Prince of Persia,” which opens Friday, is based on a popular video game. You could even argue that video games are what most Bruckheimer movies yearn to be: nonstop action, without the distractions of too much plot or complicated characters.
—
Charles McGrath, New York Times May 25th 2010. “A Gamer’s World, But a Dramatist’s Sensibility.”
If that is what you think popular video games are these days—“nonstop action without the distractions of too much plot”—then it’s clear you haven’t played a video game in the last decade. If I can think of half a dozen titles that value drama, plot and character depth as highly as combat off the top of my head in five minutes, then certainly a writer for the NYTimes should have been able to come up with one in the span of composing his article. For Shame.
I’ll be honest here: The arc of excitement for me regarding Final Fantasy XIII began to dwindle the third time Square Enix dragged out the announcement trailer, appending it by a few CG-laden seconds. At that point it was clear that the game wouldn’t be due for some time and I didn’t need to let myself get too excited. Thing is, I didn’t regain my excitement again until I finally had it there, booting up in my PS3.

Once the game began, I was at once both taken back to the glory days of the PS2 and also launched into the reality of what present-day RPGs should have been presented as since the console-generational changing of the guard. Say what you will about the substance of the franchise, but Square has always demonstrated a great care for aesthetics when it comes to Final Fantasy. XIII is no different, bringing with it a sparseness to its presentation that makes the majority of today’s high-budget titles look bloated: Just one front-end screen, a prelude accompanying the credits, and the title screen. No unnecessary day-one patch, no install, no copious licensing screens; just what’s necessary.
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http://www.bearmccreary.com/blog/?p=3045
Those that have been following Cloudherder for a while are no stranger to the fact that I am very much a fan of Bear McCreary as a composer. The sheer amount of thought and care that goes into his compositions really show in both the intricacy of the music itself, as well as the staggering attention to detail each cue reflects when tying in with the fiction it accompanies.
Thankfully for us, he is also very well-written and introduces the public to each work he’s involved with in a behind-the-sheet-music view that details everything from the themes and how they’re composed to the talented instrumentalists that play his work.
Bear’s latest blog entry goes into great detail about his most recent project, Dark Void. While it appears that the game may not be living up to the great ambitions of both the developers and his score, the music itself is—even divorced from the associated material—a perfect example of how to create and evolve effective themes, motifs, and associate them in an extended and nonlinear form while still accommodating for live instrumentalists in an inventive way. (That was, admittedly, a bit of a mouthful.)
Even if you don’t understand exactly all of the technical terms being thrown around, give it a look and listen. It’s a rare glimpse into the creative process of a very talented composer.
http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html

Every day the same dream… is a fantastic experiment in interactive game design. While it at times could be interpreted as being pretentious and artsy, the game creates a study of game design in a side-scrolling world. What happens if you make all the choices the game expects you to make? What happens when you don’t? What happens when you go the other way? Break free of the traditional tropes of automatic gaming reactions and become a new person.
http://www.capcom-unity.com/jgonzo/blog/2009/12/21/introducing_dark_void_zero

This past spring, composer Bear McCreary posted an announcement about his involvement with the game Dark Void, including a snippet of the main theme. He also added an additional chiptune-style remix he created using samples of NES synths. At the time, it was simply an homage to his favorite game series, Mega Man. Later, Capcom’s Unity Blog used this remix to help fuel a hilarious April Fool’s joke about a complete re-tooling of Dark Void to make it an 8-bit NES style game.
Fast-forward most of the year later, and we come to Capcom’s holiday gift to us all: The 8-bit game is real, and in the works for DSiWare, PC and mobile phones. Due in January, the game Dark Void Zero is an amusingly nostalgic jump into the “long forgotten” franchise Dark Rift, later renamed Dark Void and revived to “create” the 360/PS3 title to be released next year. In its revisionist history, Capcom created Dark Void as an NES game that was forgotten due to the entrance of the Super NES and its overshadowing presence. Now, a re-creation of the original title has been salvaged for all to enjoy!
While the game itself looks to be a fun jetpack-fueled shooter ala a fusion of Contra and Mega Man, one thing caught my attention: The trailer used to announce the game contained that same 8-bit Dark Void theme! Sure enough, what used to be an homage is now being transformed into canon. And if that wasn’t enough, Bear is breaking out the chiptunes in full to create the soundtrack for the entire Zero game. Listening to the clips alone you can hear both his unique style fused with callbacks to classic Mega Man textures and drum fills. I’m sure this must have been a dream project for him, and it’s going to be great hearing the full end-result come January when the game releases for digital consumption!
Following in my tradition from last year, I’ve put together a gallery featuring nearly all of the notable games of the year! As a disclaimer, same as before, these are the games that caught my attention and I spent a decent amount of time playing. Even though this list is huge, there are still some things missing. Enjoy!
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Ever since the Spike Video Game Awards nominees were announced over a month ago, I’ve had a blog post a-brewing in my netbook. It originally started as an attempt to go through the list and rationalize the options, give my opinion on what should win, and what will most likely take the popular vote. While that’s all fine and dandy, it’s ultimately pointless. The games that got nominated are obviously qualified in one way or another.
The real shenanigans spawn from the topic of four individual categories that span the bottom portion of the nominees:
- Best Performance by a Human Female/Male
- Best Cast
- Best Voice
Now, even just looking at the categories leads one to question the validity of what Spike’s setting up here. The most obvious one being, what exactly is going to be the difference between ‘Best Performance’ and ‘Best Voice’? Upon first glance, you might think that it has something to do with a specific performance in a game versus just having an awesome voice. Apparently not! To the nominations:
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