Thursday, June 17, 2010

First Impressions: Portal





Whenever I get a new game, I'll post up my initial thoughts of it, and will reflect on it by the time I finish the game. Will my opinion of the game change? Who knows.


You know what they say, better late than never! Almost three years after it captivated gamers across the world, I have finally jumped onto the Portal bandwagon. And it's not hard to see why it was one of the games of 2007; Portal is awesome in the face.

Most games force you to sit down for extended hours without breaks, punishing you for taking a minute time out. But not Portal, here is a nifty mod of Half Life 2 which is full of physics puzzles that gradually stretches the brain with each passing level. It doesn't punish you for taking a break, and I already get the feeling that I'll return to the game to try a new solution. And it's really smart and fun! The gradual progression eases you into the idea of shooting portals to move cubes onto pedestals to open doors and manipulating the path of rays to hit the intended target. IT'S GENIUS!

glaDos, the computer who directs you throughout the game, is quite eerie! While attempting to be comforting, she comes off as a robot's attempt at being a mother, not being able to comprehend the fine line between loving and creepiness

"Well done. Remember, the Aperture Science 'Bring your daughter to work' day is the perfect time to have her tested"

So yeah, Portal so far = awesome awesome awesome!

Monday, June 7, 2010

Music, emotion and Final Fantasy VII



Part of the appeal of Final Fantasy VII is the way it manages to tug onto those emotional chords deep within the gamer. Mind you this was in 1997, when the Playstation was beginning to hit its stride, 3D graphics were all the rage and the Virtual Boy had bitten the dust. Most games nowadays still fail to achieve the same powerful effect it's bigger brothers film and TV achieve, while 13 years ago FFVII made gamers across the world reach for their supply of tissues, gushing over the SPOILER ALERT death of Aerith.

But how? How did then Squaresoft manage to achieve what was almost the impossible in video games, that is, evoke feelings of joy, sadness and anger in a player from a game? Was it the graphics? Sure it was cutting edge for the time, but look at the game now; one could make the argument that Cloud and co. are the long lost brothers of lego men.

It was the music. Here I am, at 12:14 in the morning listening to the OST and remembering all the great moments from the game. Show me a cutscene of the game sans the soundtrack and it'll fail to have the same impact.

I've never been good at describing music. If I were to attempt to talk about time signature, pitch and tone, it probably wouldn't make much sense. The music of Final Fantasy VII doesn't require me to describe it though. It sings a melody, striking deep emotional chords in me that most gaming soundtracks nowadays fail to achieve.

Remember the meeting with Aerith in the church? It's a sentimental scene not because of the graphics, but because of the music. Every other element; story, graphics is conducted by 'Flowers blooming in the church'. It evokes a sense of tenderness between Cloud and Aerith, and the rest of the game design elements follow.

What Squaresoft (now Square Enix) do really well however, is manage to manipulate the choice of music and its intended meaning in FFVII. It's one thing to go and make a beautiful song for a touching scene, but to use that beautiful song and place it in a scene of absolute despair and sadness. Let's take the obvious example of Aerith again. As I said before, I'm no good at describing music, but 'Aerith's theme' is perfect for the character; going in tandem with the sweet, serene nature of the flower lady.

And then the infamous death scene. Sephiroth rains down from above and stabs her. In the moments before, a dark, foreboding song is in the background. Silence ensues, then 'Aerith's theme' plays. This theme, evoking emotions of calmness and serenity, clashes with what the gamer sees: death, sadness and loss of hope. To further iterate my point, there's a clash of the ears and eyes, with a song that's so beautiful, so touching, used in a scene that's of utter shock and sadness. Through this clever, and almost sinister manipulation of song meaning, Squaresoft had created one of the most powerful moments in video game history.

Do games nowadays fail to use their soundtracks effectively? No, game soundtracks have progressed far beyond the midi file, with large scale orchestras being the norm for triple A games. It's just the use of music in games is far too conventional, often getting left behind in favour of other aspects of game design. Music in Final Fantasy VII is different though; while managing to create an already perfect soundtrack, it didn't just use it as music for the game, but something that is integral to the game itself. The end result? A 13 year old game that still manages to make gamers across the world cry, cry and cry again.

Gaming discussions with Jared and Selina #1

This gaming discussion will kick off a series of discussions between Selina and Jared on gaming issues that are prevalent within the industry. This discussion was in response to an excellent digital gaming essay by Bajo of Good Game.

Selina: (Talking about how she can't go back to playing FF12 despite near completion) but im so far ahead in the story that im not bothered starting and using up so much time to level agains to reach where i am.

Jared: yeah. i guess it boils down to a question of whether the game failed to keep your attention or something came up which took you away from it? but even in that case if the game in question was good, it should've lured you back despite the interruption

S: yeahs erm...no i think all games are good. its just that life calls then theres no time and then you're willing to put time aside for the game but when you start playing agains it might just be past its 'play phrase'

J: hmm...fair point

S: cause all games are good, when they're released which brings along the hype and sensation of a new game

J: yeah but then you get those games which don't have a play phrase. i was still playing fifa 09 a year on from when it was released. fifa 10 is what stopped me playing fifa 09. So again we're taken back to the whole argument as to whether the game was good enough in the first place to keep your attention.

S: well it would have been great to have caught your attention to buy it in the first place

J: and it should keep that going despite any interruptions. i dunno maybe it works on different levels for different games. rpgs it's a bit more understandable because they require so much investment but it's not one of those games you can just pick up again after 3 years of not playing it...i think the fact that we're discussing this shows the quality of that gaming essay!

S: hahas yeahs that it allows gamers to to think behind the reason why they play games and what makes em alluring