Showing posts with label music. Show all posts
Showing posts with label music. Show all posts
Wednesday, April 23, 2014
Blips: Musically Inclined
Source: FRACT OSC isn’t a synthesizer or a game. It’s both
Author: Dan Solberg
Site: Kill Screen
I reviewed FRACT OSC for Kill Screen this week, which is a first-person exploration/puzzle game that also leads you through the basics of producing music with a synthesizer. The "game" part is sort of a combination of TRON, Metroid, and Myst where each puzzle you solve, unlocks a new component of your synthesizer studio. That you can go into the studio and record music that kind of sounds like the beginnings of Kraftwerk sketches is pretty cool in it's own right, but I loved that the puzzles drew inspiration from the step-sequencer as well. FRACT's not perfect, but it's definitely worth checking out, particularly if you're adept at these kinds of puzzle experiences. While there's a learning curve to the studio portion, the exploration component offers little guidance, and thus is more attuned to players who are already adept with this sort of gameplay.
For full disclosure, the developers granted reviewers access to a walkthrough video of many of the game's puzzles, and I referenced it on a handful of occasions, either as a time-saver or because I was genuinely stuck and on a deadline. As I mention in the review, there's a certain irony to the diametrically opposed learning curves of the studio and puzzle sections. So, while I enjoy a good heady puzzle game, I think some of the visual language of FRACT could stand to communicate certain interactive points a bit more deliberately or perhaps other aspects of the world could be a bit more playful. Surely I can get some kind of synth to emerge by waving the cursor over a pillar of neon. Alas, there's always Proteus for that.
Labels:
blips,
dan solberg,
fract,
kill screen,
music,
puzzles
Friday, February 28, 2014
Bonus Feature: Music Game Developer Interviews
On Thursday, Kill Screen published my entry in their weeklong "Future of Genre" series. Mine is about music games, and how they're evolving into and out of their genre label. Check it out.
I'm ever grateful of the musicians and developers who took the time to answer my questions as research for this piece, but you may have noticed that I was only able to quote a little bit from each of them. As you might imagine, these folks had a lot more to say on the subjects at hand, and so I want to share my full text interviews with them, conducted over email. For most of the interviewees, I asked the same crop of questions, but by the time I got around to speaking with Rich Vreeland, I had new questions, so I've separated his Q/A from the rest below. There are some really interesting insights here, especially when comparing how different developers approach the same questions.
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LOW CUTOFF: If you had to describe your game for a general audience or assign it to a genre (could be an entirely new category) in as few words as possible, what would you say? Why did you choose that description and why did you include/exclude a reference to music/audio?
Marc Flury (Thumper): We've been calling it a "rhythm-racing" game because elements of those two genres can be found in the game. That's nice and short and seems to work from a marketing perspective, but it's probably not the best way to describe the game. We're trying to do something new rather than hybridize existing games, so genre labels aren't that useful. Our core concept is to take simple step-sequencer patterns, interpret them as audio, 3D space, and movement, and then build gameplay that is intense, physical, and mind-expanding. One might call it "physical rhythm action," but that sounds too much like jazzercise or something. Usually we just tell people it's a game where you're a bug and there's a giant creepy head that wants to kill you.
Brian Gibson (Thumper): No reference to music because I think people might make certain assumptions when they hear the term "music game" that don't apply at all to Thumper.
Samantha Kalman (Sentris): I'd love to just call Sentris a Music game. I can't really do that because the audience associates the term "music game" with games like Rock Band and DDR. Those games are about rhythm and perfect performance. Sentris is explicitly about creating music of your own. So, I call it a musical puzzle game because it differentiates the game from the preconception of music games. At first thought people probably compare it to Lumines, which still isn't ideal. The puzzles in Sentris are all compositional puzzles. I'm trying to not abstract the game mechanics from the act of making music. I'm trying to make them into the same thing. Nobody has really done this before, and I guess I'm facing the problem of invention: how do you describe a thing that is similar but different from everything the audience is already familiar with. I don't know! Maybe by the time the game is done and shipped, then I'll know.
Quynh Nguyen (FRACT): FRACT is a musical exploration game. To be honest, it took us awhile to figure out a good way to describe the game, because it doesn't necessarily fit nicely into already-existing genres. It's not just a puzzle game, or adventure game, or music game. While it does have all of those elements, assigning it to one of those genres doesn't quite capture the experience that we're trying to achieve. FRACT is about exploring a forgotten world, but also about exploring music at the same time - it's part of the same experience. As you explore the world and try to make sense of it, you're also discovering ways to shape sound and make music within that world. And as you continue along, you're given tools to make your own music and invited to explore your own musical creativity. So including a reference to music was definitely necessarily, as it's intrinsic to the game.
Ryan Roth (Starseed Pilgrim): I know we're talking dynamic/generative audio here, but I would still say that Starseed Pilgrim is, at it's core, still a puzzle platformer. I wouldn't classify Starseed Pilgrim as a music game, per se, but it certainly is important to the gameplay in terms of giving the player a reason to continue planting and exploring the world that they are creating. Since the game is sometimes difficult to grasp in terms of what the player should be doing, it's important for the player to have something they can enjoy sonically, that they also feel as though they're creating.
LCO: Is it important to distinguish different kinds of music games from one another (generative vs reactive vs hybrid) or does the general term “music games” serve that purpose just as well? Why?
Marc Flury (Thumper): I'm not interested in splitting semantic hairs, so if it's convenient to call Thumper a "music game," that's fine. But to me, "music game" typically means reactive gameplay built around traditionally structured songs. These games are designed to let the player (re)consume music they already know and like. For a player, playing along with their favorite music can be fun and gratifying, but it's also predictable and assumption reaffirming. In that sense, the term "music game" feels limiting. For Thumper, we don't want the player to feel like they're just playing music. We want the audio, visuals, and gameplay to create a world where the player can get lost and be surprised.
Brian Gibson (Thumper): Whatever describes the game best (with as few words as possible). It seems like over the years art and music genres have branched and subdivided so it makes sense that the same will happen over time with games. Interacting with music should be a core element of any game. In film, a soundtrack is a critical component of storytelling. But people don't consider films with prominent soundtracks musicals. A video game is a little like a film where the player helps tell the story, so ideally the soundtrack is also dynamic and reflects the player's choices. That quality alone shouldn't be what makes a game a "music game."
Samantha Kalman (Sentris): It's kind of a silly situation because pretty much all games have some kind of music in them. Where do you draw the line between "a game that has music" and "a music game?" How much influence on the music do you need to have before you bridge this gap? Even Super Mario World had dynamic music based on whether or not you were riding Yoshi. I would prefer to call out a category of "creative games", where the game mechanics are based around the player creating something explicitly -- not just consuming it. In this way, Sentris has more in common with Draw Something than with Rez. Generally with all other "music games" out there, I would tend to call most of them "rhythm games" instead.
Quynh Nguyen (FRACT): It all comes down to context. If the discussion is about very general categories of games, or the participants in that discussion are completely unfamiliar with that concept or idea of music games, I think the general term can be appropriate. That said, I think more specificity is important if you want to convey a more precise idea about a game or games, especially as more and more diverse sound- and music-oriented games come out. It's just like how musical genres can be pretty broad, but then can also drill down to super precise (you know, like downtempo celtic stoner sludge instru-metal or something like that) terms, depending on who you're talking to.
Ryan Roth (Starseed Pilgrim): I think "music games" to be something more along the lines of Electroplankton where the game could be almost considered an instrument (I actually wrote a piece for the game when it came out in a university composition class, haha). FRACT is another game that's doing a lot of cool things with synths being built in the game. Music and audio that's used as an experience; that creates a mood or generates emotions to enhance or drive gameplay should be viewed as the norm. Dynamic music/audio that drives gameplay situations should be the focal point of a sound designer's ideal for the sonic aspect of a game. I don't think just because you have some interesting generative or dynamic music working in a game, it should be classified as a "music game."
LCO: Do you want players to make music by playing your game? If so, do you want them to be aware that they are making music or is music making just a byproduct of some other form of play?
Marc Flury (Thumper): Having players "make music" is not our goal, although if it's an incidental byproduct of the gameplay, that might be interesting. We want the player's actions to result in compelling audio, but the kind of music that works while you're actively engaged in a fast-paced game is not necessarily going be interesting to listen to outside of that context, like when you're just chilling on the couch.
Brian Gibson (Thumper): The less aware they are of 'making music' the better. We want it to feel more like magic or a vivid dream. The syncopated interactions should seep into the player's subconscious. We want the player interacting with the audio and the visuals in such a way that creates a powerful sense of immersion. The goal is to make the game a potent emotional experience, therefore it's better not to draw attention to how it works.
Samantha Kalman (Sentris): Absolutely, yes! I want everyone to create their own unique music and be acutely aware of it as they do it. The puzzle mechanics are such that the game should still be fun if you have the sound off. But it's a huge goal of mine to make players aware that the puzzles are abstractions of musical concepts. Other elements play into this, like letting the player choose different instruments for any given level.
Quynh Nguyen (FRACT): Ideally, we want both. As we mentioned, FRACT is a process of musical exploration. At first, players might not be entirely conscious of how they're influencing sound and music in the world, but as they continue playing, we do want to them to become more aware of it, and take more ownership of it. The music making is pretty tied to the gameplay, but as they progress through the game, we also give them tools to make music on their own. We're hoping that by tying music making into play, it's more accessible at the beginning - and that hopefully players will get to the point where they feel comfortable creating on their own, outside of the world.
Ryan Roth (Starseed Pilgrim): I certainly think it's cool if people decide to use the seeds to plant something that sounds interesting to them, but this isn't the mechanic of the game, it's more a result of the player exploring the gameplay mechanics. Also, the game really isn't set up to handle the exact things that a player is going to want to hear - the player is just being lead through a dynamic music "path" that they are unable to completely melodically or harmonically control. This is definitely interesting though, since most players aren't musically trained, so giving them a color or shape to their seed, so that they know what instrument they'll be "playing" next. I feel like most players become aware of this and they may even get excited when they come across a certain combination of seeds that will be important for them gameplay wise, but also associate the sonic harmonies with a gameplay strategy as well.
LCO: Do you feel that sound/music design as a component of game design is understood and recognized for its merits by critics and players on a similar level to character design, level design, puzzle design, etc? If not, why do you think this is?
Marc Flury (Thumper): In general, the creative importance of sound/music design in games is overlooked. A big reason for that is that it's often undervalued by game developers. Music tends to be considered late in the development process. It's often outsourced and smeared over existing games like a magic ointment to enhance the mood or "vibe." But I don't think this phenomenon is unique to games. For whatever reason, our culture seems to almost always emphasize the visual over the aural. Looking at Hollywood, for example, the sound design of most mainstream films follow standard conventions and are basically interchangeable. Music is often forgettable by design. That's not necessarily a bad thing. And it means there are lots of opportunities to do interesting things with audio in games.
Brian Gibson (Thumper): It's probably under appreciated because music naturally targets the subconscious and the emotions. A person may get a vivid and emotional feeling from a game, but it might take some work to see concretely how the audio and visual elements worked together to create such an evocative mood. This under appreciation is fine with us though, the gaming experience should be mysterious.
Samantha Kalman (Sentris): I'd say sound design is much better understood by creators than anyone else. Usually sound and music are used to create some emotion in the player. It's usually important for the player to feel the emotion without wondering how or why the sound is driving them toward it. When that's done well, it's effective and transparent. It's a lot more difficult to be transparent in the same way regarding characters, worlds/levels, or puzzles.
Quynh Nguyen (FRACT): The short answer is no. But to expand on that, I feel that music and sound design, like interface design, are hugely underrated in games. Part of it boils down to the fact that if it's well executed, you're not consciously aware of it. Essentially, the better it is, the more it should disappear, while at the same time heightening and reinforcing everything a game has to offer. But as more games put music and sound to the forefront, I'm hoping that this can change people's perceptions of the value of music and sound in games.
Ryan Roth (Starseed Pilgrim): I feel as though there really should be a similar thought process when discussing gameplay, audio and general design. I think that most people feel as though sound design or music composition for games should be thought as in a similar vein to post production for film or television. I think a huge reason that game sound is sometimes not viewed as an important part of a game is that a lot of the people doing audio come from these very static media outlets. Static foley/sound effects or music synced to a specific event in a game should not be how we view game sound. We are not watching a movie. We are not watching a television show or cartoon. We are playing a game, and we have control. Dynamic/layered/generative sound that is being utilized to enhance or drive the gameplay should be the norm, and should be what game sound should be striving to achieve and I don't think that music and audio will be viewed in the same light as the other elements of a game until that is more widely understood by sound designers and composers alike.
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LOW CUTOFF: Going off of your recent Coding for Music post, could you speak a bit more on the value you feel can be added to games when the music is generated through code via player actions?
Rich Vreeland (Disasterpeace): I think there is limitless potential in this approach, because it could move the music experience more into the realm of instantaneous intelligent feedback, on a level far more detailed than what is typically possible only using loops, layers and other recording-based techniques. The thought of a complex yet highly curated system that composes music on the fly is akin to having a musical genius, someone like Keith Jarrett for instance, living in your game and improvising music to underscore what is happening. I think a system that could render lots of permutations with meaningful differences, while also managing to sound musical, could really add so much more value to a game. The quality of these systems is really the issue at this point. There have not been many systems of this scope that actually manage to create appropriate music. Generated music tends to be pretty freeform and loose, I suppose because that's the easiest format of music to generate. I think we have all the tools and knowledge to create something far superior than what we've seen to this point. It's just a matter of desire and having the resources to make it happen. I think games where every player's experience is truly unique, are some of the games we tend to cherish the most, because it creates personality, and it gives us a story to tell that no one else can. Games like Spelunky come to mind.
LCO: Is there a distinction that should be made between "sound effects" and "musical sound effects?" How much of this is tied to diegetic / non-diegetic sounds?
Vreeland: Great question. I think it depends who you ask, and it really depends on the context, too. There are a lot of music games that feel as if the sound effects are both diegetic and non-diegetic at the same time ... it's underscoring the emotions and narrative of the experience, but also emanating from sources within the game world. This has become more prevalent lately, and can really add to the experience in an interesting way, by tying the underscore into the actual sources of the world, adding a layer of cohesion. In FEZ we made the sounds for collecting cubes based on musical scales, relative to the current musical underscore. This is not always an appropriate solution though, and sometimes I think that making sound effects too musical can actually confuse the experience, so it has to be done with careful consideration.
It would be pretty interesting to see a game where all of the sound effects that emanate from the world are musical, and the underscore is all sound effects. What would that sound like?
LCO: Do you feel that sound/music design as a component of game design is understood and recognized for its merits by critics and players on a similar level to character design, level design, puzzle design, etc? If not, why do you think this is?
Vreeland: Sometimes yes, sometimes no. I think it's far enough to say that the world has become highly domesticated and in many places our ears have become far less crucial to our survival. I think that has something to do with it, but I also think that while we all manage to have so much in common, we also experience things very differently, and gravitate towards different aspects of a game. I have a friend who never really liked playing video games growing up, he just wanted to watch other people play and listen to the music. Now he writes music for games for a living. I've read countless game reviews where sound is hardly mentioned at all. That being said, it's clear that in some games music or sound was clearly deemed not as important to the experience as other aspects, and that may be apparent when you play it. Sound is a wonderful tool, but it's not one that has to be used every single time, to solve every single problem. Overusing sound can cheapen its impact.
LCO: On the subject of genre, do you feel it's important to draw attention to new and interesting uses of music in games at the genre level, applying labels such as "music games" to titles like Rez or Sound Shapes which visibly implement shooter and platformer mechanics?
Vreeland: I have mixed feelings about genres. I don't look at them anymore, because it's such a common denominator and I've played games in every commonly listed genre and I know what the generic ideas behind all of those mechanics are. That information no longer tells me what I need to know in order to make an informed decision about whether I want to check out that game or not. In one way, music games as a genre is an easy way for folks who are interested in music applications in games to find titles to check out, but on another level it's an easy way for everyone else to straight up overlook all of those games, because of personal experience and bias with other games. I much prefer the idea of curation as a way of finding new content to enjoy. For instance, I generally check out the games that you guys write about, or the recommendations of friends who usually share my taste.
LCO: Lastly, do you have a favorite musical moment from a game?
Vreeland: I'm not sure. The entire experience of playing Journey was quite wonderful, but I remember most of my game experiences holistically, so it's hard for me to pinpoint, but that being said I can definitely recognize when the music is having a significant impact. Playing Chrono Cross as a 14 year old was definitely a landmark moment for me. That was one of the first RPGs I'd ever played, and everything about it was so fresh and inspiring to me. The music was unlike anything I'd ever heard before. Also I would say some really simple things, like the beat that gets added to music in Super Mario World when you hop on Yoshi, or the layers that get added as you progress through a world in Yoshi's Island. In Tecmo Super Bowl for NES and SNES, the background music for home and away teams was different, and you got unique songs in the preseason, regular season, and playoffs. I definitely noticed stuff like that and it felt like a nice little treat.
:top image by Zack Kugler:
Monday, February 10, 2014
Blips: Big Tunes
Source: When you’re playing Titanfall, something might sound different. Here’s why
Author: Dan Solberg
Site: Kill Screen
Last week, Kill Screen published a profile I did on Stephen Barton, composer on Titanfall. I went into this piece looking to learn about the analog recording process he used, since that sounded pretty unique for a video game score where everything just ends up in digital form anyway. While we did touch on that stuff, the primary angle ended up being how he used digital and analog sounds to distinguish the game's two opposing forces. It wasn't an even split between one side being pure analog or digital, but the resulting sounds frame it this way just the same.
Typically these kinds of video game scores aren't my bag, sounding to alike to one another and never something I'd want to listen to outside of the game context. But I think I'm being too dismissive since the reason many of these scores don't resonate for me is because I'm not typically invested in the games. Titanfall does seem interesting though, and potentially more fun than the always-dying nature of so many online shooters. I am a big fan of these atonal orchestral/digital mash-up noises that are so popular these days too, which make for a perfect match to Titanfall's mechsuit aesthetic. So yeah, this ended up being one of those pieces where I came away a little more open-minded than how I went in, which always feels good.
Friday, January 31, 2014
Blips: Code Tones
Source: Coding For Music
Author: Richard Vreeland
Site: Disaster, please?
I still haven't played Fez, though I do own it and intend to, but Rich Vreeland's (aka Disasterpeace) original soundtrack for the game is one of my recent go-to albums to put on when I need to get some work done. Vreeland also seems pretty busy these days with music composition, appearing as a part of every other Kickstarter game proposal I seem to run across. One of the things I love about his Fez score is how it evokes the sounds of 8 and 16-bit chipsets, but doesn't actually sound like it was made on those machines. It's a more dynamic, modern sound that relies on the strength of its own compositional structures rather than mining those increasingly bare tunnels of nostalgia. I think that's part of why it has so much staying power for me.
In a recent blog post, Vreeland details how he used code as a music generator in a game/tool of his own creation called January. In the game you play a person who walks around a snowy field with their tongue out, Charlie Brown-style, hoping to catch snowflakes. Each captured flake emits a musical note, so as you continue to walk about, you're also doing a bit of composing. In the most recent build of the game, you can modify the amount of snow, player movement, and a bunch of key changes that are beyond my music writing comprehension (very very little). What Vreeland makes available in his post is an explanation of what can be accomplished when music is written into the code instead of applied afterwards.
This is an idea I'll be exploring in depth in an upcoming Kill Screen piece, for which I'll definitely be citing Vreeland's ideas. How much music-centered interactivity needs to be in a game for it to be considered a "music game?" Most games have music, as do films, but only a specific subset are considered music games and musicals, respectively. I wonder how much it matters if the music comes through code or is just set on loop in the background. Ultimately my questions come down to the importance or lack thereof of genre distinctions and where lines need be drawn. I haven't formulated many concrete conclusions on the issue yet, but be on the lookout for an in-depth examination of the topic in a couple weeks.
Thursday, October 3, 2013
Blips: Bloody Good Tune
Source: All You Need Is Blood
Author: Derrick Sanskrit
Site: The Gameological Society
Yes, this is pretty much just an excuse to embed one of my favorite video game tunes of all time: Kenichi Matsubara's "Bloody Tears," which was originally part of the background music for Castlevania II: Simon's Quest on the NES. I even had a ridiculous remix of the track as my ringtone for several years. "Bloody Tears" has appeared in just about every Castlevania game that has come since, solidifying it as a series icon almost as much as having the Belmonts perpetually hunting Dracula. What's maybe most surprising is that my favorite arrangement of the track is the original 8-bit one. Simple yet effective, I suppose.
As Derrick Sanskrit says in his post, "Bloody Tears" is perfect adventuring music. It has a propulsive beat and a dramatic orchestral flair to it, that is common in a lot of video game scores, but not usually done this well. I think the chiptune nature of the song actually helps it here, keeping it from becoming to overwrought with excessive production. While I love some of the wicked guitar shredding that has become a part of more recent Castlevania music, and am aware that you can't use chiptune music in your game without looking nostalgic, I think the limited palette actually makes the arrangement more impressive. Hmm, now I'm sort of in the mood for some good ol' vampire whippin'!
Tuesday, September 3, 2013
Blips: Musical Landscape
Source: Listening to Proteus
Author: Daniel Golding
Site: Meanjin
I've written about Proteus at length on this blog, Kill Screen, and re/Action, and yet, as Daniel Golding proves in a recent piece for Meanjin, there's still more to say about the game. While there are plenty of interesting insights in Golding's piece, his comparison of Proteus to the work of composer John Luther Adams is the most striking. Adams lives and works in Alaska and has created a piece that is a kind of generative music system titled The Place Where You Go To Listen. I'd encourage you to check out the article for the fascinating full context, but essentially this piece is a musical installation that responds to live meteorological and seismological data by emitting accompanying tones and rumbles. Even the aurora borealis has it's own particular sound range, making every visitors' experience with the work different than those who came before.
While Adams' installation presents the "sounds of the earth," Proteus, as Golding points out, puts some of that compositional responsibility in the hands of the player. While we can assume raindrops in Proteus make the same jingly bell noises whether you're around to hear them or not, other sounds require action on the part of the player to bring them out –action like walking past a line of gravestones or chasing frogs and squirrels. You get to play a conductor of sorts in Proteus, except you walk around an island instead of waving a baton. Both Proteus and Adams' Place emphasize an ephemeral, performative quality to their musical compositions, but employ different methods of listener involvement.
Monday, August 26, 2013
Blips: Grunge Games
Source: Grunge, Grrrls and Video Games: Turning the dial for a more meaningful culture
Author: Leigh Alexander
Site: Gamasutra
"Gamer culture" is nothing if not off-putting, and I like video games, so I have to imagine there's not much incentive for those disinterested in the medium to want to join in. In a recent piece by Leigh Alexander, she states that the culture that surrounds video games needs to change if it's going to be a culture worth remembering. The parallel she draws is the grunge music counter-culture of the early 90s which was a reaction to the glam and excess of the 80s and hair bands in particular. Alexander speaks of Nirvana, Pearl Jam, and Rage Against The Machine, but also of Riot Grrrl bands like Sleater-Kinney and Bikini Kill, and how the spirit of that movement is carried on in the feminist DIY game scene: perhaps the medium's first true counter-culture.
Though grunge music and personal games have their share of differences, not the least of which is the change in environment from mainstream monoculture to the fragmented subsets of specialized niches we have now, there's an "against the grain" tone in both. I firmly agree with Alexander that this counter-culture is the most interesting thing happening in the games space right now, and it's disheartening the degree to which young people would rather in-fight over corporate loyalty than embrace the rebellious element.
In my opinion, this comes down to what's cool, and what's not. Grunge music was cool, but in a way that youth latched onto and adults largely repelled. For a long time, games in of themselves fulfilled the same purpose. Adults didn't understand them, and though they weren't cool in the high school clique sense, they were cool within the circle of people that appreciated them. Now, even though the grunge fad has passed, games haven't changed all that much, except for how they look and a refinement of mechanics. In games, instead of each new generation growing up with their own unique counter-culture like grunge, punk, goth, metal, or dare I say dubstep, they each get their own iteration of Mario Kart. In music, these movements are driven by youth and ambition, which stagnated in games around the time of grunge. There is an alternative scene in games right now though, and it's one worth championing.
Friday, July 19, 2013
Meta-Mega-Retro: Kavinsky (Mac/iOS) Review
There is no shortage of nostalgia-mining, 80s-pop-culture-referencing, neon-soaked video games these days. From Far Cry 3: Blood Dragon to Hotline Miami to Double Dragon Neon, many new games are taking their cues from 1980s film, music, and games themselves and repackaging those design choices into new experiences of varying quality and originality. Now, French electro music producer Kavinsky has entered the fray with his own self-titled game, featuring a mixture of brawling and driving segments, largely composed of the same "80s" tropes that have come before.
Kavinsky's music and the fictional character of Kavinsky, a Ferrari-driving zombie from 1986, already pull heavily from 80s aesthetics, so adapting that premise into video game form makes a certain kind of logical sense. Kavinsky the game has a handful of levels (it's available for free) that alternate between Stretts of Rage-style beat 'em up stages and timed driving segments where you're outrunning thugs or cops. In fact, the Kavinksy mythos already draws so heavily from decades-old material that as a game, it's difficult to distinguish original ideas from all the well-worn references.
Before the Kavinsky game existed, the producer's music videos shed some light on his character's backstory through short vignettes of dramatic action: a car accident, a chase, a staredown, an escape, a revival. In the game, those individual shots are drawn out into levels that mostly just reinforce the original thrills through repetition, which in turn makes them less thrilling over time. Kavinsky the game is also sillier than the music videos which portray themselves with the self-seriousness that actual 80s action movies and games did. Is it impossible to use tropes from the 80s in earnest without a wink and nod to make fun of their own premise? I don't know, but that said, my favorite thing about Kavinsky is one of the sillier parts of the game: cigarettes and beer are health pick-ups and they look an awful lot like Marlboros and Budweisers for which official licenses have certainly not been acquired. Smoking to gain health is funny because it's ironic and also stereotypically French. It's a gag about Kavinsky the character, not a joke told in reference to a bygone decade.
To enjoy your time with Kavinsky is to seek out those small touches, because everything else only adds up to a reskinned version of the games it's referencing. The brawler levels are basically Final Fight stages, down to the named mohawk-donning street toughs. Unfortunately Kavinsky does not control as well as Cody did back in '89. Each punch slides Kavinsky forward, often forcing you to gradually turn as you go to keep him in line. There is also no blocking, jumping, or any real strategy needed beyond mashing the punch button until the bad guys fall down. There's no reason to use the slower kick move at all except in tandem with "punch" to trigger a furious supermove when you have a full combo meter.
The driving levels are typical point-to-point time challenges in the vein of Rad Racer, right down to the red Ferrari and the Grand Canyon track. The difference is, Kavinsky isn't about racing, it's just about going. There's very little to detrimentally crash into and no need to acknowledge the brake pedal. In fact, Kavinsky's car auto-accelerates by default, making it feel less like you're "one with the car" and more like you're trying your best to keep a possessed, squirrelly vehicle pointing in the right direction. The Ferrari's neon blue trim and streaking tail lights end up looking way more badass than you actually feel behind the wheel.
Ultimately, even if Kavinsky comes off a bit loose, disjointed, and indebted to it's 80s callbacks, it succeeds at evoking the spirit of its namesake in video game form. In 2010, another French producer, Danger, released a trailer for his latest EP, showing the intro to a 16-bit video game created just for the promotion. As far as I know, that game does not actually exist, but that didn't stop me from guessing how it would play and wishing I could get my hands on it. The fact that a playable Kavinsky game exists is a cool thing in and of itself. Kavinsky may not be a standout example of fighting or driving mechanics, but it is a fun concept carried out to thorough execution.
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Notes on the iOS version of Kavinsky: The brawling portions of the game use an on-screen joystick and buttons, and the driving levels use tilt controls by default. Both of these control schemes are less than ideal and make simple movements in the game frustrating. There are also two additional levels in the touchscreen versions of the game where you defend your parked Ferrari from waves of thugs. These stages use augmented reality, pulling the live images from your mobile device's camera to create the "ground" for the level to take place upon. Unfortunately my iPhone requires me to hold it in the bottom corners in order to use the on-screen joystick, putting my left hand's fingers in front of the camera. When the game looses sight of the original "ground" image, it stops the game and waits for you to find it again. Maybe these levels would work on devices that have a different location for their camera, but in my case, they were more-or-less unplayable. If possible, I'd recommend playing Kavinsky on a computer instead.
Monday, June 17, 2013
Blips: Free Rhythm Games
Source: Everyone Chases the Frogs: The Changing Sound of Video Game Music
Author: Jeff Siegel
Site: Red Bull Music Academy
The "music game" genre is currently comprised mostly of mechanics based on precise execution and/or recitation of existing tracks or performances. On one hand you have literal instumentation games like Guitar Hero and Rock Band where the original recordings are king, and on the other you have dance games like Dance Central and Dance Dance Revolution where the choreography rules the land. Both of these branches of music games are structured for testing, not play. You might cite console-based music creating tools like Beaterator or MTV Music Generator as genuine music production tools, but the unsharable nature of your finished tracks, clunky UI, and rise of free professional production software alternatives makes them all but irrelevent.
Thankfully, some very inspired game music composers have stepped up to blur the line between "music games" as we know them, and other types of games. In his piece for Red Bull Music Academy, Jeff Siegel speaks with both Ryan Roth and David Kanaga, whose work on Starseed Pilgrim, Proteus, and Dyad have staked new territory for music-centric gameplay. The interactivity of these games does not exist on a separate layer from the music. Your actions in the game actually make the music, but it occurs in an even more organic fashion than stylistic progenitor Rez.
I think back to this Kotaku piece on video game music as optional to the experience, and have to wonder if games produced with integrated compositions would shift opinions on the matter. I certainly can't imagine playing these games without sound, and in fact find this new emerging sub-genre to be one of the most exciting developments currently growing in the game industry.
Tuesday, April 30, 2013
Blips: Album Reveal as Fez Puzzle
Source(s): Twoism, Pitchfork, Reddit
Static fuzz, 15 seconds of music, and a robot voice reading out a short string of numbers. That's all there was to go on, coming off an untitled Record Store Day release from elusive downtempo production duo, Boards of Canada. What did it mean? Later, more records with different numbers surfaced on radio shows in the US and UK. YouTube accounts popped out of nowhere with their own bizarre snippets of information. Speculation swirled, as to what the numbers meant. Some people plotted them as global coordinates, others charted them as calendar predictions. No one had it solved, but there was no shortage of theories.
Yesterday, a website appeared as a redirect from Boards of Canada's official site. At that point, only one section of numbers was missing from the puzzle, so it was only a matter of time until the code was cracked, the full line of numbers entered, and the mystery solved. Turns out Boards of Canada will release their first album in 7 years this summer.
It wasn't ridiculous to guess that the prize at the end of the mystery would be a simple album announcement; most seemed to assume that would be the case. While BoC fans like myself were psyched about the idea of new music from the band, playing the elaborate mystery game was fun in itself. It felt like a global event, even if it was really only relevant to a niche audience. How much of a game was it really though? Well, even though I didn't solve anything myself, I felt involved, scavenging for bits of solutions where I could find them. It was fun, and in this case, that was more than I'd normally expect from an album reveal.
Thursday, September 6, 2012
Recap: Soundplay Game Jam
Last night at the New Museum, Pitchfork and Kill Screen teamed up to offer an evening of free drinks, video games, and music. The main impetus for the get together was an extension of the Soundplay project that commissions indie game talent to craft interactive experiences based on songs from indie musicians. Yes, the whole thing was pretty "indie," but that's not a bad thing. This particular event was structured around a game jam that happened over the two days prior. Four teams had 48 hours to produce games based off of music from the band Passion Pit's new album Gossamer. The night of the party was a chance for attendees to play all of the Soundplay titles, including the ones made during the jam, while also taking in a live performance by Chromatics and a DJ set by Oneohtrix Point Never. Since you're the sort of person who would read a blog entry like this, that billing should all sound pretty great.
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Neon sign at the entrance was a nice touch. |
I sat down to play all of the game jam titles, and though all four mostly matched the upbeat, candy-colored vibe of the band, each took markedly different gameplay approaches to the source material. In the first one I played, you control some Katamari-looking dudes and press the spacebar to juggle approaching objects. Higher scores are awarded for the more objects you keep off the ground until certain checkpoints in the song. The next game had a flowery, psychedelic setting with a figure on a tightrope that walks towards you as you toggle the "left" and "right" keys for balance. If you fall off, the song stops and you must start over. Beside that game was one that told the story of a sad bunny that you cover with candy to make happy again. Shelves of sweets are on both sides of the stationary rabbit, and you drag and drop them into place. The candy blocks have physics programmed into them, so making a perfect stack that doesn't tip over was quite the challenge. Music played in the background, but at climax points of the song, a quake strikes and probably undoes all your hard work. Lastly, the fourth game was a forced-scrolling don't-hit-the-walls navigation exercise that seemed like it was supposed to be incorporating video from the computer's webcam in the background, but it wasn't working when I played it.
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Attendees getting their hands on the Jam games, plus previous Soundplay entries. |
While tonally these games kept in line with the vibe of Passion Pit music, they seemed more inclined to simply take inspiration from the music than to really incorporate it as a part of the mechanics. The notion of games as promotional material for music in the vein of music videos is a concept in its early stages. Should these games be "music games" as we understand them? They could take inspiration from the likes of Guitar Hero and Rock Band and challenge players to replicate the songs they hear. They could draw from Dance Dance Revolution and Dance Central and co-opt body movements that correspond to beats. Recently, Soundshapes has further evolved concepts born out of games like Rez where playing a more traditional genre game, such as a platformer or shooter, generates music just by going about as usual. But we're talking about game jam games here, and design docs that can be written and delivered quickly and completely are paramount. I did really like it when the music triggered screen-shake in the rabbit game though.
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Chromatics performing live |
I'm told the game jam games will be available to play online hopefully by the end of the month along with a short documentary about their development process. I'll be writing an in-depth piece on the existing Soundplay games in the near future.
:images 1 & 2 taken by me; Chromatics pic by Eriz Avissar for Pitchfork:
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