professor Nova personally, as well, but we'll just keep that a secret for now!


"So when do I get to play this, and on what?"
The 1.1 beta is available for PC right now! You can find it Right Here. The final release won't just be on PC, but also on Windows Phone 7 and potentially even XBOX Live Indie Games. You can fire blocks and detonate clusters both at home and on the go!


Look forward to seeing Navigator during the third quarter of 2011.
 This article can also be found at PixelXCore.

Saturday, 6 August 2011

An Inside Look at Operation Moonfall


In a time where video game companies and the fans of their products can interact through social media - fans are lucky enough to have gotten an increasingly powerful voice in regards to the things they want from their games; and in some cases the companies can definitely benefit from listening.

One such project is Operation Moonfall, a campaign to get Nintendo to re-release the N64 classic The Legend of Zelda: Majora's Mask for the 3DS (In a similar vein to the recent release of Legend of Zelda: Ocarina of Time 3D). In my interview with one of the project leaders, Nathanial Rumphol-Janc, we get a better look at the inner workings of Operation Moonfall, and the effects of Fan Participation.

Tell us about yourself.

I'm Nathanial Rumphol-Janc, Co-Owner and Webmaster of Zelda Informer. I have partaken in some college but I haven't graduated, and my main source of income is indeed full time at McDonalds. It's not nearly as bad as most people fear it is.

I've been running websites and been part of the Zelda community for over a decade. First with Zelda Domain (8 years!), and then with Absolute Zelda which eventually melded into Zelda Informer, which at the time (2008) was still a relatively new and unknown face on the internet. Things blossomed from there. I love playing sports (despite being overweight), and of course I love video games. Believe it or not, Zelda is not my favourite series, and Nintendo is not my favourite game company. Of course, they have great respect from me and I do enjoy their products.

What made you decide to start up Operation Moonfall?
To say I started up Operation Moonfall would discredit all the behind the scenes conversations with several parties, including the staff over at Zelda Universe. I did create the petition and the twitter account, while another fan set up the Facebook page and handed me the reigns. Still, creating accounts and petitions is meaningless without support.

The idea for Operation Moonfall really started when we broke an interview a few weeks ago where Eiji Aonuma talked about the potential of making Majora's Mask 3D. He essentially said Ocarina of Time (OoT) 3D happened due to fan demand, and that similar demand would be needed for Majora's Mask. Of course, the issue was that an OoT remake has been in demand for many years; so trying to show Nintendo the demand is there for Majora's Mask is hard, considering that we wish to do it in a smaller time frame with the same impact.

From there, Alex Plant, one of our lead editors at Zelda Informer, and myself pretty much instantly coined the phrase "Operation Moonfall". It's debated still who actually came up with the name - it was just so fitting, and decided by too many people to really give proper credit. Even Zelda Universe was involved with it at some point. After deciding we were going to do this, a centralized support system was needed. We couldn't have several of these projects running around if we wanted to make the impact we hoped to make. Alex, at that point, immediately went to Zelda Universe to see if they would in turn want to jointly make this happen.

As those discussions were on going, fans were really excited - over 10 different fan projects for showing support had shown up. I knew something had to be done to unite the efforts before it got too out of control. Thus, I rushed and got Operation Moonfall kicked off at Zelda Informer as fast as possible. So, after some brief talks with member Super Decimal at Zelda Universe, as well as Cody their former webmaster, we got things all organized properly and made the big push. We still have some ideas in store, but the foundation is definitely present now.

What are Operation Moonfall's aims, and how are they going to be achieved?

The goals in general are to show Nintendo that just as much, if not more, fans are in support of Majora's Mask 3D happening as there was for OoT 3D. To do that, you need to have a movement that is big enough and strong enough to make a serious impact. We want 20,000 Facebook fans, 10,000 Twitter fans, and 50,000 petition signatures before truly taking it to the next level.

We have a lot of work ahead! We have contacts inside Nintendo we would like to submit a case to that go beyond the usual PR stunt. While no direct response is guaranteed, the generic response received has been much more positive compared to other previous fan movements. I'm sure this is something Nintendo already wants to do.

Why Majora's Mask in particular?

Well, for those who aren't aware, Majora's Mask is essentially worshipped as the pinnacle of gaming at Zelda Informer. That being said, this was truly fuelled because Aonuma told us it was possible. At one point it was one of the most under appreciated games in the entire Zelda series. It always played second fiddle to OoT in the N64 era, and at the time some of it's concepts were off-putting to most gamers. Ever heard complaints about the game's '3 day system'? That is the #1 reason Majora's Mask has been ignored for so long, yet it's one of the reasons the game is truly great.

Some would argue a giant movement for things like Operation Rainfall and the Mother series would be more warranted; the difference is we were told a fan movement could make this happen. Every other idea for a project (and I mean no harm to those movements) hasn't had such a direct statement made about it. This makes the project more likely to succeed where others have failed.

What's the initial fan response like so far?

To say it's been universally supported among all Zelda fans would be false. We're aware that there are people that oppose the idea. No one seems to not want it to happen; though people would rather that we get new games instead of remakes. There are arguments on both sides, but in the end the fan support has been mostly positive. At the time of this interview we have 10,000+ fans on Facebook, around 1,000 Twitter followers, and have achieved almost 17,000 signatures. As a comparison, we've already surpassed the overall support Operation Rainfall has gotten in significantly less time. Needless to say, the response has been better than any of us had anticipated.

Are you supporting any other Fan Participation projects?

Presently Operation Moonfall, and any major push to get the Mother series released for Wii Virtual Console and/or 3DS download. I mean, these movements are about providing the United States with some of the best games ever made for a Nintendo platform, so how can you not want to support them?

What do you feel the impact of Fan Participation has on video games, or other types of media?

In terms of convincing companies to release games, I think the impact is mixed at best. A lot of fan projects and fan demands are let down all the time. A recent example would be the cancellation of Mega Man Legends 3. Clearly, it caused a spiral of negative fan responses which hasn't been met with anything positive from Capcom. Operation Rainfall got response from Nintendo, but it was nothing we didn't already know.

Now, I do think fans can influence the creation of games. As an example, Legend of Zelda: Twilight Princess was essentially Nintendo's response to all the fans that were hating on Legend of Zelda: the Wind Waker. It was, in essence, what the fans "wanted". So, in the end, I think the impact of fans is a mixed bag and is too unpredictable to really gauge the rate of success. Especially when you consider fans in general are fickle and always seem to like best what they had no idea they wanted.

Clearly, the project name has a relation to Operation Rainfall. How do you feel about their project?

I think what they are doing has to be done, regardless if it is successful in getting localized Nintendo of America (NoA) versions or not. Nintendo has to know that in going forward, especially in setting a new attitude with Wii U and the 3DS, not releasing the best titles available for their systems in the US is no longer acceptable behaviour.

And Nintendo's Response? What is your stance on how they handle Fan Participation?

Nintendo's response, honestly, was a non-response. After hyping it by saying they had something to say, they came back with absolutely nothing. Nintendo of Japan (yes, NoJ controls what gets released in North America, not NoA) simply doesn't want to put false hope out, nor do they want to really put out the flames. At this point, Nintendo can go either direction and no one would be surprised, and I think that is just the way they want it. In terms of how they handle Fan Participation, it's hard to really gauge - it's always been hit and miss.

In what way do you feel Operation Moonfall will succeed where other Fan Participation projects may have failed?

Well, I think it will succeed in that Majora's Mask 3D will happen some day. In fact, it likely has already been under consideration before Aonuma said a word about it. So in that sense, it will be a success in motivating Nintendo to release the game sooner rather than later. In that sense, it would have achieved it's goal, and that is something many Fan Participation projects ultimately end up not doing.

How do you feel about the potential for new Intellectual Properties (IPs) in the 3DS lineup, as opposed to sequels or remakes?

Honestly, the potential for new IPs never truly rests with the hardware, and instead rests with the developer. Sure, a lot of sequels and remakes are happening right now, but the system hasn't been in developers' hands very long. So, at this juncture, people are just trying to make sure there is content available for the system. Lack of software is a killer for any new system.

Still, the potential for new IPs is present; as it is for the Wii and DS, and will be with future formats. Creative ideas are truly a never ending cycle, though there is a lot of risk in making new IPs. It costs several million dollars to create a top notch game these days, so developers are less willing to take risks like they use to. Even Nintendo gets it wrong, as Wii Music was a pure flop that I am sure they spent a decent chunk of change on.

Still, the potential is always there. It's up to the hands that have the power to make the games for the 3DS to give us these new franchises and experiences without relying on previous success stories. I love Zelda, but what's stopping Nintendo from starting a new Adventure game series? They certainly never shied away from Platformers because of Mario. So, why not? We'll see how it goes. Miyamoto has stated a few times in the last 2 years he wants to create a truly new core IP, so we'll see if that ever comes to fruition. Third parties are pretty much in the same boat.

Do you see more Fan Participation events like Operation Moonfall in the future?

If warranted, sure. Fan Participation projects should never exist for the sole purpose of making yourself popular, or just because you want to bitch about something. That is where the line has to be drawn. Still, something has to happen for there to be a reaction. I don't think you can simply spurn a project for everything under the sun, because it makes the efforts more meaningless.

You can follow Operation Moonfall via their Website, Facebook, or Twitter.

This interview can also be found on the Operation Moonfall website and the VG Resource.

Summer Backlog: Kingdom Hearts Re:coded

 
 
Sharing a similarity with films, video games that get enough sales in their initial release periods are almost guaranteed to see a sequel. Mainline developers that produce only standalone titles are few and far between. This can be attributed to fan recognition - why make a new platformer mascot or sports game when a Mario sequel or FIFA will bring home the big bucks? When you have those kind of assured sales figures, you can get away with making games that aren't designed for the newcomers. Die-hard fans make for the easiest sales pitches, and no series uses this notion more than the Kingdom Hearts franchise.
 
Starting out as a strange but relatively innocent action RPG on the PS2, Kingdom Hearts was an unexpected crossover of Final Fantasy and Disney - and even for gamers who aren't particularly fans of either franchise (I know for sure that I keep the amount of Little Mermaid in my life to a minimum), it became a hit due to it's then-uncommon gameplay and well-told story. But the director of the series, Tetsuya Nomura, wanted to make his story more ambitious. Sequels were put into production, and although the games were backed by waves of fan popularity, the stories became an increasingly convoluted mess. Nothing made sense unless you had played the previous games, and even then you might have trouble.

You would think that the games covering side-plots would be easy enough to understand on their own - but not here. At a glance, Kingdom Hearts Re:coded (Called such because it's a remake of a series of mobile phone games – Kingdom Hearts coded. Yes, the name is silly, but they've been sillier) is a DS game that even newcomers to the series can get behind. It's a retelling of the initial Kingdom Hearts, but with an interesting twist - it's only a 'virtual' version of the initial game's locations; and like any computer, the thing's ridden with bugs and glitches.


Having played a fair number of Kingdom Hearts games, though not in the right order (which made things confusing down the line), I found the premise rather charming. It's not often that a series will willingly parody its own plot, and knowing the story well enough so the intentional subversions and differences stand out. As far as game play is concerned, it means the landscape is ridden with 'blox', scattered across the landscape. Somewhere in all the mess is a source of all the glitches, a Backdoor that leads to a series of challenge stages. Defeat 30 enemies. Complete the stage within 2 minutes. Don't use any healing abilities. Finish these arbitrary requests, and you'll fix whatever errors that were barring your progress.

My run through of this game was rather straightforward. Like Call of Duty or Street Fighter, if you've played one instalment of the series the others become a lot easier to adjust to. The game goes to great lengths to ensure it's possible for anyone to finish - the difficulty can be changed at any time; 'Cheats' to mess with enemy health or how much experience you get from fights; and a helpful hint for what to do every time you die against a boss. But what got to me were the frequent changes in genre...

Like a lot of a recent games, it's not enough for Re:coded to stay the Action RPG it advertises itself as on the box. Every so often the game will set aside the rules that you've learned and turn the game into a 2D platformer. Or a Scrolling Shooter. Or in one instance; removal of the ability to defend yourself entirely, and the inclusion of (incredibly dense) AI partners to fight for you instead. These points were novel to start with, but more often than not I found them to entirely mar my gaming experience. It's a reasonable experiment to see if a game engine can handle multiple styles of play, but I can't be alone in thinking that a game that only does a single genre, but executes it in the best possible way is far more preferable. Re:coded has a great pedigree, with the controls refined from the 5 previous outings; but around half the game ignores it or heavily simplifies.

If you've already played a Kingdom Hearts game, you already know whether you want this title for your collection; but for those who've not heard of it, or glossed it over due to the Disney content, I do recommend giving the series a try - but don't start with Re:coded; it's a fan-bait game on all accounts. The original PS2 game is very abundant and can be picked up on the cheap, so have a little gaming history lesson and experience a game that had a hand in shaping the modern Action RPG.


 This article can also be found at The Yorker.

Summer Backlog: Bayonetta

I collect video games as a hobby; in a way, I do this more than actually play them. It's a bad habit, but not one unique to me - you wouldn't have to look far to find someone who hoards DVDs or books or music (I'm guilty of that last one too), but eventually you collect more than you consume, and you create the dreaded BACKLOG. The ever increasing mountain of media that you know you want to work through, but looks increasingly more daunting as you add more to the stack. How on earth will I juggle all these games around work or university? But since my summer holiday has started, I have the free time to work my way through some of my collection.
I started Bayonetta ages ago - last October when I moved in with a house mate who owned a 360. It was a game that I had followed from its announcement to its release - and I finally had the opportunity to take it for a spin. The game had pedigree - its production staff having worked on some of Capcom's greatest action titles of the PS2 era (Viewtiful Joe, Devil May Cry, Okami) - and Bayonetta promised to refine those sensibilities into the purest essence.

Bayonetta's premise is a rather ridiculous one. Bayonetta is an Umbran Witch, a clan of magic users forever waging war against the Lumen Sages for control of Heaven and Hell, all outside the notice of us ordinary humans. It seems Bayonetta is a key piece in the Lumen Sages gaining control; so they send an army of angels after her. The angels are monsters - all white porcelain and gold banding on the surface, but fleshy and hideous underneath their façade, ranging from lowly bird-like minions to two-headed dragons the size of cathedrals. Fortunately, Bayonetta can defend herself using her enchanted hair (which also comprises her clothing - so when the hair attacks her clothing gets skimpier. Oh dear), and pistols attached to her hands and feet. What this results in is some incredibly bizarre but very fluid combat.

Honestly, even though I wasn't very confident with the high-octane, no mercy action of the Devil May Cry series, I was able to take to Bayonetta with great ease - and caught a glimpse of that gameplay perfection they had touted. Bayonetta is a complicated game. Almost every button on the controller is a separate tool of destruction - controlling the titular witch as she caves in the faces of her angelic aggressors; and you're expected to know how to put all of them to best use, or die trying. And I did die - many, many times. I started the game on Normal difficulty, but that still required my full attention, learning both what I could do and how my foes functioned. When I 'got it', the game looked wondrous, my character weaving in and out of her enemies, dealing deadly blows left and right. Though more often than not, I faltered, leading to a pummelling, and a trip to the Game Over screen.

Even though my death count was steadily racking up, the game just kept me coming back for more. Even if the combat wasn't my forte; the game's visual set pieces - from a city in France being destroyed by waves of lava, to running up and down the sides of a moon-lit tower, to being flung through the air, fighting atop a slab of pavement wrenched from the earth. Every location looked and sounded stunning; overriding whatever frustration I had regarding my failures.


That was until the first Difficulty Spike. About halfway through, the game starts throws the meanest enemies in the game at you, Grace and Glory. At that time, I was in no way ready to take these guys on - my tactics were sloppy and my reaction speed just too slow. 15 deaths later and I had resigned. Too headstrong just turn the game down to easy and continue - I left the game in the dust and went to other endeavours.

Fast-forward to this summer, where I'm talking with fellow gamer Aryn, and I find out that he'd long ago beaten Bayonetta - even on Hard! "Show me your ways, oh teacher!" I said, and we sat down to play the game together. The experience drastically improved. Having not played for months my skills were rusty - the stopping point from before was no easier, but with advice and encouragement I got beyond that; and got to see the meat of the game.

While the detailed combat system is the crux of the game, it's broken up by some rather welcome changes in gameplay styles, echoing classic games in Sega's history. Ploughing down an motorway on a motorcycle echoes Super Hang-On, and riding on a commandeered torpedo, shooting down enemies amusingly references Space Harrier (along with some nauseating barrel-rolling that definitely wasn't in the Sega Mega Drive original).

As I neared the end of the game, I did a little research into the production of the game, and found something interesting, but a bit worrying. The game's director, Hideki Kamiya was the man responsible for Bayonetta's 'lethal sexiness' character design. It's presence was original and very well integrated, but at times this decision felt like something far less than feminism. Certain scenes (thankfully never story or gameplay-related) dropped all pretence of capability and class, and went straight for the Male Gaze. It never felt 'sexy', just awkward. If I was living with my parents or had a girl as a house mate, I could see myself as being too embarrassed to play Bayonetta.

It's a damn shame that such a wonderfully crafted game, the try to best example of the Hack 'n' Slash genre, is marred by something so objectifying and honestly rather sad. As I finished off the game's final boss and played through the ending sequence, I was elated to have finished such a difficult game, and wowed by the awesome stylishness of the ending sequence. Even the start of the credits had bonus battles to take on; but then my reward for finishing the game was poledancing. Sigh.

Bayonetta is entirely worth a play for anyone who likes action games, and even those who aren't confident with the genre can burn through the game on Easy – but I can't help but feel bad about promoting something with such rampant sexism in its design.


This article can also be found at The Yorker.

Monday, 11 July 2011

Tryezz - Solar Winds

It's pretty evident to say that music sales are less and less involved with physical retail. iTunes, Spotify, Bandcamp... hell, a few years ago, pop stars were being discovered via MySpace accounts. However, the presence of artists who distribute their work entirely online is still rather scattered. Internet trends and memes can give the occasional (maybe undeserving?) artist a spotlight, as Rebecca Black could verify; but others aren't so lucky. At best they can share their music with a smaller like-minded community, but not being able to reach a wider audience can be a damn shame.

I heard about Tryezz from an online friend, who like me is a fan of instrumental hip-hop; and unlike me has the skills to produce beats in his own time. I was told that Tryezz was all about producing synth-heavy grooves branded as 'Electro-Funk', and a visit to his YouTube account would convince me. I had no idea where my friend had heard about this guy, but the music on offer was very encouraging.

The YouTube account also had a preview for Tryezz's latest album, Solar Winds. While I was only treated to 30-second samples of each track, I knew I had to track down a download link. Electronica - especially synthesiser-based music - has runs the risk of sounding samey, so the way that the preview sounded well-blended, and yet comprised of very distinct tracks was impressive; the hooks just small enough where you want to hear more of the song.

The album opens with a Track 0 - 'The Take Off'. The album sticks to a theme of space travel, and the sound of this intro track really sets the mood. Slow pacing, coupled with a careful distort on the main melody. The track is short, but leads perfectly into the title track, 'Solar Winds'. The feeling of the album trying to mimic a 'soundscape album' starts to shine through - but instead of whale song, or jungle noises, I'm getting images of drifting alongside space stations - and they seem to be throwing a disco inside.

I decided to take the album for a test drive, pushing it onto my iPod and going for a stroll. As I opened the front door, the intro for 'Fadertron 787' began with the sound effect of a heavy airlock door opening, and I smiled inside. Then it followed up with a surprisingly aggressive bass solo, notable grittier than the last two tracks, and I smiled even harder. 'Static' does its part in adding some technical variation by having the drumline consist entirely of white noise. It's fortunately non-intrusive, and is a clever concept, but otherwise, the track seems to lack the catchy melodies its peers have, until near its end, by which point it doesn't feel quite enough.

'Saturn Rings' is where all thrusters start firing. With a steady and sticky bassline leading, an equally relaxed melody eases way in, heralded by twinkling bells. I was starstruck, halting in my stroll about town. Someone walking behind me had to walk around, and gave me a funny look.

But where 'Saturn Rings' made me hesitate, 'Supernova' made me full-out crash. It starts innocently enough with some quiet chord stabs and the sound wind, but then there's a pause -- followed by a gigantic punch of a main melody with all the works, loud and bright with carefully placed distorts on the longer notes, and a wicked solo performed by what could only be a Jazz musician/astronaut. So caught up in this glorious combination, I failed to pay attention  to where I was going and walked straight into the man who passed me earlier. I met his glare with the biggest smile, and widest, star-struck eyes as 'Supernova' went into its second solo. I think I've scarred him for life.

*Ahem*, moving on; 'Galatiscape' has the misfortune to follow the album's highlight, but it still does a great job at giving a more fast-paced upbeat track, with a backing synth that tactically cuts in and out in time to the drums. 'Visions' starts off very discordant, and a little unpleasant, but after a brief pause, it sorts out its jumbled instruments to form a more conventional funky groove. It feels a bit like a punchy remix of 'Saturn Rings'; and although that puts it in good stead, it does come across as too familiar.

Solar Winds finishes on 'First Orbit', dropping the pace a bit, and going back to the more sedate, soundscape concept of the album's leading tracks. It's a smooth way to finish up, and stands as another one of my favourites after 'Supernova'.

Solar Winds came out of nowhere, but Electro-Funk has turned out to be a catchy and accessible genre, and it drove me to check out more of Tryezz's stuff; I entirely recommend you do the same. If nothing else, so the world of internet-based music producers gets some more recognition.

Solar Winds can be purchased on iTunes, Amazon MP3, and through Tryezz's own website. However, the purchase system on his site is somewhat unintuitive - every track is an individual purchase, with no option to buy an album as a whole.

If you like this, you'll also like Vikter Duplaix, Joshua Morse, Nicolay.

TETSUOOOOOOO! - AKIRA (HD Release)

AKIRA is one of those larger, iconic names of anime, for those in an interest in film, but with less knowledge Japanese animation. Aside from it, you're most likely to hear about a Studio Ghibli work (Spirited Away, Howl's Moving Castle), or maybe Pokémon the First Movie. But the lack of exposure of anime in western cinema makes AKIRA feel more special than it would otherwise. This well-constructed film bridges a gap between the average moviegoer, and the dedicated fan of works from Glorious Nippon.

On the 4th of July, the York City Screen showed the latest remastering of AKIRA, with re-tweaked graphics and surround sound, in a similar fashion to the occasional remastered releases of Disney animated films. While a portion of the proceeds went towards The Japan Society Tohoku Earthquake Relief Fund, this showing was mostly to promote the remastered release for DVD and Blu-ray (and maybe the terrible live-action version that's been hinted at).

AKIRA follows motorbike gang members Kaneda and Tetsuo, who are caught up in a street riot and military attack. While Kaneda is cool, charismatic and strong; Tetsuo is much more aggressive, temperamental and harbouring an inferiority complex. During the riot, Tetsuo is heavily injured and taken into a military hospital, where he is experimented on - research into reawakening latent psychic powers in children - Project AKIRA.

The experiments go better than expected, but that means trouble for Tetsuo, as the more he develops his telekinetic powers, the looser the grip on his sanity and self-control become. When sent entirely off the deep end, the film's blockbuster action sensibilities take over, and we're treated to some spectacularly animated scenes of military taking on a lone teenager - with the teenager winning.

While the film rests heavily on the well-trodden tropes of underdogs finding new power and governmental experiments gone wrong, taking into account the film's age (1988!), AKIRA may very well have set the groundwork for these concepts to appear in many action films to come. That's not to say, however, that AKIRA doesn't handle it's story without grace or cleverness - having the awkward Tetsuo as the protagonist rather than the more capable Kaneda is an interesting subversion, and the portrayal of just what the psychic powers are capable of are subtly foreshadowed and have sly callbacks to other works in the history of anime (the Dragonball Z reference is easy to spot, but props to you if you notice - or have even heard of - Locke the Superman).

The third act of AKIRA is definitely its most memorable, but how the story is tied up is rushed and under-explained at best. This is down to the film actually being an adaptation of the AKIRA manga - an incredibly long work that had its last third truncated for the movie, which already had a 2-hour running time. The manga goes into much more depth about the resolution of the AKIRA experiment, and how the city survives after it's been ravaged by government warfare and psychic teenage tantrums.

While most works of anime struggle to hold much interest or appeal in a western market (nerdy fanbases notwithstanding), AKIRA manages to be accessible and dynamic in the way that Sudio Ghibli films don't always manage. It's a wonder that more feature-length anime hasn't followed in AKIRA's 23-year wake.

Have You Read: Idoru

When it comes to fiction, I far prefer the worlds of Sci-Fi to High Fantasy. While both genres could be argued to share many traits; swords, sorcery, and god forbid ''elves'' do very little for me. To me, science is the real magic, and when that can be applied to our everyday mundane realities, so much the better. As such, I'm entirely in love with the idea of Cyberpunk.

The term was coined by William Gibson (though it's popularity is partially down to movies like Tron); his initial work Neuromancer set a precedent - a setting where technology has moved beyond our present abilities, but human nature hasn't progressed with it; looking at how society deals with a world where computers can improve our lives incredibly, but also bear dangerous concequences if and when misused. The only problem is that I've never liked Neuromancer much. The pacing is slow and stolid; the characters flat and unlikeable; the tone so overbearingly grim and 'edgy' I found it hard to read without rolling my eyes.

So I started reading Idoru with some trepidation; but it turned out I needn't have worried. Gibson really must have found his footing as time went on, as Idoru deftly avoided the problems that marred Neuromancer for me; especially in how relateable I found it.

Idoru is build around the lives of two characters - Colin Laney, a man hired by the entertainment industry to dig through the data records of celebrities; and Chia McKenzie, a die-hard fan of the band Lo/Rez on a trip to Tokyo to have a meeting with the Japanese branch of the fandom. Both are chasing the rumor that Rez of Lo/Rez is planning to marry an A.I., an entirely simulated Pop Idol. Their stories are linked in the most tenuous of ways; but as the story progresses and the meaner side of the entertainment industry (and inexplicably, russian smugglers) get involved, the directions of the two begin to overlap.

The story goes to great lengths to keep the characters from either story arc from overlapping for as long as possible, which does wonders for the buildup in suspense concerning the final acts of the book. The chapters alternate between Chia and Colin, keeping the events feeling simultaneous. The Bartimaeus Trilogy, while a slightly childish example, also use this style of writing to great effect, and I loved it there too.

What I find most fascinating about Idoru is just how close the events and ideas it covers are to the technology we've achieved today. Sure, umbrellas that fold out of business cards, the Internet functioning entirely as Virtual Reality, and skyscrapers built from nanomachines are amusingly silly and presently impossible, but the idea of using someone's Internet browsing and social network history to dig for information and gossip is very much real; even the average Facebook user does this to a degree! Robust online fandoms for actors, musicians and even fictional characters have existed for well over a decade, and the idea of digital popstars is way more likely than you think.

Idoru is a wonderful piece of imaginative and well-paced writing, but it's an even better example of how Sci-Fi (and Fantasy in general) can be down-to-earth, relateable, and at the same time entirely out-there. The tone is moody and sometimes dark, but never too serious or brooding. I like my Sci-Fi how I like my coffee - gritty and dark, but with a hint of sweetness and mystery as to how it works.


...Wait, that would make a terrible coffee.

Tuesday, 5 July 2011

Duke Nukem, and Girls in Gaming

 This article can also be found at The Yorker.
 
Duke Nukem Forever is a problematic game. Not just in how after 12 years of haphazard development it feels unfinished, or how the game has been critically slammed by both critics and consumers; but in how it's humour relies on parody - but reads as impossibly misogynistic.
 
For those not aware of the premise, Duke Nukem Forever is based around the titular Duke Nukem living off his acclaimed fame from his previous game. Anyone and everyone adores him - especially the ladies - regardless of how he treats them. Then the alien antagonists from the previous game return to kidnap the women of Earth to use as vessels for creepy alien babies.

It's been reasoned that Duke's persona of 'impossibly well-liked asshole' is a knowing prod at musclehead protagonists of the 90s. But as far as I can recall, none of them were defined by just how excessively they could objectify women. This comes to a disturbing zenith on the alien mothership stage (Warning: Video is rather explicit). The area is littered with naked women being ensnared by phalic-looking tentacles and writhing in pain. Duke can't free them, but the player is free to shoot them to put them out of their misery, backed up with one of Duke's one-liners. And that's the joke. The joke is rape. Are you laughing yet?

So where do we go from here? The presence of this in Duke Nukem Forever is surprisingly downplayed in much of the game's coverage, but I sincerely hope that the general public and other games developers who witness such a poor sentiment have the common sense to acknowledge that this kind of thing is not okay. Duke Nukem Forever's stunning failure at starring an identifiable or likeable character can hopefully be a lesson to other games that might go down the same route. It's entirely possible to have a protagonist that's a musclehead or a ladykiller and still entertaining. Bulletstorm manages it. Hell, even Johnny Bravo managed it.

Furthermore, with new games featuring legitimately well-rounded female protagonists, managing to get by on marginally less titilation is a pleasant thought. Lara Croft in Tomb Raider had her franchise form around her figure, but the new Tomb Raider title announced at this year's E3 focuses more on her adventuring competence. Hopefully that will stay a consistent theme throughout.

Jade from Beyond Good and Evil is an even better example; her work as a journalist and a freedom fighter against the opressive regime of the Alpha Section means the other characters respect and fight alongside her - her gender not mattering. Aside from that, the game is wonderfully crafted, despite its age. A HD release of the game is available for Xbox Live Arcade, and is a great exercise in how character development and interaction can be handled.

Games like Bayonetta straddle the line between empowering and and worrying. As a character, Bayonetta felt like she had freedom through her fighting ability and some surprisingly human interaction when things got rough; but the game's creator said some rather worrying things that soured the image I had for her. It's a shame, since the quality of the game is incredibly on-point otherwise, and delivering positive messages through quality games is by far the ideal situation.

Games as an artistic medium feel way too immature to handle concepts like sex, let alone character design equality based around gender. But the industry is still growing and changing - maybe in the future the Duke Nukem Forevers of the world will be a marginalised historical footnote.

Tuesday, 21 June 2011

Super Guides and You

This article can also be found at The Yorker.

Nintendo's re-release of Legend of Zelda: Ocarina of Time for the 3DS is almost upon us. In order to make it worth the buck of those who might have played it before, they've added in a remixed hard mode; but they've also added in something for the newcomers - the Super Guide system.
The Super Guide is a feature that was copyrighted by Nintendo a few years ago - a system where, if a player is struggling or repeatedly failing in a game, it will dispense hint videos showing you how to get past that tricky bit you're struggling with. In some cases, it'll even let you skip the offending stage for you to go back to later. The Super Guide has proven itself to be useful and non-intrusive in Super Mario Galaxy 2, New Super Mario Bros. Wii and Donkey Kong Country Returns; but some fans are fretting over its inclusion in Ocarina of Time, and I'm not sure I get why.

The main argument is that since Ocarina of Time is an old title (1998!), the long standing fans were able to beat it as kids, and so new players shouldn't be hand-held through Hyrule. That sentiment is more than a little bitter if you ask me, and reminds me strongly of That One Elderly Relative; the one who just doesn't get why everyone's standard of living is so easy compared to back in the day. They had fewer conveniences and they liked it that way, goshdarnit.

As a feature, the Super Guide does nothing detrimental. Those who fancy themselves skilled at games can breeze through with nary a hint of help; and those who aren't so confident - or new to this genre of game - can get help when they need it; no visits to GameFAQs.com, or purchase of a strategy guide necessary. It's funny that those who are complaining most about the idea of the game directly assisting them are those who are the least likely to see the Guide functions.

What might be an issue in Ocarina of Time's case is the delivery of the Super Guide advice. Protagonist Link is mute and works alone, so most of the advice and warnings dispensed to the player are done through his fairy companion, Navi. Navi is well-known among fans for being a little... overzealous when dispensing advice, and since she's also responsible for telling you about the Super Guide if you get stuck, there is a slight worry that even skilled players may be reminded a little too often. I can see the potential problem here, but it's very much a worst-case scenario, and no direct fault of the Super Gide system itself.

But what does the Super Guide mean for future releases? Honestly, not a whole lot, aside from making games a lot more accessible to new players. And that's definitely a good thing! Although games like New Super Mario Bros. get incredibly tricky in the later stages, anyone can see the game through to the end. I know for sure there have been times where I've stopped playing a game due to getting stuck and frustrated, and having that point mitigated is a wonderful thing. It allows games to be fun for everyone, not just the skilled.

What's more, even though non-Nintendo games can't use the Super Guide exactly, other developers have been taking note. L.A. Noire has both 'Intuition Points' and the ability to skip driving or shooting segments. It means that no matter what your skill sets are, progressing through the story is still a smooth experience - the execution of which I'm still very much impressed with. I'm not ashamed to admit I skipped shoot-out sections that I found hard, and nor should anyone else that wants to play games for fun and enjoyment, rather than bragging rights and latent masochism.

Morcheeba - Blood Like Lemonade

This review can also be found at The Yorker.

Sometimes in my hectic schedule, and especially in busy times like the weeks leading up to exams, good music is essential to relaxation.
And while I'm one of those strange people who'll enjoy ambient music; for everyone else who'd rather want something more involved there are bands like Morcheeba. A halfway point between Zero 7 and Massive Attack, they have a very low key and down- to-earth sound. While I don't think they've been in the public focus much, there's a pretty big chance you've heard one of their older hits, The Sea from their album Big Calm. And now they've released a new album, the slightly dark title of Blood Like Lemonade. And I must say, that spooky tone is definitely present in the album, but instead of going against the chilled out vibe they're known for, it settles in well.

'Crimson' as a leading track gets right down to what Morcheeba's best at, a languid bass and synth piano riff, with lead singer Skye Edwards giving vocals like she's in a smoky underground club. Lyrics like "down the dusty trails of treason" and "sunshine suicide survivor" are, while fitting of the theme, not what I was expecting to hear, doing an audio double-take. Then a creepy breathing sound started. I looked over my shoulder for a crazed axe murderer, but it turned out that it was Track 2, 'Even Though'. The breathing eventually gave way to the main beat of the song, but began to miss it; it would have been an interesting percussion sample.

Track 3 is the title track, 'Blood Like Lemonade'. I was bracing for more creepy beats, but instead, I got a brighter, poppy bass and a light sprinkling of turntablism. And lyrics about a holy man who becomes a renegade vampire. It had my head bopping, but I began to chuckle at how incredibly insistent the theme was; though thankful for the subtle light-heartedness.

'Mandala' is an interlude with a dusty, western feel. I have a soft spot for instrumental tracks, and I let this one loop a few times, while I daydreamed about being a cowboy - but then I remembered I was in the middle of essay writing. 'I Am The Spring' is an acoustic guitar and vocals number, which - although pleasant - was a little boring. 'Recipe for Disaster' is the fusion of the Wild West guitars of 'Mandala', and the unusually dark lyrics of 'Crimson'. Then again, it's also filled with cookery puns. You're not taking your morbid tone very seriously, are you Morcheeba?

I really like 'Easier Said Than Done'. They take a break from the mockingly grim tone, and go for a more minimal, electronic approach. The lyrics are more motivational and calming; with an intro and bridge that wouldn't be out of place in Tron. The 80's one. 'Cut To The Bass' starts with with some really heavy drum beats and scratching, and just when I thought it was going to ease up, the bass starts up a growling riff with synth organ and guitar in the background. It's a simple arrangement, but funky; and as the track goes, the parts just click in to place and snowball. A big, grooving snowball.

'Self Made Man' stands well, but it struggles to compete with the previous two tracks. The echoes on percussion give the track a spacey feel, coupled with the swaying backing chords. The lyrics feel a little weak on this one, and part of me feels this one would have been better off as another instrumental. And finally there's 'Beat Of The Drum'. The sound definitely reflects the title, the percussion is very much like marching. It's really not very interesting. The melody strikes that mood of closing and finality, but doesn't go out on a creepy note like the start of the album, nor with the powerful arrangements of 'Cut To The Bass'. What a shame.

Blood Like Lemonade is definitely what I expect and love about Morcheeba, even if the ending is a little damp. I definitely recommend a purchase to add more chill vibes to your music collection, and to get you through the exam period. Trust me.


Like this? Try: Zero 7, Massive Attack, Portishead