November 6, 2012 saw the release of Halo 4, the newest installment in Microsoft's premier franchise. I'll save my review for another post. For now I wanted to share something that's otherwise completely innocuous: the Halo title screen.
Ever since I picked up the original Halo I've been in love with the music. Series composer Marty O'Donnell (and Flintstone's jingle creator) created an amazing soundtrack for the series, one that eschewed from games of the time by incorporating elements of classical music, world music, and, most memorably, Gregorian chant. Each of these elements are distilled into the Halo title screen, that initial screen that greets you every time you boot up the game. Let's take a look at them.
Halo: Combat Evolved (2001)
The ur-Halo title screen begins with Halo's iconic Gregorian monks while the camera swoops around the ring-world structure. Ahh, it's like I'm in an Enigma video. The music shifts to a bit of classical style music, and then moves into the marvelously named Rock Anthem for Saving the World, another of Halo's iconic themes. Notice the touch of world music with the tribal sounding female vocals in the background. Future Halo titles generally dropped the world influences and pushed more into the classical direction.
Halo 2 (2004)
The sequel's title screen includes the iconic Halo monk chant adding in some female voices and instrumentation. Then the music shifts briefly to one of my favorite pieces of music, Unforgotten, before heading back into some more monkish chant, with some female monks thrown in for good measure (monkettes?). Instead of showing the titular Halo ring, now the screen pans around the (fictional) African city of New Mombassa under attack, highlighted in a purple silhouette. I like to think there's a certain solemnity to Halo's title screens, the combination of music and images providing a sort of soothing calmness, something you wouldn't expect out a game that requires you to mercilessly kill aliens.
Halo 3 (2007)
The third Halo entry was Bungie Studios's biggest to date, needing to show off the chops of the new Xbox 360 hardware. They didn't disappoint. For me, this is my favorite screen of the bunch. As the camera whips around the alien Covenant ships uncovering a gigantic alien artifact in the shadow of Mt. Kilimanjaro, we're treated to a full suite of wonderful music. Again, it begins with the monk chant, moves into the appropriately named Choose Wisely, moves quickly through the energizing Movement, finishing up the definitive version of Unforgotten, this time relabeled Never Forget (@3:16), which at about 4:10 brings in the piano keys which to me sound, however briefly, that it's going to transition into My Heart Will Go On. This is a classy, elegant title screen if there ever was one.
Halo 3: ODST (2009)
The next entry in the franchise, Halo 3: ODST, was a bit of a departure. Instead of continuing where the series left off, we're presented with a side story. This one follows a group of ODSTs (Orbital Drop Shock Troopers) partaking in a mission that was concurrent with the events of Halo 3. The game was inspired by film noir, with the main character finding himself alone at night in the alien-occupied city of New Mombassa. Your character was much more vulnerable than the normal series protagonist and the game's atmosphere accentuated this. Here Marty O'Donnell utilized saxophone to great effect. The title screen shows main character "The Rookie" in a moment of calm before being dropped into the nighttime city (this is the best video I could find, ignore the visuals and concentrate on the music). The saxophone creates just that bit of tension and mystery that was crucial to the nighttime atmosphere of the story.
Halo: Reach (2010)
2010's Halo: Reach was a prequel to the original Halo, showcasing the fall of the planet Reach to the Covenant invaders. Going into the game, it was already established that this was going to be a losing battle, and the music reflects that. The horns have been more emphasized, giving it a more somber tone. After a brief introduction that includes a bit of a tribal beat, we're presented with a simple matte painting of one of Reach's vistas. The horns are mournful, almost Taps-like, but the music still sounds like Halo.
Halo 4 (2012)
And so here we are now in 2012 with Halo 4. What makes this iteration particularly notable is that Microsoft brought on a new team of developers to helm the franchise, 343 Industries, with former developer Bungie having moved on to other pastures. A new studio means an entirely new team. Gone is Marty O'Donnell as lead audio director. To compose the music for this game 343i brought in Neil Davidge of Massive Attack fame. Gone are many of the more classical elements of the music (with most of O'Donnell's work almost completely removed to many fans chagrin), replaced with more chilly electronica, which is appropriate not only because of Davidge's familiarity with the genre, but fits in well with the new alien setting. That being said, the title screen defies this new sound and takes its cues from the more classical, mournful music of O'Donnell. It even brings back that element of world music with the prominent female vocals and the piano keys and horn that pick up halfway through. A beautiful title screen, I've found myself just watching this for a few minutes before actually playing the game.
Well, thanks for indulging me as I reminisce here. I'll be writing up my review sometime soon (hint: it's good). In the meantime, back to shooting aliens, pew pew pew!
Friday, November 16, 2012
Friday, August 17, 2012
An Excellent Critique of the Free-to-Play Model
The piece "There's Nothing to Steal: Why Everyone Hates the Free-to-Play Switch" by Kotaku's Owen Good is a terrific critique of the free-to-play model that's becoming increasingly popular with games. Free-to-play games are games in which there is no initial monetary investment required to play. This is usually supplemented by offering additional abilities for a cost. So, for example, a game might have a cool-down period, where you're only allowed to play for a certain amount of time. If you pay extra money you can buy extra time. I don't think it's a terrible system, and for certain games I think it works.
Take Angry Birds: it's free, but you can spend money for special powers and bonuses, but they're not at all required to enjoy the content of the game. The model breaks down at a certain point though, usually when the game is bigger in scope, or when a game is multiplayer focused, such as with an MMO (a genre that is increasingly becoming free-to-play). Good writes:
It's like the collectible card game Magic, if you can afford to buy more packs of cards than your opponent, you are more likely to have better cards and win more often. You remove any sense of progress, that idea of "hey, if I persist at this game, one day I too will have the Magic Sword of Unending Strength". In a free-to-play world all you're left with is, "ah shucks, I'll just pay the 99 cents so I can have the same sword." Doesn't sound like much fun.
Take Angry Birds: it's free, but you can spend money for special powers and bonuses, but they're not at all required to enjoy the content of the game. The model breaks down at a certain point though, usually when the game is bigger in scope, or when a game is multiplayer focused, such as with an MMO (a genre that is increasingly becoming free-to-play). Good writes:
There's also some merit in the idea that a person who's participating in something for free isn't as invested in the experience as those who have paid for it. In massively multiplayer online games, this is a valid concern and expectation. Other players are teammates in raids, adversaries in PvP, and drivers of the in-world economy. And it's a role-playing game. While there are dozens of quest-givers and NPCs there to move the game's basic story along, a human community that's committed to playing along enriches the larger context of your superhero/science-fiction/dungeon-crawling fantasy. Someone showing up to a free buffet may socialize with others at the club; he might also be there just to stuff cocktail shrimp in his pants pockets.Later he goes into an interesting idea that (supposedly) originated from Russell Simmons of Def Jam Records:
Human beings have an inherent need to steal. Deep down, customer satisfaction is rooted in the sense you are either getting something for nothing, something extra, or at least you're getting the better end of a bargain. It depends on a zero-sum system: I'm gaining or taking something, someone else is losing or giving it up. When a game goes free-to-play, even if there's a premium tier with extra features, the owner is declaring there is now nothing that can be stolen. And even if something is being offered for free, everyone can have it, making it less desirable. This truth of human nature is why people joke about leaving junked furniture on the curb with a sign on it saying "$20" to con someone into taking it away.I think there's a truth to this argument. By giving away the product for free, you don't create a sense of investment in the player. There's no feeling of exclusivity, of being in a club. Also, it just seems bad from a game mechanics point of view. If I can pay extra to have the biggest sword on the battlefield, I'm essentially paying to win.
It's like the collectible card game Magic, if you can afford to buy more packs of cards than your opponent, you are more likely to have better cards and win more often. You remove any sense of progress, that idea of "hey, if I persist at this game, one day I too will have the Magic Sword of Unending Strength". In a free-to-play world all you're left with is, "ah shucks, I'll just pay the 99 cents so I can have the same sword." Doesn't sound like much fun.
Sunday, June 24, 2012
Zrbo Reviews: Fez (Fish, 2012)
Earlier this year the film The Artist arrived in theaters and was met with critical praise. Set in black-and-white, The Artist deftly managed to capture the feeling of early movies of the Hollywood silver screen. What made it a success is debatable, but one thing it did so well was to capture the essence of old black-and-white films. The Artist was not meant as a send-up or parody, but rather as an ode to films of yore. In our modern world drenched in irony and knowing winks, The Artist possessed a magical quality in that the participants involved took the subject seriously. It wasn't just a matter of the movie being in black-and-white while the characters walked around gently mocking our perceptions of these classic films. Instead, The Artist took its source material in earnest, treating it not as send-up but as an ode, creating what felt like a long buried treasure from the golden age of film.
Recently I finished playing through the game Fez. As I was playing through I had many of the same thoughts I had had as when I watched The Artist. Here was a game that managed to capture that feeling I had when I was young and playing early Nintendo games for the first time, those whimsical creations that required my own imagination to fill in the gaps.
In short, Fez is The Artist of videogames.
Fez is the creation of one Phil Fish. Five years in the making, Phil Fish slaved away at making his idea a reality. During this long time in development Fish would show the game at various game-industry gatherings, with the game garnering intense interest, even picking up a few awards before it was even completed. Phil Fish's story, and the creation of Fez itself, is chronicled in the documentary film Indie Game: The Movie, a movie I've yet to see but one that's also already won several awards, including the Grand Jury Prize at Sundance (I honestly have no clue how prestigious this award is or isn't, mind you). This film also chronicles Jonathan Blow, creator of critically acclaimed Braid (that I despised if you remember).
While The Artist presents itself in black-and-white, with no talking and only musical accompaniment to back it up, Fez accomplishes the same thing, only in the context of videogames. It's presented in a quasi-looking 8-bit world, giving it the look of an authentic early Nintendo game from the 1980s. Featuring a delicious soundtrack that hearkens back to games of the same era (we'll get back to the soundtrack later), pick up and play Fez and you'll feel like you stumbled across some old game that you never had the chance to play when you were younger.
Phil Fish has really managed to capture that feeling of what games felt like back in the golden age of Nintendo. There's really something magical going on here, and it's done in a completely non-ironic way. As most of us are aware, irony is in vogue, and recently released games that have attempted to capture the feeling of games of yore have accomplished this by drowning themselves in irony. Take 2009s 3D Dot Game Heroes, a game I rather enjoyed. It too featured a retro 8-bit aesthetic and played like the original Legend of Zelda. The thing is, Game Heroes was insistent on making the player aware of these similarities by constantly making fun of a variety of cliches from games of the time period, such as by mocking the often poorly translated wording of old Nintendo games (such as the infamous "I am Error"). The irony was even imbued in the concept of the game itself, with the world of Game Heroes being composed entirely of pixelated blocks and cubes. While the game was quite fun, it was desperate in its constant winking to the player, wanting the player to "get" its references.
Fez on the other hand, divorces itself from irony almost completely. This is a game that looks and feels like it came out of 1987. As I was playing it, I was amazed at just how much it took me back to my childhood. It captures that feeling of having to use your imagination to fill in the gaps, to construct your own narrative as to what this world is and what's going on. It's a nearly impossible feeling to describe. The feeling is akin to not just the memory of playing tag or hide-and-go seek, but to that actual physical experience of joy I had back when I did. It's a superb accomplishment that can be attributed to its graphical look and sense of place, its music, and, as I mentioned before, something deeper going on in the game itself.
That "something deeper" is in the gameplay itself. In Fez you play as Gomez, a small little marshmallowy looking figure who acquires the titular fez hat, allowing him to shift the perspective of the world at will. Though the game looks like a classic two dimensional platformer, such as Super Mario Bros., the entire perspective of the world can be shifted 90 degrees on an axis at will. This not only means all objects have four sides, but the perspective of the object itself counts. It's not just what the object is, but in how it's perceived upon a two-dimensional plane, an M.C. Escher painting made into game form. Really, the only way to properly describe this is to show some gameplay:
The understanding of how perspective works in this game is key, and can take a bit of getting used to, not unlike understanding how portals work the first time playing Portal. This allows the game to offer interesting puzzles. As the game progresses they get more and more clever.
But there's even more going on here (cue Inception: "We need to go deeper"). Phil Fish has imbued a second layer of puzzles that are not necessary for completing the game, but that provide a whole new perspective on the game itself. It's hard to go into detail without ruining the game, but it would seem Fish has taken several cues from modern day Alternate Reality Games (ARG), where some of the gameplay extends beyond the screen. Go deep enough and Fez can really begin to tax your brain, requiring serious brainpower to decode its clues. These clues not only provide more puzzles, but provide a deeper backstory to what otherwise looks like a shallow game universe (not unlike TV's Lost: did you ever want to know what The Numbers meant? Hopefully you were paying attention to Lost's ARG). Phil Fish even manages to throw in a few Hideo Kojima-like mind benders, such as early on when the game appears to crash. This is the first game in ages where I actually busted out a pen and paper to make notes that looked something not unlike John Nash's scrawls in A Beautiful Mind. Seriously, there's an entire alphabet I've yet to decipher.
The other aspect that makes the game so wonderful is the music. Performed by a group called Disasterpeace, the music and the game come together exceptionally, pairing with the game in a superbly delightful way (listen to it here). At times there's a certain lazy daydream quality to the music. The A.V. Club's new Gameological society described Fez as "M.C. Escher with Vangelis on Keyboards". Each track fits perfectly with the in-game location in which it appears. Tracks such as Compass and Beacon have that daydream quality I mentioned, fitting as they both play during the sunny seaside locales, while the song Puzzle, with its slightly ominous edge, arrives as you being to unwrap the game's mysteries. The forest song Nature is perhaps the best constructed song, starting off sounding like drops of dew falling from leaves, almost meditative like, the dew drop sound slowly builds into a musical rainstorm. Finally, the track Majesty appears in the game as you finally open the last door (or is it?) and discover a truly magical place. Oh, and remember how I said some of the secrets were hidden outside of the game? Apparently if you run the soundtrack through a spectrogram you can find even more clues. Like I said, Fez has many secrets.
Playing Fez is like taking a trip back through time. A time before games had to be edgy or ironic, before big budgets and realistic looking action were the norm. Back when a game could inspire wonder and excitement with just a few colorful character sprites and a memorable 8-bit tune. Fez manages to capture that feeling of what it was like to play games before the Internet, when you had to talk to the other kids at the schoolyard to know which bush you needed to burn in the Legend of Zelda to find the secret passageway. It's those little things, like having to take pen and paper notes, relying on word of mouth to get secrets around, having to go outside of the game to retrieve clues (akin to the note that came with the game StarTropics that you had to douse in water to reveal the secret code) that bring me back to that feeling of being a kid playing the Nintendo in my bedroom. There's that wonderful music, perfectly fitting for each game locale, and providing spot-on accompaniment for such a compelling world. Finally there's those digital sunsets, watching in awe as the game world transitions from day to night and back again.
It's hard to imagine another indie game coming out this year that would top my feelings for Fez, expect to see it on my game of the year list come December. Currently the game is only available for the Xbox 360, but if and when it comes to PC I'll make sure to give word.
In short, Fez is The Artist of videogames.
Fez is the creation of one Phil Fish. Five years in the making, Phil Fish slaved away at making his idea a reality. During this long time in development Fish would show the game at various game-industry gatherings, with the game garnering intense interest, even picking up a few awards before it was even completed. Phil Fish's story, and the creation of Fez itself, is chronicled in the documentary film Indie Game: The Movie, a movie I've yet to see but one that's also already won several awards, including the Grand Jury Prize at Sundance (I honestly have no clue how prestigious this award is or isn't, mind you). This film also chronicles Jonathan Blow, creator of critically acclaimed Braid (that I despised if you remember).
While The Artist presents itself in black-and-white, with no talking and only musical accompaniment to back it up, Fez accomplishes the same thing, only in the context of videogames. It's presented in a quasi-looking 8-bit world, giving it the look of an authentic early Nintendo game from the 1980s. Featuring a delicious soundtrack that hearkens back to games of the same era (we'll get back to the soundtrack later), pick up and play Fez and you'll feel like you stumbled across some old game that you never had the chance to play when you were younger.
Phil Fish has really managed to capture that feeling of what games felt like back in the golden age of Nintendo. There's really something magical going on here, and it's done in a completely non-ironic way. As most of us are aware, irony is in vogue, and recently released games that have attempted to capture the feeling of games of yore have accomplished this by drowning themselves in irony. Take 2009s 3D Dot Game Heroes, a game I rather enjoyed. It too featured a retro 8-bit aesthetic and played like the original Legend of Zelda. The thing is, Game Heroes was insistent on making the player aware of these similarities by constantly making fun of a variety of cliches from games of the time period, such as by mocking the often poorly translated wording of old Nintendo games (such as the infamous "I am Error"). The irony was even imbued in the concept of the game itself, with the world of Game Heroes being composed entirely of pixelated blocks and cubes. While the game was quite fun, it was desperate in its constant winking to the player, wanting the player to "get" its references.
Fez on the other hand, divorces itself from irony almost completely. This is a game that looks and feels like it came out of 1987. As I was playing it, I was amazed at just how much it took me back to my childhood. It captures that feeling of having to use your imagination to fill in the gaps, to construct your own narrative as to what this world is and what's going on. It's a nearly impossible feeling to describe. The feeling is akin to not just the memory of playing tag or hide-and-go seek, but to that actual physical experience of joy I had back when I did. It's a superb accomplishment that can be attributed to its graphical look and sense of place, its music, and, as I mentioned before, something deeper going on in the game itself.
That "something deeper" is in the gameplay itself. In Fez you play as Gomez, a small little marshmallowy looking figure who acquires the titular fez hat, allowing him to shift the perspective of the world at will. Though the game looks like a classic two dimensional platformer, such as Super Mario Bros., the entire perspective of the world can be shifted 90 degrees on an axis at will. This not only means all objects have four sides, but the perspective of the object itself counts. It's not just what the object is, but in how it's perceived upon a two-dimensional plane, an M.C. Escher painting made into game form. Really, the only way to properly describe this is to show some gameplay:
The understanding of how perspective works in this game is key, and can take a bit of getting used to, not unlike understanding how portals work the first time playing Portal. This allows the game to offer interesting puzzles. As the game progresses they get more and more clever.
But there's even more going on here (cue Inception: "We need to go deeper"). Phil Fish has imbued a second layer of puzzles that are not necessary for completing the game, but that provide a whole new perspective on the game itself. It's hard to go into detail without ruining the game, but it would seem Fish has taken several cues from modern day Alternate Reality Games (ARG), where some of the gameplay extends beyond the screen. Go deep enough and Fez can really begin to tax your brain, requiring serious brainpower to decode its clues. These clues not only provide more puzzles, but provide a deeper backstory to what otherwise looks like a shallow game universe (not unlike TV's Lost: did you ever want to know what The Numbers meant? Hopefully you were paying attention to Lost's ARG). Phil Fish even manages to throw in a few Hideo Kojima-like mind benders, such as early on when the game appears to crash. This is the first game in ages where I actually busted out a pen and paper to make notes that looked something not unlike John Nash's scrawls in A Beautiful Mind. Seriously, there's an entire alphabet I've yet to decipher.
The other aspect that makes the game so wonderful is the music. Performed by a group called Disasterpeace, the music and the game come together exceptionally, pairing with the game in a superbly delightful way (listen to it here). At times there's a certain lazy daydream quality to the music. The A.V. Club's new Gameological society described Fez as "M.C. Escher with Vangelis on Keyboards". Each track fits perfectly with the in-game location in which it appears. Tracks such as Compass and Beacon have that daydream quality I mentioned, fitting as they both play during the sunny seaside locales, while the song Puzzle, with its slightly ominous edge, arrives as you being to unwrap the game's mysteries. The forest song Nature is perhaps the best constructed song, starting off sounding like drops of dew falling from leaves, almost meditative like, the dew drop sound slowly builds into a musical rainstorm. Finally, the track Majesty appears in the game as you finally open the last door (or is it?) and discover a truly magical place. Oh, and remember how I said some of the secrets were hidden outside of the game? Apparently if you run the soundtrack through a spectrogram you can find even more clues. Like I said, Fez has many secrets.
Playing Fez is like taking a trip back through time. A time before games had to be edgy or ironic, before big budgets and realistic looking action were the norm. Back when a game could inspire wonder and excitement with just a few colorful character sprites and a memorable 8-bit tune. Fez manages to capture that feeling of what it was like to play games before the Internet, when you had to talk to the other kids at the schoolyard to know which bush you needed to burn in the Legend of Zelda to find the secret passageway. It's those little things, like having to take pen and paper notes, relying on word of mouth to get secrets around, having to go outside of the game to retrieve clues (akin to the note that came with the game StarTropics that you had to douse in water to reveal the secret code) that bring me back to that feeling of being a kid playing the Nintendo in my bedroom. There's that wonderful music, perfectly fitting for each game locale, and providing spot-on accompaniment for such a compelling world. Finally there's those digital sunsets, watching in awe as the game world transitions from day to night and back again.
It's hard to imagine another indie game coming out this year that would top my feelings for Fez, expect to see it on my game of the year list come December. Currently the game is only available for the Xbox 360, but if and when it comes to PC I'll make sure to give word.
Monday, May 7, 2012
Zrbo's Favorite Big Games of 2011
The Elder Scrolls V: Skyrim
When Skyrim was released last year on 11/11/11 I somehow didn't realize how much it would take over my gaming life. Though I had sunk 100+ hours into its predecessor, The Elder Scrolls IV: Oblivion, I somehow didn't foresee that I would get just as sucked into this game space.
What Skyrim and The Elder Scrolls series in general does so well is provide a richly detailed world to explore. One can lose themselves for hours just exploring the various countrysides and landscapes. While Oblivion had a more generic Tolkein fantasy aesthetic going for it, with it's green forests, rolling hills, and meandering streams, Skyrim takes its cues from a more Nordic influence. Taking place in the far North of its world, Skyrim offers tall rugged mountains, pine forests covered in snow, people clad in animal skins, the northern ocean shore being essentially an ice shelf. Sharing a similar cold, brutal aesthetic with the currently popular Game of Thrones universe, it seems this is currently the new popular look for fantasy.
Skyrim's world offers a great place to just explore at your whim. Around every corner there's always a new cave, waterfall, stone keep, or village waiting to be discovered. The Elder Scrolls games provide me with a feeling of being a kid like no other game I know. As a kid I used to run around the hills behind my house with some friends. These hills provided not only a great view of the ocean, but loads of interesting geography. There were the hills themselves with wandering cows and a line of trees at the top that seemed so far away, while down in the ravine was the creepy forest that turned into a muddy bog. There was even a secret path through there where someone had layed down a few boards over the muddy water. One time we found a little encampment back in the hills, maybe some homeless people, who knows.
Playing Skyrim reminds me of all these experiences, of just being a kid and exploring the world around me. In an interview game designer Cliff Bleszinksi of Gears of War fame said that Skryim "renewed his sense of nostalgia associated with being in the woods and never knowing what was around the corner. They tie back to his childhood... the most primal of feelings." I couldn't agree more.
Portal 2
The sequel to 2007's amazing, award winning Portal, this sequel had a lot to live up to. The first game was essentially a bonus that came bundled with Half Life 2, but ended up becoming just as big a success. Lasting just over two hours, short enough to be played in one afternoon, Portal provided a physics puzzler combined with a satirical take on lab testing as the player awoke in an elaborate testing facility being guided by the murderous HAL-like "GlaDOS" (Generic Lifelike Disc Operating System). The game was a huge success, helped in part by it's meme-worthy phrase "The cake is a lie" and the amazing end-credits song "Still Alive" sung by GlaDOS herself.
Like I said, Portal 2 had big expectations to live up to, and it mostly succeeded. Now a full fledged game spanning 10 or more hours, Portal 2 not only expands on the depth of its puzzles, but also greatly expands the world of its testing facility by introducing the player to the CEO of the facility Cave Johnson (voiced by J.K. Simmons) and the quirky A.I. pal Wheatley (voiced by Stephen Merchant) as you are guided through the underbelly of the facility.
It largely works, though sometimes the game guides you through the puzzles more than it should. The addition of two-player co-op, with some really ingenious puzzles, is really well done. But the game doesn't quite have the same magic as its predecessor. I think I'll let Justin McElroy (now of The Verge) explain it:
"Portal 2 is outstanding, really, a top-to-bottom success from one of our best developers, and 90 percent of me is completely delighted I got to take the journey. But in the process of falling in love with Portal 2, I lost something kind of magical about Portal 1.
The first Portal wasn't just a great game, it was one that knew when to make its exit, knew how to leave me pining for a future so great that no reality could match up.
It was, in short, a crush."
Disapointments:
Deus Ex: Human Revolution
I really wanted to like this game. It did some things well. It captures the feeling of a cyberpunk/Blade Runner future with its neon-hued aesthetics, the core gameplay was fine, and I still think the soundtrack is amazing.
At the end of the day though, it just didn't grab me, and I think I know why. The game began by envisioning a near-future where cybernetics have started to become commonplace. This leads to the interesting ethical dilemma between the haves and the have-nots. If Joe Shmoe can get a cybernetic arm and double his job output, then how is the non-cyber Jane Shmoe supposed to compete? The game raises this neat philisophical dilemma... and then just doesn't do much with it. It's just window dressing. I kept waiting for the game to get back to that question, but it never really did. Oh, and the ending was eerily similar to that of Metal Gear Solid 4.
Gears of War 3
The gameplay was great, the best of the series. What I didn't like was that with the addition of four players (up from two) the fights devolved into a shooting gallery. The first two games limited you to main character Marcus Fenix (voiced by John DiMaggio, AKA Bender from Futurama) and his buddy Dom. This allowed great gameplay sequences where one player layed down cover while the other moved in and flanked the enemy. Each battle felt like real teamwork. Expanding the cast to four characters watered down the strategy and most fights just became a shooting gallery.
Then there's the ending which not only includes the biggest damn Maguffin of all time, but also ruthlessly denies the player ANY explanation for all the questions they've been wondering. Let me just tell you what happens *spoilers - not like it really matters*: You ignite the magical Maguffin bomb that will kill all the bad guys but leave all the good guys alive (huh?) and then the character who's going to finally explain all those questions you have has a scene that goes like this: "Let me tell you the secret, the secret is... eerk" *drops dead*. Thanks for nothing Cliff Bleszinksi.
Year as a whole:
I spent a good deal of the year going through backlog or playing through games a second time. I also spent a lot of time playing smaller indie games, like Terraria, Bastion, and games from the Pixeljunk series. The best game I played this year by far was Demon's Souls, which came out in 2009, but one that I showered with praise.
This year I'm most hyped for Halo 4, Borderlands 2, and perhaps most of all Bioshock: Infinite (with perhaps the coolest looking demo I've ever seen).
When Skyrim was released last year on 11/11/11 I somehow didn't realize how much it would take over my gaming life. Though I had sunk 100+ hours into its predecessor, The Elder Scrolls IV: Oblivion, I somehow didn't foresee that I would get just as sucked into this game space.
What Skyrim and The Elder Scrolls series in general does so well is provide a richly detailed world to explore. One can lose themselves for hours just exploring the various countrysides and landscapes. While Oblivion had a more generic Tolkein fantasy aesthetic going for it, with it's green forests, rolling hills, and meandering streams, Skyrim takes its cues from a more Nordic influence. Taking place in the far North of its world, Skyrim offers tall rugged mountains, pine forests covered in snow, people clad in animal skins, the northern ocean shore being essentially an ice shelf. Sharing a similar cold, brutal aesthetic with the currently popular Game of Thrones universe, it seems this is currently the new popular look for fantasy.
Skyrim's world offers a great place to just explore at your whim. Around every corner there's always a new cave, waterfall, stone keep, or village waiting to be discovered. The Elder Scrolls games provide me with a feeling of being a kid like no other game I know. As a kid I used to run around the hills behind my house with some friends. These hills provided not only a great view of the ocean, but loads of interesting geography. There were the hills themselves with wandering cows and a line of trees at the top that seemed so far away, while down in the ravine was the creepy forest that turned into a muddy bog. There was even a secret path through there where someone had layed down a few boards over the muddy water. One time we found a little encampment back in the hills, maybe some homeless people, who knows.
Playing Skyrim reminds me of all these experiences, of just being a kid and exploring the world around me. In an interview game designer Cliff Bleszinksi of Gears of War fame said that Skryim "renewed his sense of nostalgia associated with being in the woods and never knowing what was around the corner. They tie back to his childhood... the most primal of feelings." I couldn't agree more.
Portal 2
The sequel to 2007's amazing, award winning Portal, this sequel had a lot to live up to. The first game was essentially a bonus that came bundled with Half Life 2, but ended up becoming just as big a success. Lasting just over two hours, short enough to be played in one afternoon, Portal provided a physics puzzler combined with a satirical take on lab testing as the player awoke in an elaborate testing facility being guided by the murderous HAL-like "GlaDOS" (Generic Lifelike Disc Operating System). The game was a huge success, helped in part by it's meme-worthy phrase "The cake is a lie" and the amazing end-credits song "Still Alive" sung by GlaDOS herself.
Like I said, Portal 2 had big expectations to live up to, and it mostly succeeded. Now a full fledged game spanning 10 or more hours, Portal 2 not only expands on the depth of its puzzles, but also greatly expands the world of its testing facility by introducing the player to the CEO of the facility Cave Johnson (voiced by J.K. Simmons) and the quirky A.I. pal Wheatley (voiced by Stephen Merchant) as you are guided through the underbelly of the facility.
It largely works, though sometimes the game guides you through the puzzles more than it should. The addition of two-player co-op, with some really ingenious puzzles, is really well done. But the game doesn't quite have the same magic as its predecessor. I think I'll let Justin McElroy (now of The Verge) explain it:
"Portal 2 is outstanding, really, a top-to-bottom success from one of our best developers, and 90 percent of me is completely delighted I got to take the journey. But in the process of falling in love with Portal 2, I lost something kind of magical about Portal 1.
The first Portal wasn't just a great game, it was one that knew when to make its exit, knew how to leave me pining for a future so great that no reality could match up.
It was, in short, a crush."
Disapointments:
Deus Ex: Human Revolution
I really wanted to like this game. It did some things well. It captures the feeling of a cyberpunk/Blade Runner future with its neon-hued aesthetics, the core gameplay was fine, and I still think the soundtrack is amazing.
At the end of the day though, it just didn't grab me, and I think I know why. The game began by envisioning a near-future where cybernetics have started to become commonplace. This leads to the interesting ethical dilemma between the haves and the have-nots. If Joe Shmoe can get a cybernetic arm and double his job output, then how is the non-cyber Jane Shmoe supposed to compete? The game raises this neat philisophical dilemma... and then just doesn't do much with it. It's just window dressing. I kept waiting for the game to get back to that question, but it never really did. Oh, and the ending was eerily similar to that of Metal Gear Solid 4.
Gears of War 3
The gameplay was great, the best of the series. What I didn't like was that with the addition of four players (up from two) the fights devolved into a shooting gallery. The first two games limited you to main character Marcus Fenix (voiced by John DiMaggio, AKA Bender from Futurama) and his buddy Dom. This allowed great gameplay sequences where one player layed down cover while the other moved in and flanked the enemy. Each battle felt like real teamwork. Expanding the cast to four characters watered down the strategy and most fights just became a shooting gallery.
Then there's the ending which not only includes the biggest damn Maguffin of all time, but also ruthlessly denies the player ANY explanation for all the questions they've been wondering. Let me just tell you what happens *spoilers - not like it really matters*: You ignite the magical Maguffin bomb that will kill all the bad guys but leave all the good guys alive (huh?) and then the character who's going to finally explain all those questions you have has a scene that goes like this: "Let me tell you the secret, the secret is... eerk" *drops dead*. Thanks for nothing Cliff Bleszinksi.
Year as a whole:
I spent a good deal of the year going through backlog or playing through games a second time. I also spent a lot of time playing smaller indie games, like Terraria, Bastion, and games from the Pixeljunk series. The best game I played this year by far was Demon's Souls, which came out in 2009, but one that I showered with praise.
This year I'm most hyped for Halo 4, Borderlands 2, and perhaps most of all Bioshock: Infinite (with perhaps the coolest looking demo I've ever seen).
Monday, March 12, 2012
Zrbo's Favorite Small Games of 2011
Yes, I realize it's already March, but I still haven't gotten around to talking about my favorite games of 2011. Since there's so many good ones I want to talk about I've decided to split my favorites into two groups: the small games (usually by an 'indie' developer) and the big AAA titles (usually by large gaming studios). The following are my favorite small games of 2011.
Terraria (Re-Logic game studio)
This is a fantastic little game I bought during a Steam sale for $2.50, and it was well worth 10x that much. Have you heard of Minecraft? Well, Terraria is like a 2-D version of Minecraft, though that doesn't quite do it enough justice. Terraria is part of this new movement of crafting games, basically games in which you are given a large world to run around in in which you create (or craft, if you will) items, weapons, and buildings out of various materials found in the world. You start off in a randomly generated world with only an axe for chopping wood and a pickaxe for mining brick, and from there, well, you can do anything you want. You probably want to begin by chopping down trees to build a house so you can survive the denizens which come out during the night. From there you'll want to start mining underground to get materials to upgrade your pickaxe, and then explore a little bit further to find some new items, then explore a little bit farther to see what's over that nearby hill, then return and make your house bigger, then talk to that NPC who moved into your house, then start spelunking into the depths below... and around this time you realize you've become addicted to this little gem of a game.
For a solid month I was addicted to my little Terraria world. What makes it work are the mild RPG elements they've added in, so there's always some newer, better armor or weapon that you can find or craft if you play just a little longer. The art style, with it's retro-16 bit sprite characters, combined with the quirky music, really makes the game shine. It's really amazing to look around online to see some of the structures people have built, which must have taken days, if not weeks, to complete (after spending hours just to construct my rinky-dink house I realize how much incredible effort must go into these). Check out some of these creations here. A great little game all around.
Bastion (Supergiant Games)
Bastion is the main reason this post got held up, I picked it up over Christmas but just recently got around to finishing it. The first game from Supergiant Games studio (developed by my old favorite Gamespot editor-in-chief Greg Kasavin), Bastion has already walked away with a slew of game awards, and it's easy to see why.
The game tells the story of 'the Kid' who wanders a sort of post-cataclysmic world looking for meaning. There are three points which make the game shine: the outstanding art design, the music, and most importantly, the narrator. The entire game is narrated, every action you do, every thing you see, it's all being narrated as if this were a story being told, and the narrator is brilliant. He sounds like an aging black man from Louisiana, speaking with a mild drawl. Combined with the hand drawn world and the way the land "rises up" as you walk around, Supergiant Games created something really special here. The best way to describe it is to show it, so watch the trailer here and some gameplay here to get an idea of what I'm talking about.
I mentioned the music, which is also worth checking out. The musical score itself is neat, with many of the tunes combining twangy acoustic guitars with electro-clash (there's a great article here with some snippets worth listening to), but what really takes the cake are the songs "Build that Wall (Zia's theme)", "Mother, I'm Here (Zulf's theme)", and "Setting Sail (Coming Home)" which is a fantastic mashup of those first two songs and which even brought a tear to my eye as it played over the final credits. This is a must play game (and like Terraria is also available on Steam for those PC players out there).
Pac-Man Championship Edition DX (Namco Bandai)
Could the best small game of 2011 be a successor to a thirty-plus year old ur-videogame? It just may be. Pac-Man Championship Edition DX, a follow up to 2007's Pac-Man Championship Edition, is truly a marvel, a perfect example of how to update an aging concept and make it completely fresh. In this version of the iconic franchise, Pac-Man roams the board gobbling pellets as usual, but this time there are many, many ghosts on the board, and they're all asleep. As Pac-Man goes by each sleeping ghost, those ghosts wake up and begin pursuing Pac-Man. You can keep accruing a following of ghosts, I've had more than a hundred in one game, before eating the big yellow pellet and turning around and eating all those delicious purple ghosts. It's so terribly satisfying.
What makes the game work is the way the board keeps changing. Whenever you've cleared one side of the board (left or right) a bit of fruit appears on the other side. Eating this fruit causes the cleared side to 'warp' and change into a new configuration, complete with new ghosts and pellets. Each successive transformation causes the speed to ratchet up a notch, which can eventually lead to Pac-Man moving faster than you've ever seen him move before (at top speed it's ludicrously fast). To top if off, they've given Pac-Man some electro/club music accompaniment which gives the whole game a terrific sense of style. Combined with a flashy Tron-like color saturation and it feels like you're playing Pac-Man in some exclusive nightclub.
As with Bastion, the best way to highlight how the game works is to watch some gameplay video (skip to late in the video to see how stupidly fast it gets too). The game gives you a smorgasbord of different levels/maps to play on and a ton of different game types, all or which are constantly being doled out to the player as they complete levels, thus giving the game a nearly endless amount of replayability. While the game technically came out in 2010 I didn't have the chance to play it until last summer. Regardless, it just may be my favorite small game of 2011 (though Bastion is a very close second).
That's it! Stay tuned as I'll be putting up my list of favorite big games sometime soon.
Terraria (Re-Logic game studio)
This is a fantastic little game I bought during a Steam sale for $2.50, and it was well worth 10x that much. Have you heard of Minecraft? Well, Terraria is like a 2-D version of Minecraft, though that doesn't quite do it enough justice. Terraria is part of this new movement of crafting games, basically games in which you are given a large world to run around in in which you create (or craft, if you will) items, weapons, and buildings out of various materials found in the world. You start off in a randomly generated world with only an axe for chopping wood and a pickaxe for mining brick, and from there, well, you can do anything you want. You probably want to begin by chopping down trees to build a house so you can survive the denizens which come out during the night. From there you'll want to start mining underground to get materials to upgrade your pickaxe, and then explore a little bit further to find some new items, then explore a little bit farther to see what's over that nearby hill, then return and make your house bigger, then talk to that NPC who moved into your house, then start spelunking into the depths below... and around this time you realize you've become addicted to this little gem of a game.
For a solid month I was addicted to my little Terraria world. What makes it work are the mild RPG elements they've added in, so there's always some newer, better armor or weapon that you can find or craft if you play just a little longer. The art style, with it's retro-16 bit sprite characters, combined with the quirky music, really makes the game shine. It's really amazing to look around online to see some of the structures people have built, which must have taken days, if not weeks, to complete (after spending hours just to construct my rinky-dink house I realize how much incredible effort must go into these). Check out some of these creations here. A great little game all around.
Bastion (Supergiant Games)
Bastion is the main reason this post got held up, I picked it up over Christmas but just recently got around to finishing it. The first game from Supergiant Games studio (developed by my old favorite Gamespot editor-in-chief Greg Kasavin), Bastion has already walked away with a slew of game awards, and it's easy to see why.
The game tells the story of 'the Kid' who wanders a sort of post-cataclysmic world looking for meaning. There are three points which make the game shine: the outstanding art design, the music, and most importantly, the narrator. The entire game is narrated, every action you do, every thing you see, it's all being narrated as if this were a story being told, and the narrator is brilliant. He sounds like an aging black man from Louisiana, speaking with a mild drawl. Combined with the hand drawn world and the way the land "rises up" as you walk around, Supergiant Games created something really special here. The best way to describe it is to show it, so watch the trailer here and some gameplay here to get an idea of what I'm talking about.
I mentioned the music, which is also worth checking out. The musical score itself is neat, with many of the tunes combining twangy acoustic guitars with electro-clash (there's a great article here with some snippets worth listening to), but what really takes the cake are the songs "Build that Wall (Zia's theme)", "Mother, I'm Here (Zulf's theme)", and "Setting Sail (Coming Home)" which is a fantastic mashup of those first two songs and which even brought a tear to my eye as it played over the final credits. This is a must play game (and like Terraria is also available on Steam for those PC players out there).
Pac-Man Championship Edition DX (Namco Bandai)
Could the best small game of 2011 be a successor to a thirty-plus year old ur-videogame? It just may be. Pac-Man Championship Edition DX, a follow up to 2007's Pac-Man Championship Edition, is truly a marvel, a perfect example of how to update an aging concept and make it completely fresh. In this version of the iconic franchise, Pac-Man roams the board gobbling pellets as usual, but this time there are many, many ghosts on the board, and they're all asleep. As Pac-Man goes by each sleeping ghost, those ghosts wake up and begin pursuing Pac-Man. You can keep accruing a following of ghosts, I've had more than a hundred in one game, before eating the big yellow pellet and turning around and eating all those delicious purple ghosts. It's so terribly satisfying.
What makes the game work is the way the board keeps changing. Whenever you've cleared one side of the board (left or right) a bit of fruit appears on the other side. Eating this fruit causes the cleared side to 'warp' and change into a new configuration, complete with new ghosts and pellets. Each successive transformation causes the speed to ratchet up a notch, which can eventually lead to Pac-Man moving faster than you've ever seen him move before (at top speed it's ludicrously fast). To top if off, they've given Pac-Man some electro/club music accompaniment which gives the whole game a terrific sense of style. Combined with a flashy Tron-like color saturation and it feels like you're playing Pac-Man in some exclusive nightclub.
As with Bastion, the best way to highlight how the game works is to watch some gameplay video (skip to late in the video to see how stupidly fast it gets too). The game gives you a smorgasbord of different levels/maps to play on and a ton of different game types, all or which are constantly being doled out to the player as they complete levels, thus giving the game a nearly endless amount of replayability. While the game technically came out in 2010 I didn't have the chance to play it until last summer. Regardless, it just may be my favorite small game of 2011 (though Bastion is a very close second).
That's it! Stay tuned as I'll be putting up my list of favorite big games sometime soon.
Tuesday, December 20, 2011
Zrbo's 5 Favorite Songs Of The Year
Can you guess which one isn't from 2011?
Here we are again folks, the end of another year means it's time to start rolling out the 'best-of' lists. Let's take a walk down memory lane to see what songs I most enjoyed from the past year. These might not necessarily be the best songs of the year, just the ones I found myself listening to again and again. I guarantee at least one surprise.
Lady Gaga - "The Edge of Glory"
Ok, so I like Lady Gaga, can you really fault me? After all, I was somewhat obsessed with Madonna about a decade ago, and since Lady Gaga is basically the modern day equivalent (though don't tell that to Gaga apparently) you can see why I might like her. Though I didn't find her newest album to be as good as I had hoped, I've still managed to find myself liking at least a few of the new songs, The Edge of Glory being one. I first heard this song when Lady Gaga performed it on American Idol while wearing some sort of amazonian inspired headdress while perched on top of a giant wall making love to some dancer/model before committing mock suicide (sounds about right). The song starts innocently enough, but really gets good once she starts ratcheting up the intensity with "I'm on the edge with you.. with you... WITH YOU!!!". Throw in some deliciously 80s sax courtesy of the late Clarence Clemons right before he passed away, and you have a great little pop song. Surprisingly, this isn't really one of my favorite LG videos, I prefer to just listen to it, but here's the fairly tame video for your viewing pleasure.
Michael McCann - "Icarus"
It's well established here that I'm a big videogame fan, so here's the obligatory videogame bit. Taken from this year's Deus Ex: Human Revolution, sequel to one of the greatest games of all time, Icarus is just a fantastic bit of cyberpunk inspired music that still manages to send chills down my spine every time I hear it. The music just oozes style, perfectly fitting the technological dystopia of the near future found in the game. It might also help that I'm currently reading Snow Crash. Best part - I haven't even gotten around to playing the game yet.
Sergio Mendes - "Alibis"
I mean this completely un-ironically. Ever since fellow blogger Little Earl posted this song in his 80s mix tape series I've had this song inexplicably stuck in my noggin. Sure, it's definitely not from 2011, but it doesn't mean that a 25+ year old gem can't sneak it's way onto the list. It's just deliciously infectious without needing all that signal processing that's meant to get your attention, and Joe Pizzulo's voice is so, so smooth. To top it off, this video is such a great relic from a different time. I've constantly found myself singing this song out loud as I go about my daily business. Damn, I might have to go listen to it again right now.
VNV Nation - "Space & Time"
It's a year in which a new VNV Nation came out; ergo, a VNV track must appear in my list. The lead off track from VNV Nation's album Automatic, this song is so very quintessentially VNV while also managing to be something very different. There's the inclusion of electro-harpsichords, Ronan Harris' voice is more 'punchier' than ever (it sounds like he's eating that opening line), and there's even the vaguest hint of something approaching dubstep during the break (without delving into it so much as to sound like he's riding the fad). All in all, a great track from a great album.
And the winner is...(drumroll)...
Within Temptation - "Faster"
When I first heard this song earlier this year I literally (not figuratively) stopped in disbelief at what I was hearing. This was Within Temptation, the same symphonic metal band I had heard back in the early 2000s when I was living in Germany - the band that had that hokey looking Pagan-metal aesthetic? I wasn't even aware they were still around. The only song of theirs I still listened to was their cover of Kate Bush's Running up that Hill (also with the hokey Pagan-metal aesthetic). Now here they were with a video that actually looked professionally made and sounded good - really good.
A little Internet research later I learned that not only is Within Temptation still around, but they've become the biggest musical export out of the Netherlands (what does that say about a country's music when their most popular band does metal - imagine them nestled up there on the chart next to Beyonce and Kanye).
Apparently in the intervening years since I left Europe they've been working hard, pushing out a slew of albums. Their latest album, The Unforgiving, is actually pretty damn good. They took their sound in a more mainstream direction, something that I think works greatly to their benefit. It's also a dreaded concept album with characters and a plot, complete with an entire comic book (sorry, graphic novel) series penned by some actual known guys in the biz. I've watched the entire accompanying short film that goes along with the album and it isn't terribly good. But this song, Faster, just rocks my socks off.
Sounding like it should be featured during the credits of some Jerry Bruckheimer film accompanied by explosions, Faster not only rocks, but the video looks good too. Lead singer Sharon den Adel is just an amazing bombshell to look at (can you believe she just finished two back-to-back pregnancies?), with gorgeous eyes the likes which haven't been seen since Susanna Hoffs from the Bangles. Where on earlier albums her voice could occasionally sound shrill (waif metal? - did I just invent a new genre?), here she sounds much more confident and sultry. You can't even detect a hint of a Dutch accent, almost like she's been taking vocal lessons from a country music artist.
An energizing rocker all around, this one is great to listen to while driving, though a little dangerous. It's my top pick for 2011.
Runners-up:
Rebecca Black - Friday: It's like an anti-song parody of everything wrong with pop music nowadays, yet it's somehow stupidly infectious.
VNV Nation - Streamline: I initially thought this song was a bit of filler, but it's grown on me more than any other song on Automatic. Everything after the first chorus is sheer bliss.
Within Temptation - Sinead: Here's WT doing what's essentially a dance song, far removed from anything metal. I love the concept for this video - they're the band playing in the nightclub where a scene from the album's story is taking place.
Here we are again folks, the end of another year means it's time to start rolling out the 'best-of' lists. Let's take a walk down memory lane to see what songs I most enjoyed from the past year. These might not necessarily be the best songs of the year, just the ones I found myself listening to again and again. I guarantee at least one surprise.
Lady Gaga - "The Edge of Glory"
Ok, so I like Lady Gaga, can you really fault me? After all, I was somewhat obsessed with Madonna about a decade ago, and since Lady Gaga is basically the modern day equivalent (though don't tell that to Gaga apparently) you can see why I might like her. Though I didn't find her newest album to be as good as I had hoped, I've still managed to find myself liking at least a few of the new songs, The Edge of Glory being one. I first heard this song when Lady Gaga performed it on American Idol while wearing some sort of amazonian inspired headdress while perched on top of a giant wall making love to some dancer/model before committing mock suicide (sounds about right). The song starts innocently enough, but really gets good once she starts ratcheting up the intensity with "I'm on the edge with you.. with you... WITH YOU!!!". Throw in some deliciously 80s sax courtesy of the late Clarence Clemons right before he passed away, and you have a great little pop song. Surprisingly, this isn't really one of my favorite LG videos, I prefer to just listen to it, but here's the fairly tame video for your viewing pleasure.
Michael McCann - "Icarus"
It's well established here that I'm a big videogame fan, so here's the obligatory videogame bit. Taken from this year's Deus Ex: Human Revolution, sequel to one of the greatest games of all time, Icarus is just a fantastic bit of cyberpunk inspired music that still manages to send chills down my spine every time I hear it. The music just oozes style, perfectly fitting the technological dystopia of the near future found in the game. It might also help that I'm currently reading Snow Crash. Best part - I haven't even gotten around to playing the game yet.
Sergio Mendes - "Alibis"
I mean this completely un-ironically. Ever since fellow blogger Little Earl posted this song in his 80s mix tape series I've had this song inexplicably stuck in my noggin. Sure, it's definitely not from 2011, but it doesn't mean that a 25+ year old gem can't sneak it's way onto the list. It's just deliciously infectious without needing all that signal processing that's meant to get your attention, and Joe Pizzulo's voice is so, so smooth. To top it off, this video is such a great relic from a different time. I've constantly found myself singing this song out loud as I go about my daily business. Damn, I might have to go listen to it again right now.
VNV Nation - "Space & Time"
It's a year in which a new VNV Nation came out; ergo, a VNV track must appear in my list. The lead off track from VNV Nation's album Automatic, this song is so very quintessentially VNV while also managing to be something very different. There's the inclusion of electro-harpsichords, Ronan Harris' voice is more 'punchier' than ever (it sounds like he's eating that opening line), and there's even the vaguest hint of something approaching dubstep during the break (without delving into it so much as to sound like he's riding the fad). All in all, a great track from a great album.
And the winner is...(drumroll)...
Within Temptation - "Faster"
When I first heard this song earlier this year I literally (not figuratively) stopped in disbelief at what I was hearing. This was Within Temptation, the same symphonic metal band I had heard back in the early 2000s when I was living in Germany - the band that had that hokey looking Pagan-metal aesthetic? I wasn't even aware they were still around. The only song of theirs I still listened to was their cover of Kate Bush's Running up that Hill (also with the hokey Pagan-metal aesthetic). Now here they were with a video that actually looked professionally made and sounded good - really good.
A little Internet research later I learned that not only is Within Temptation still around, but they've become the biggest musical export out of the Netherlands (what does that say about a country's music when their most popular band does metal - imagine them nestled up there on the chart next to Beyonce and Kanye).
Apparently in the intervening years since I left Europe they've been working hard, pushing out a slew of albums. Their latest album, The Unforgiving, is actually pretty damn good. They took their sound in a more mainstream direction, something that I think works greatly to their benefit. It's also a dreaded concept album with characters and a plot, complete with an entire comic book (sorry, graphic novel) series penned by some actual known guys in the biz. I've watched the entire accompanying short film that goes along with the album and it isn't terribly good. But this song, Faster, just rocks my socks off.
Sounding like it should be featured during the credits of some Jerry Bruckheimer film accompanied by explosions, Faster not only rocks, but the video looks good too. Lead singer Sharon den Adel is just an amazing bombshell to look at (can you believe she just finished two back-to-back pregnancies?), with gorgeous eyes the likes which haven't been seen since Susanna Hoffs from the Bangles. Where on earlier albums her voice could occasionally sound shrill (waif metal? - did I just invent a new genre?), here she sounds much more confident and sultry. You can't even detect a hint of a Dutch accent, almost like she's been taking vocal lessons from a country music artist.
An energizing rocker all around, this one is great to listen to while driving, though a little dangerous. It's my top pick for 2011.
Runners-up:
Rebecca Black - Friday: It's like an anti-song parody of everything wrong with pop music nowadays, yet it's somehow stupidly infectious.
VNV Nation - Streamline: I initially thought this song was a bit of filler, but it's grown on me more than any other song on Automatic. Everything after the first chorus is sheer bliss.
Within Temptation - Sinead: Here's WT doing what's essentially a dance song, far removed from anything metal. I love the concept for this video - they're the band playing in the nightclub where a scene from the album's story is taking place.
Thursday, October 27, 2011
The Beatles: Rock Band Review
The Beatles were inarguably ahead of their time. As fellow blogger Little Earl used to remind me often, nearly all modern pop music has it's roots in what The Beatles did. Psychadelia? Check. Hard Rock? Check. Electronica? Check. Perhaps the only thing The Beatles didn't invent was dubstep. Indeed, they really forged new musical ground that continues to be explored to this day. It's too bad then that The Beatles: Rock Band comes well after it's time. That is meant as a great compliment - let me explain.
The videogame genre that's come to be known as the "music rhythm" genre began with the original Guitar Hero back in 2005. It soon developed a cult following, and with the release of Guitar Hero II a year later, seemed to explode in popularity. It became the party game, with friends lining up to take their turn on a plastic guitar. Through this plastic guitar with brightly colored buttons, players were expected to play along with a song by hitting the corresponding colored buttons as they were shown on screen. It was an elaborate karaoke of sorts, providing the thrill of being a guitar god without having to actually deal with the incredible difficulty of actually having to master true guitarmanship.
Soon a competitor came along in the form of Rock Band. Now people could play as a whole band, with plastic guitars, basses, drum kits, and microphones. Rock Band was definitely a step forward and took itself ever so slightly more serious than the Guitar Hero series. It was also around this time that the music rhythm genre began to become oversaturated. More and more versions kept being knocked out to bring in more cash: Guitar Hero 80s edition, Guitar Hero III: Legends of Rock (complete with virtual G&R Slash as a playable character), Guitar Hero: Aerosmith, Guitar Hero: Metallica, Guitar Hero: World Tour, Guitar Hero: Van Halen. These were all quick cash-ins, usually with little to no input by the featured artists, often featuring songs that supposedly 'inspired' the artist (seriously, a Foo Fighters song in Guitar Hero: Metallica, WTF!?).
Finally, in 2009, came word that The Beatles had given the Rock Band franchise permission to do a Rock Band version of The Beatles. Only this time things would be different, the surviving Beatles (and Yoko, don't forget Yoko) would have direct control on what was to be featured and how it all would be presented. They even went so far as to insist that their name be featured before the familiar Rock Band title, and thus we ended up with the magnificent The Beatles: Rock Band.
It's such a terrible shame then that The Beatles: Rock Band (TB:RB) was one of the last specific-band music games to come out. If only it had been the first, all the other titles would have benefited greatly, because the design of TB:RB is fantastic. Everything about the game screams quality.
The art style is superb, with cartoony looking versions of the fab four that have a somewhat whimsical look about them, apparently crafted under strict guidance from Apple Corps. (actually the whole game seems to have been strictly overseen by them, whoever 'they' are). The presentation is fantastic, taking you on a chronological journey, starting you off playing in the Cavern Club, to the Ed Sullivan show and all places inbetween, ending up on the roof of the Apple Corps. rooftop. For songs recorded at Abbey Road the game has added in "dreamscape" venues, with abstract whimsical nods to various songs (watch this to get what I mean).
This chronological progression really lets you see how the band progressed musically. The songs performed in the Cavern Club feel much more raw and live than the later tracks performed at Abbey Road studios which feel much more processed and musically dense. This is all helped by the various photos and short movies that you unlock as you progress. Some, if not most of these short movies are never before seen snippets and outtakes from various performances, movies, and interviews, though Little Earl would have to be the final judge on just how rare these really are.
TB:RB feels more than just a game, it's like an interactive history lesson that lets you play along. I feel like I actually learned stuff about The Beatles that I didn't previously know (like how the white album doesn't have more than two songs in a row sung by any given member). Ok, it's not going to wow a true afficianado, but for someone uneducated in Beatles lore, it offers a terrific overview of what The Beatles were about.
There's all sorts of little details that make this package work. Like when you pick a song to play, in the first few seconds before the song plays there's audio of the band warming up to play the song, with perhaps a few practice chords or John muttering to someone to turn an amp up. Or how between each musical venue a short montage plays showing you some famous scenes and audio snippets to show what the band was up to. Perhaps the most impressive is the opening to the game, with an amazingly done montage that takes you through the full gamut of The Beatles (seriously, I could watch this a hundred times and still enjoy it).
Overall The Beatles: Rock Band is superb package. I haven't even yet mentioned that the game supports not only the typical Rock Band staples such as guitar, bass, and drums, but the game allows for two microphones to be hooked up for vocal harmonies. My only disappointment with this game is that I wish it had been even more of a history lesson. As it is there's only something like eight short movies that you can unlock, I would have been fine with twice as much. But really, there's not much to complain about. It's just such as shame that this game came out in late 2009 after the music rhythm genre had already reached saturation, which resulted in poor sales. If this had come out earlier it could have laid the foundation for all sorts of music-games-as-history-lessons. Imagine a Pink Floyd: Rock Band, or Nirvana: Rock Band. Instead the only thing to come out since is... Green Day: Rock Band, ugh. Well, one can dream, but in the meantime I've gotta get back to my game and see if I can earn my 5 stars on Helter Skelter. 5/5 Zrbo points.
The videogame genre that's come to be known as the "music rhythm" genre began with the original Guitar Hero back in 2005. It soon developed a cult following, and with the release of Guitar Hero II a year later, seemed to explode in popularity. It became the party game, with friends lining up to take their turn on a plastic guitar. Through this plastic guitar with brightly colored buttons, players were expected to play along with a song by hitting the corresponding colored buttons as they were shown on screen. It was an elaborate karaoke of sorts, providing the thrill of being a guitar god without having to actually deal with the incredible difficulty of actually having to master true guitarmanship.
Soon a competitor came along in the form of Rock Band. Now people could play as a whole band, with plastic guitars, basses, drum kits, and microphones. Rock Band was definitely a step forward and took itself ever so slightly more serious than the Guitar Hero series. It was also around this time that the music rhythm genre began to become oversaturated. More and more versions kept being knocked out to bring in more cash: Guitar Hero 80s edition, Guitar Hero III: Legends of Rock (complete with virtual G&R Slash as a playable character), Guitar Hero: Aerosmith, Guitar Hero: Metallica, Guitar Hero: World Tour, Guitar Hero: Van Halen. These were all quick cash-ins, usually with little to no input by the featured artists, often featuring songs that supposedly 'inspired' the artist (seriously, a Foo Fighters song in Guitar Hero: Metallica, WTF!?).
Finally, in 2009, came word that The Beatles had given the Rock Band franchise permission to do a Rock Band version of The Beatles. Only this time things would be different, the surviving Beatles (and Yoko, don't forget Yoko) would have direct control on what was to be featured and how it all would be presented. They even went so far as to insist that their name be featured before the familiar Rock Band title, and thus we ended up with the magnificent The Beatles: Rock Band.
It's such a terrible shame then that The Beatles: Rock Band (TB:RB) was one of the last specific-band music games to come out. If only it had been the first, all the other titles would have benefited greatly, because the design of TB:RB is fantastic. Everything about the game screams quality.
The art style is superb, with cartoony looking versions of the fab four that have a somewhat whimsical look about them, apparently crafted under strict guidance from Apple Corps. (actually the whole game seems to have been strictly overseen by them, whoever 'they' are). The presentation is fantastic, taking you on a chronological journey, starting you off playing in the Cavern Club, to the Ed Sullivan show and all places inbetween, ending up on the roof of the Apple Corps. rooftop. For songs recorded at Abbey Road the game has added in "dreamscape" venues, with abstract whimsical nods to various songs (watch this to get what I mean).
This chronological progression really lets you see how the band progressed musically. The songs performed in the Cavern Club feel much more raw and live than the later tracks performed at Abbey Road studios which feel much more processed and musically dense. This is all helped by the various photos and short movies that you unlock as you progress. Some, if not most of these short movies are never before seen snippets and outtakes from various performances, movies, and interviews, though Little Earl would have to be the final judge on just how rare these really are.
TB:RB feels more than just a game, it's like an interactive history lesson that lets you play along. I feel like I actually learned stuff about The Beatles that I didn't previously know (like how the white album doesn't have more than two songs in a row sung by any given member). Ok, it's not going to wow a true afficianado, but for someone uneducated in Beatles lore, it offers a terrific overview of what The Beatles were about.
It's like an interactive history lesson that let's you play along
There's all sorts of little details that make this package work. Like when you pick a song to play, in the first few seconds before the song plays there's audio of the band warming up to play the song, with perhaps a few practice chords or John muttering to someone to turn an amp up. Or how between each musical venue a short montage plays showing you some famous scenes and audio snippets to show what the band was up to. Perhaps the most impressive is the opening to the game, with an amazingly done montage that takes you through the full gamut of The Beatles (seriously, I could watch this a hundred times and still enjoy it).
Overall The Beatles: Rock Band is superb package. I haven't even yet mentioned that the game supports not only the typical Rock Band staples such as guitar, bass, and drums, but the game allows for two microphones to be hooked up for vocal harmonies. My only disappointment with this game is that I wish it had been even more of a history lesson. As it is there's only something like eight short movies that you can unlock, I would have been fine with twice as much. But really, there's not much to complain about. It's just such as shame that this game came out in late 2009 after the music rhythm genre had already reached saturation, which resulted in poor sales. If this had come out earlier it could have laid the foundation for all sorts of music-games-as-history-lessons. Imagine a Pink Floyd: Rock Band, or Nirvana: Rock Band. Instead the only thing to come out since is... Green Day: Rock Band, ugh. Well, one can dream, but in the meantime I've gotta get back to my game and see if I can earn my 5 stars on Helter Skelter. 5/5 Zrbo points.
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