BRIAN COX
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Uncharted2enticing
Remember when video games were less about bombastic roller coaster rides and instead filled with inviting, colorful worlds to explore? How did the medium go so astray?
Wednesday, November 07, 2012 | Comments (7)
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"Considering my love of chiptunes, I'm sure I'll get around to it. Thanks for the vote of confidence, guys."
Saturday, November 10, 2012
"One reason for this is the concentration on ambient, as opposed to thematic scores. The formula for music in most games today is one that mirrors the cinema -- music that invisibly props up the action.

Unfortunately, that has resulted in a lot of bland scores in both mediums. Gone are the days when John Williams (and his imitators) created one memorable theme after another. To return to my former comment, this seems to have been the approach with the Prime games.

Also, in a time when cart sizes were limited, so too was the space alloted to music, as were even the number of channels; remember how some games had to spontaneously strip an instrument out of the BGM to accomodate an effect? The tunes also had to loop regularly, so they had better have been enjoyable and catchy. Not only that, but most games of the 8- and 16-bit era were based on dying and do-overs, meaning the themes of certain levels were often drilled into our subconscious minds. Finally, it stands to reason that music had to be more of focal point to hook the player at a time with the graphics of games were far from photorealistic.

This is definitely a topic worth exploring further. I don't think the nostalgia many of us have for chiptunes will be replicated for youngsters weened on today's games. The factors that gave us those classic soundtracks simply no longer exist."

Saturday, November 10, 2012
"Interesting take, Layton. For me, Super Metroid remains the pinnicle of immersive game experiences -- in large part because of the sometimes sinister, sometimes propulsive, always gripping soundtrack. Would it have had the same impact with a full orchestral arrangement? Just playing it through my head, I think you're on to something. The synthesized tones and textures certainly didn't detract from the otherwordliness of the game. The voices and instruments are just off enough to add to the unease the game induces. The simplistic 8-bit melody of Kriad's Lair theme in the original game still sends chills up my spine -- something I couldn't imagine happening with a piano- or violen-based performance.

With the Prime trilogy, as enjoyable as it is, I found the music couldn't match up to its predecessors, and that the overall experience subsequently fell short of those early masterpieces. Would Retro have done themselves a favor to have composed a chiptune-y soundtrack? How bizarre would it be to have a modern 3D game that strives for realism set against an 8- or 16-bit soundscape? "

Friday, November 09, 2012
"The ethics of your route through ME2 very much mirrored my own. Though, the choice I made to deviate with matters of the bedroom had more to do with my eventual restlessness with so rigidly clinging to the paragon pathway, than the persuit of external rewards. Besides, many great leaders and personages have had peccadillos, often sexual in nature, that add a touch of intrigue to their place in history.

Still, rather than provoking such deviations via the temptations of acheivements, I wish BioWare would have integrated some story-based impetus for playing the field. For instance, why not correlate the swagger of sexual triumph with increased loyalty from certain male crew members, at the risk of the same from female teammates?

As is stands, for a game that advertises itself as offering choices with real weight, Shepard's sexual antics, or lack there-of, seem to have no real impact on the narrative. I also haven't had a chance to play 3, yet, so maybe this changes."

Friday, November 09, 2012
"Agreed. Though I tried to limit my focus to games, Hollywood has become plagued with many of the same problems as video games, and often, I think, for similar reasons.

Is it just a conicidence that the genres you mentioned -- action and horror -- are ones more likely to employ computer graphics? If part of the problem is the need to conceal the artificiality of computer generated imagery, then we should see these limited hues replaced with wider palettes once sufficient advances in horsepower arrive. 

Then again, if these monochromatic visuals become part and parcel of the above genres, then it may mean their cementing for some time. Not only that, but as I alluded to in the article, if it means more money and a longer production schedule, then, from the perspective of a media company, why not go the cheaper route, since it's established as not only acceptable, but bankable?"

Friday, November 09, 2012
"I'm glad that finally happened. Though, one troubling aspect is that it took the petitioning of the Operation Rainfall taskforce to twist Nintendo's arm into doing so. That says that Nintendo didn't believe the market for such a game was significant enough to invest in it's localization.

Fortunately, NA sales doubled Japan's, which hopefully means it won't take such a groundswell effort next time Nintendo's faced with such a decision.

Too bad the community wasn't able to prevail upon the big N to bring over Mother 3, eh?"

Friday, November 09, 2012
""They're there, but they're dying because the masses flock to Call of Duty every year." 

Very true. In fact, I intend on touching upon the Japan issue in part two. Whether or not you agree with those who are ready to sign Japanese developers' death certificate (I'm not just yet), it's hard to deny that the influence of Japan on our industry as a whole is no where near what is was just 5-10 years ago. I'd argue that the dearth of this creative presence in our current visual vocabulary is a hefty share of the problem.

And, as you mentioned, we're fortunate enough to still see a number of colorful JRPGs every year, thanks to the efforts of Atlus, Xseed, and a few other niche publishers. Too bad companies like Square-Enix and Nintendo (who have the budgetary and marketing muscle to help these type of games find a wider audience) more and more often either stick to uninteresting retreads or fail to localize their more innovative titles.

As I said, I'll dig a little deeper in part 2. Thanks for you thoughts."

Monday, November 05, 2012
"Square-Enix's best release in years and we're not getting it. How likely."
Saturday, November 03, 2012