Monday, May 28, 2012

Diablo Shrugged




Some time between the great Kubrickian monolith arriving on the African savannah with its double-edged gift of individualism, and the NES, wild tribes and civilisations covered the planet, each with their own colourfully intricate mythologies, featuring a comic book array of splendid gods. This was the time of polytheism – the time of many gods.


Some time after this...


Polytheism offered a marketplace approach to deities, allowing villagers to worship gods at their leisure, in exchange for a little supernatural help (at the god’s whim, of course): with fertility, perhaps, farming, or war. During the decline of the Roman Empire, however, an alternative movement gained momentum: monotheism – the Walmart approach to heavenly assistance; a one stop shop.

Monotheism differed greatly from its precursor, as a vague and casual array of relationships between people and a variety of gods was transformed into an all-encompassing and intimate relationship with god, governing all aspects of mortal life and the distinct fork in the road beyond it – branching out to either heaven or hell.

While polytheism promoted individual liberty, monotheism demanded strict adherence to a highly codified set of practices. It was a system designed to permit large groups of people to live fruitfully together (to avoid ending up like the Egyptians, the Greeks, and the Romans), and to convince people to give up their liberty in exchange for community benefit, monotheistic dogma played on their fears. In contrast to the ultimate reward of heaven, a dire pit of untold suffering was created – Hell. As an opponent to the great shepherd, a merchant of chaos and suffering was devised. He goes by many names. Gamers know him as Diablo.


You may remember him from such films as Little Nicky.


So, over a few hundred years, a distinct cultural shift occurred. The focus upon mortal life was shifted to immortal life. What did forty or fifty years on the planet mean when placed against eternity? And with such a focus, notions of good and evil became crucial to the governance of mortal life. In essence, a binary mode of thinking about life was instituted: behaviour was either approved by The Lord, or in the aid of Satan.

This way of thinking began to infiltrate Western culture at its roots, providing the dominant architecture to storytelling for the past two thousand years. From to , to , pitting the forces of good against the forces of evil is the most fundamental narrative structure of them all – a popularity that can be explained by the cultural architecture which preceded it; the binary structure; God vs Satan; good vs evil; the success of Good equalling Heaven, its defeat or corruption, Hell. No grey areas. No in between.

Video games are no exception. Due to a low technical ceiling, it was only natural that the Old School should turn to a simple story for its architecture, and unsurprising that Good vs Evil should inspire the new : a series of escalating challenges building towards a final showdown with the Devil incarnate – Bowser, Ganon, Red Falcon, Death Adder – whichever guise The Beast had assumed this time around. The objective, and one’s motivation for playing, was always clear. Strike the lethal blow. Watch the credits roll. Slump in satisfaction, happy to have banished evil from the land. It was very much a case of same Satan, different day.

We live, now, in a different age. Science rules, superstition is in its death throes. As a consequence, culture has changed course once again, into the realm of post-modernism – a time of uncertainty. No more binary black and white, no more good or evil. As a consequence, recent advances in gaming technology have attracted a new breed of game designer – a storyteller wishing to plumb the recesses of all the vexing new grey areas which have opened up.

My surprise at emergence has its basis in the fact that Good vs Evil has been wheeled out once more, despite having toppled from its perch. Surely, this is its curtain call, though. After all, we’ve come so far. Full circle, one could say. Seldom, now, do games present hierarchic plots entirely resolved by a single act. With multiple endings, moral choice, and sandbox randomness, gaming has acknowledged that when it comes to a zero-sum game of Heaven or Hell, success or failure, the well has run dry.

Contemporary stories reflect the complex, often contradictory, and occasionally futile struggles we face. Rather than coddle us with the notion that paradise awaits so long as we play by the rules, they portray life as a series of frustrations and satisfactions divorced from a cut and dried conclusion. Thus, the brutal threefold self-destruction of conclusion; anticlimax; and the irony of providing Capital Wastelanders with hope through a campaign of tyranny and murder.


A reflection of a shift from monotheism to post-modern polytheism? I always thought it was about huge dudes with drills for arms.

As the grip of monotheism has slipped, the creative spirit of polytheism has returned. Rather than living our lives in pursuit of a singular goal (Heaven), allied to a singular movement (against evil), our desires have become freed. We acknowledge that intellectual/emotional judgements, rather than spiritual/moral rules, are the only authentic tools we have with which to forge meaningful lives.

Definitions of good and evil lie in a state of constant flux, and paradise will forever elude us – a fact that informs the kinds of games we wish to play; stories that make sense, and that we want to engage with. I’m certainly glad, therefore, that is a wonderful game; and that it inspires a fitting ovation to one of the grand figures of storytelling, and touchstone narratives of a civilisation. And then we move on, with great trepidation, to an uncertain future.



Source : http://www.ign.com

Max Payne vs. Mazda and the Sounds of Violence




The video game arms race is a visual one. It always has been and it doesn’t appear to be changing. But there’s a lot more to a video game than just how good it looks.

The effect sound has on a video game, and on players themselves, cannot be understated. Play your favourite game with your television muted. It’s empty, isn’t it?

Given how crucial audio is to a truly great game, it’s interesting the bulk of mainstream video game discourse tends to gravitate towards graphics and visuals. Is audio underappreciated?



“I think that the depth of the immersion in a game is what players are looking for,” says Nick Warseck, audio lead at Rockstar New England. “People play games to take a dip in another reality because it's fun to escape for a bit.”

“I think that graphics and visuals are the talked about the most because people are much better attuned to seeing if something in the game world is correct or not than hearing if something sounds off. If you look in a mirror or in a puddle and there's no reflection, it's a lot more jarring than if a sound doesn't have quite the right reverb on it, or a low-res texture versus a highly compressed audio asset. So when you're creating the most immersive experience possible, the most important thing is that it looks as close to reality, or what reality would be if you were in a spaceship, because if it doesn't look right it's not going to suck you in.”

But while a game’s visuals provide you a window into the world, it’s the audio allows you to open it.

“Audio is obviously important to that overall experience, it's pretty apparent if you play a game with no sound how flat it feels,” Warseck continues. “I think audio supplies more of a support role, as it basically gives weight and truth to the art.”

“I think audio supplies more of a support role, as it basically gives weight and truth to the art.

“As each sound is added, even something as simple as hooking up audio for an air conditioner, the world becomes that much more real. That air conditioner serves a purpose in that world. If it's loud and gritty sounding it gives you a feeling of how hard it must be working. It makes it feel hotter outside, and adds the overall feeling of dinginess of a building that hasn't had any maintenance and is old. The audio brings out a lot of the unsaid feel of the world, which increases the immersion.

“So intrinsically the audio is felt more at a subconscious level, it's not something that dazzles you visually like a massive explosion, but reinforces how dangerous the explosion feels. I think it will always be in that unknown space as well, I mean, film sound design still isn't something that's as high profile as the cinematography or music, despite there being a lot of really creative and brilliant things happening that really steer the overall tone of the film.”



Max Payne 3 is an incredible example of audio done right. For such an atmospheric game, packed with ballistic sounds and iconic music cues and steeped in noir tropes like Max’s regular narration, the audio in Max Payne 3 was obviously a hugely important part of the equation.

The team initially spent extensive time playing the original Max Payne, and Max Payne 2, as they wanted to keep the spirit of these games intact while adding a modern layer of quality.

“We wrote notes on the things we felt they did really well, and the things that we felt were iconic sounds that we would like to expand upon and bring over to the new game,” says Steve Donohoe, lead audio designer at Rockstar Toronto. “Those early games were quite groundbreaking in their cinematic approach, had excellent sound design and had a very unique style to them, so we had a really great starting point.”

“We also set the bar really high for ourselves with some of the other ideas we had, listing out a bunch of things we wanted to take to the next level and checking stuff off as the project progressed. There are a lot of details in the ambient audio that are not really obvious unless you are listening closely for them, but we spent a ton of time making sure the world felt alive and responsive to your actions. Dogs bark and babies cry from inside houses when you start shooting, while birds and insects shut up.

“There are a lot of details in the ambient audio that are not really obvious unless you are listening closely for them.

“It was not easy by any means but we are really happy with the end result. Getting it to all fit into memory, and convincing the audio programmers to write the many thousands of lines of code, was our biggest challenge, but we feel we succeeded in achieving all the major things we set out to do.”

One of Max Payne 3’s key drawcards is its use of BulletTime. It’s been a part of the very foundations of the series since the beginning, but tackling an audio system that sounds as good in real-time as it does in BulletTime (and one that users can trigger a shift between at any second) is not as straightforward as simply dialling down the pitch speed. The team decided early on in the project that just allowing all the sounds to pitch with the game’s timewarp speed was not going to sound the way they had envisioned. The team created a custom mixer that allowed them to manually craft the sound to suit.

“This gave us the ability to send certain sounds down different ‘paths’ depending upon what game state we are in,” says Donohoe. “Some paths mute sounds in slowmo, others pitch slightly, while others pitch with the game speed or get even lower.”

“We decided some sounds were never going to be as big or cinematic as we wanted them by just slowing them down, so we created unique crossfading sounds that blend in and out between the real-time and bullet-time versions of certain sounds. There were some significant technical issues to overcome... but we eventually found ways to make it work. A ton of credit goes to the programmers for coming up with creative solutions to very complex problems.”



Donohoe tells us part of the challenge of BulletTime was decided what it represented in an audio capacity.

“We felt it was not a magic power Max has, but rather an ability to be insanely focused and intense. This helped us decide what we wanted to hear in BulletTime,” he says. “A lot of the sounds we use are actually slowed down breath sounds or pitched, filtered, and compressed heartbeats. We wanted to keep it very organic, but with an abstract quality to it that would keep it from being too ‘in your face’.”

But where does all this sound come from? Is the team out on fire escapes tossing bullet casings through the metal grates and at ranges spraying objects with bullets, or are things kept in a more controlled environment? Or is it a bit of both? Warseck explains.

“Rockstar has a wonderful gun library that was recorded by the San Diego team and John Fasal,” he says. “We also had a lot of material from other projects that were used on Payne.”

Still, the team does as much field recording as possible.

“There are certain sounds that will never work quite right unless you go out and get them yourself,” says Warseck.

“There are certain sounds that will never work quite right unless you go out and get them yourself.

“When we do go into the field, I find that Google maps is a great tool for finding recording locations. I've found dumpsters full of old lawnmowers, canoes, and intact windows in abandoned parking lots, highway I-beams and guardrails out in the middle of the woods, and old factories from World War II out in the middle of nowhere that nobody seems to know about that are just brilliant places to record.

“They also don't seem to have a lot of people around that mind if you're running around with a sledgehammer, an axe, and a duffle bag full of unknown objects, which on second thought is a bit of a double-edged sword.”

Forza Motorsport 4 and Max Payne 3 may be a world away from each other in terms of the spaces they each occupy, but incredible sound design is something they both share. Max Payne 3 weaves a symphony of lead but the howling engines of Forza Motorsport 4 assault your ears with just as much force, trading hollow points for Hemis. It’s why opening the taps on a Dodge Dart Super Stock sounds like God gargling a squadron of WWII fighter planes and why giving a Mazda 787b the beans sounds like Satan blending the remaining two-thirds of the world’s bee population.



“It’s interesting that you mention the engines as, at the underlying sample level, many of the engine sounds in the game were not changed between Forza Motorsport 3 and Forza Motorsport 4,” says Nick Wiswell, audio director at Turn 10. “But the implementation of those samples into the game engine and the additional real-time processing we applied made them sound very different.”

Recording real cars is a hugely important step for getting the sound in a game like Forza 4 right, but it’s not quite as simple as popping a car on a dyno and pointing a handful of microphones at it.

“Once we get those recordings back into the studio, the real fun of processing and modifying those recordings can begin,” says Adam Wilson, vehicle audio lead at Turn 10. “It can take 30 or 40 hours for a single recording to make its way from raw audio to tuned, usable, in-game assets.”

“It can take 30 or 40 hours for a single recording to make its way from raw audio to tuned, usable, in-game assets.

Of course, working with cars with price tags that’d have Scrooge McDuck nervously checking his wallet comes with the odd scare.

“We are pretty cautious these days about the kind of cars we will put under load and we’ve developed a routine that puts as little stress on the car as possible while we gather our source,” says Wilson. “But, as with any process, there are always lessons be learned along the way.”

“The most nerve-racking moment though had to be an almost brand new, but post-break-in mileage, Lamborghini Murcielago LP640 that, at the end of the session, started to spit smoke from the exhaust. A trip to the dealer and it was a death sentence for the motor. In that case however, Lamborghini owned up to a factory fault and bought the car back from the owner and he was more than pleased to be given the chance to upgrade to an LP670-SV. He’s a good friend of the studio now.”



A passion for sound is something Wiswell looks for when hiring, not just creativity and technical skills.

“Making sounds for games is very similar to other forms of media, but in games the implementation of the sounds is sometimes more important than the sound itself,” he says. “In TV and film the content is always the same, so the sound can be designed to fit the picture. In games, a sound can be heard in many different ways, and it has to adapt to changes in distance, perspective and location in a natural way in order for it to sound believable. This is a specific skill for interactive audio and one anyone looking to work in games needs to learn.

“I remember being on a panel a few years ago with a couple of guys who worked on film sounds. They were both very interested in game audio as the movie sound rulebook was already written, and almost everybody in the industry worked in a very similar way. They said that games are exciting as we still haven’t completed the rulebook, and new exciting ways of doing things are constantly being developed. My goal is to keep Turn 10 at the cutting edge of racing game audio development on every game we release.”



So, given how crucial audio is, especially to something like a racing game where the sound of a car is part of its very character, does it bug sound boffins that gamers tend to focus on graphics and visuals?

“Many moons ago when I started in game audio it did,” says Wiswell, “but over time I’ve come to realise that when people don’t mention the sound when talking about a game, it’s usually because you have done a good job and they didn’t find anything wrong.”

“When sound is done well in any form of media it becomes part of the experience, and that is key thing to remember. If the sound does not support the bigger game experience, it doesn’t matter how well it was done, it will always sound out of place.”



Source : http://www.ign.com

Sunday, May 27, 2012

Avatar Motocross Screenshots Tease E3 Announcement




Two screenshots for an unannounced Avatar-based motocross game have surfaced on Microsoft's Xbox Live Arcade blog, PlayXBLA. It's worth noting the image files' titles: They've been labeled as "AMX mystery," which likely points to an Avatar Motocross title for the to-be-announced game.

The images come attached to an E3 announcement tease, and tell us very little about the game itself. There are avatars. They ride dirtbikes. Sweet jumps and crazy tricks are apparently present. Exhibit A:


That's not how you ride a bike.


The only other real hint we get about Avatar Motocross is in its second picture, which tells us it's a racing game with either fist-bumping or face-punching. The odds we'll get to smash Avatars in a Road Rash-like fashion is slim, but don't lose hope, friends.


Check my math, but that looks like two bikes. Two? I got two.


We've reached out to Microsoft asking for some kind of confirmation about Avatar Motocross, but in all likelihood we'll need to wait 'til E3 to learn more about it.

What do you think this is? Rare's next game? A Joy Ride spinoff? A Motocross Madness reboot? Go nuts in the comments below.

Source: PlayXBLA




Source : http://www.ign.com

Saturday, May 26, 2012

Supernatural: Season 7 Review




Note: Full spoilers for the season follow.

I admit I was skeptical of Season 7 of Supernatural when it began. After all, things picked up after Season 6's cliffhanger, which saw Castiel, one of my favorite characters, go completely off the reservation and declare himself to be god. However, the first few episodes were strong - it was exciting to see Castiel as an out-of-control bad guy, the Leviathans wreaked some nice havoc right out of the gate, putting the Winchesters into a situation that felt truly precarious, and Sam's newfound trouble with the visions of Lucifer in his head were compelling. It looked like Supernatural was on the right track.

After that however, things did not turn out as well as hoped, at least as far as the Leviathans were concerned. They turned out to be the weakest season-long villain in the show's history. With the exception of James Patrick Stuart charismatic turn as the leader, the Leviathans' plot to turn America into zoned out zombies so they could eat everyone was, simply put, boring. Who would have guessed that a season finale of Supernatural would involve the main bad guy having a business meeting with his villainous cohorts as a way of telling the audience his evil plan?

What the Supernatural Cast Told us Heading into Season 7 Last Summer:



A major failing in the Leviathan plotline was that the Winchesters were not emotionally connected to them the way they had been with previous villains like the Yellow-Eyed Demon, Ruby, or Lucifer. The first five seasons had impressed with their ability to build on each other and the consequences packed more and more of a punch as things went on. After Season 5, things changed. Although they attempted to go bigger and more epic, like making the Leviathans super-powerful creatures, the impact just wasn't there.


Although the emotion was lacking in the Leviathan plot, it was present in Sam's battle against the visions of Lucifer in his head, as in "The Born-Again Identity", one of the stronger episodes of the season. Mark Pellegrino returned as Lucifer and was just as coolly malicious as always. Jared Padalecki did a good job with Sam's deteriorating condition as well as his despair.

Not every episode suffered because of the Leviathan storyline, which was a side benefit to the way the Leviathan storyline was sidelined so often throughout the year. Although there were no instant classics like last season's "The French Mistake", there were some strong monster-of-the week episodes, like "The Mentalists", "Time After Time", or "Repo Man", as well as the year's funniest episode "Plucky Pennywhistle's Magic Menagerie." The season was chock-full of fun guest starts with James Marsters, Charisma Carpenter, Jason Dohring, Nicholas Lea and Felicia Day all stopping by, as well as recurring characters like the always great Mark Sheppard as Crowley and the much-missed Alona Tal as Jo Harvelle making appearances.

The unfortunate side effect of having so many guest stars was that Sam and Dean occasionally felt sidelined in their own show. Although Sam had his problems with Lucifer and Dean had some issues with drinking, Season 7 was the lightest yet on character development for either brother. I happened to see a few episodes from Season 2 right before the finale and I realized how much I missed the brothers having different opinions and conflicting ways of approaching a problem. Maybe after seven seasons they wanted to ease up on the angst, but what we got was flatter as a result.


supernatural-20120517093527810

A huge element of the season was the effort the show made to isolate the brothers, removing all their support, like Bobby and Castiel, as well as taking away more basic things that we as an audience had grown used to like the Impala, rock and roll musician names being used for their fake identities, or the funny motel rooms. Bobby's death in particular was one part of the season that did not work for me (and yes, I know I'm in the minority here). First of all, it would have had more impact if it hadn't been obvious that he was going to come back somehow and secondly Bobby should have known better than to return as a ghost. Fortunately he made the right decision in the finale and the character was not completely ruined. I know a lot of people were more upset about the Impala being MIA than anything else, so it was good to see it make a triumphant, although brief, return in the finale.


If I rate the season itself lower than the individual episodes it is because looking at the year-long storyline only emphasizes the tediousness of the Leviathans and the disappointment of killing Bobby only to bring him back as a ghost. The fact that Season 7 episodes were more entertaining when taken on their own is a testament to how appealing the actors are and how much chemistry they have - not just Padalecki and Jensen Ackles, but also Misha Collins, Jim Beaver and the many guest stars.

While I am glad to close the book on Season 7 and the Leviathans, the encouraging thing is that the final moments of the finale left the story in a great spot. The unexpected relocation of Dean and Castiel to Purgatory and Sam's bewilderment at being left all alone was the best part of the final episode. In addition, there will be a change in showrunners next year. I liked Sera Gamble as a writer, but I am looking forward to Jeremy Carver taking over the showrunning duties. Here's hoping that Season 8 can take us back to a Supernatural that is exciting, creepy, emotionally gripping and fun.



Source : http://www.ign.com

Best Games Quotes of the Week - May 26





We do this every week. We dig our arms into the roiling muck and scoop up big handfuls of stories about video games and sift through them until there's nothing left but a few precious nuggets. Then we gnaw at them with our black teeth before laughing and cavorting into town to get drunk and fleeced and shot dead in the street. It's not an easy life, but it's a life. Dig in pardners.



His Own Son




“One happy accident we had whilst shooting was the fact that the metro commander happened to have a child who was the exact age we were looking for, for the baby, so in the film, the baby that is passed to the guard is actually his own son.”

The best moment of the best trailer of the week just got better.

IGN

Choosing this Person



"We're not trying to put anyone on a pedestal. We're trying to create our fiction as game developers, as creators. Choosing this person, somebody who has met with leaders, and has run black operations, and understands that was really valuable to have that sort of first-hand account from him.”

Treyarch head Mark Lamia, justifies working with Oliver North, one-time supplier arms to Iran.

Kotaku

Games Make Life Better




Image: Martin Darby

“Games are belief engines. Games are canvases for stories in motion. Games are a challenge and a learning activity. Games are ideas. Games are explorations both intellectual and meaningful. Games are positive. Games make life better. Games help you feel success when all around you is grey and confusing. Games are change.”

Game developer Tadhg Kelly takes on the big questions, on his blog.

What Games Are

Suspending Playing



"A method for use in advertising includes initiating playing of interactive content, suspending playing go the interactive content, displaying an advertisement, and resuming playing of the interactive content."

Evil comes in the bland form of a patent filing. Sony’s plan to put ads in front of your game experience.

GamesIndustry International

Demise of Guys



“Is the overuse of video games and pervasiveness of online porn causing the demise of guys?”

Psychologist Dr. Philip Zimbardo writes an article for CNN on how porn and games are ruining young men particularly in sexual success.

CNN

I Discovered Porn



“I struck out with women LONG before I discovered porn and video games.”

IGN reader Scattershot1 offers a stunning rebuttal.

Scattershot1



Source : http://www.ign.com