Fan Art Fridays – Pekepeke0′s “Silent Hill”/Gamer’s Playlist – DigiE’s “Trance Turnabout”

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Happy birthday to me! To celebrate, I’m sharing a fan art I recently fell in love with, as well as one of my fave remixes! Woo!

Pekepeke0, also known by her first name Ami, was last seen here during the Metroid Fan Art special. This morbidly perfect rendition of Heather from Silent Hill 3 astounded me with how wonderfully apropos it is. Dark, moody, sinister, and hellish; a fantastic interpretation.

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The Ace Attorney series has some great music that has been radically improved by remixers. Case in point: DigiE’s splendid mixing of the ‘Gyakuten Saiban 3 · Trial’, ‘Pressing Pursuit ~ Cornered’, ‘Questioning ~ Allegro 2001′, ‘Questioning ~ Moderate 2004′, and ‘Turnabout Courtroom – End’ themes. This is amazing music that takes the limited GBA sounds and gives them a richness that the handheld could not replicate in its wildest dreams. It’s quite danceable, too!

Song Highlights – Silent Hill’s “Silent Hill”

Silent Hill – Silent Hill (Intro Theme, PS1, Konami, Akira Yamaoka)

Ah yes, it’s been all too long since we’ve talked about Akira Yamaoka. He almost landed a spot on Tunage this year, but I wanted to do some more obscure musicians. Anywho, this introduced gamers to the world of Silent Hill back in 1999, and what an intro! Beautiful instrumentation, Yamaoka’s amazing guitar work, and unsettling melodies combine to define the ominous feeling the series would become famous for. Stunning work.

There will be no Music Wednesday from me this week; sorry!

Roundtable – The “A” Word in Relation to Video Games

Nester

OK, let’s dive into the deep end. I would like to bring up the old “video games as art” discussion. I realize this is kind of a tired subject that has long since played itself out, but I never felt it was addressed very well, and I think it’s because there are a couple of argumental dead ends that everyone tends to fall into. I’d like to get those out of the way so that we have a better idea of what we’re talking about.

First of all, I don’t like to use the ‘A’ word in regards to video games because it tends to come with a lot of baggage and negative connotation. People hear the word “art” applied to anything, and immediately think of snobby elitism. I prefer to say that we’re thinking of video games in an academic or intellectual way, and we don’t have to let our heads float up into the clouds.

To go along with that, discussing video games as art often boils down to one of two extremes. On one end, you have the Roger Ebert school of thought that claims that since video games have rules and winning and losing conditions, then they inherently cannot be art as a matter of principle because the format is too restrictive and imprecise. On the other end, you have the philosophical argument that art is completely subjective, and no one can make a definitive statement one way or the other. I don’t like either of these perspectives because they’re both dismissive, and lack intellectual curiosity. I think we can do better.

Second, and perhaps more importantly, there’s the notion that if a video game is art, than it must be sacrificing entertainment value, or “fun,” thus defeating the purpose of the medium. This is not necessarily the case. For one thing, “fun” is just as subjective a term as “art.” Two people may enjoy the same game, but for entirely different reasons. Also, I think any form of art in any medium needs to be entertaining on some level in order for people to want to spend their time thinking about it. For some people, that level may even be “art for art’s sake,” but those people are probably less interested in the actual medium (be it video games or anything else), and simply enjoy being art scholars. For our purposes, we can probably agree that for a game to be good art, it must also succeed as an example of its medium, and thus be a good game.

Now that we have all that out of the way, I think what we mean when we call something art isn’t so much a definitive categorization, but more of an attitude. If we say something is art, then we are looking at it from the standpoint that we can analyze it, deconstruct it, discuss it, and as I put it earlier, just be intellectually curious about it. So, the question becomes, “is it worth applying this mode of thought to the medium of video games?” I think so, regardless of whether we want to attach a label to it.

I actually don’t have a specific question to ask. I would just like to hear your general thoughts on it. Is this even a relevant topic anymore?

st-av

Wildcat

Before replying, I agree with you on a lot of your points. I think that the two extreme schools of thought that have tended to dominate this discussion have sort of missed the point. But I want to address these parts of your post:

Second, and perhaps more importantly, there’s the notion that if a video game is art, than it must be sacrificing entertainment value, or “fun,” thus defeating the purpose of the medium. This is not necessarily the case. For one thing, “fun” is just as subjective a term as “art.” Two people may enjoy the same game, but for entirely different reasons.

I think that’s ludicrous. Art does not equal boredom. A game can be artistic in nature and still maintain a sense of quality in terms of its mm3-gameplay. On top of that, it would be difficult to label games as art due to the subjective nature of them. Let’s say that, for a random example, Mega Man 3 is being considered as “art”. I love the hell out of that game in terms of “fun”, and it has a great visual and audio design that delights me. It feels the most refined out of the series for me. Does that make it less of an example of an art form? I would argue no. However, if someone doesn’t like MM3 as much as I do, they may think it’s not a good representation of art or entertainment. They may prefer MM2 and want to consider that the franchise’s high point in terms of fun and in terms of artistic value. Meanwhile, I would also consider MM4 the franchise’s low point personally. However, I do think it too has some artistic merit, despite my dislike of the overall experience.

Also, I think any form of art in any medium needs to be entertaining on some level in order for people to want to spend their time thinking about it. For some people, that level may even be “art for art’s sake,” but those people are probably less interested in the actual medium (be it video games or anything else), and simply enjoy being art scholars. For our purposes, we can probably agree that for a game to be good art, it must also succeed as an example of its medium, and thus be a good game.

I would concur. I think quality must apply to both the gameplay design and the aesthetic design for a game to qualify as art.

Now that we have all that out of the way, I think what we mean when we call something art isn’t so much a definitive categorization, but more of an attitude. If we say something is art, then we are looking at it from the standpoint that we can analyze it, deconstruct it, discuss it, and as I put it earlier, just be intellectually curious about it. So, the question becomes, “is it worth applying this mode of thought to the medium of video games?” I think so, regardless of whether we want to attach a label to it.

I completely agree, and that’s one of the goals I have for LVLs. in terms of its new direction. I want to do just that! I want to analyze, deconstruction, discuss and be curious about games. I want to look at them with an anthropological eye and decipher the cultural meanings I can gleam from them. So yes, I think, at least in the terms of your phrasing here, that this is relevant. Games are a form of media, and should be gauged by similar methods. Of course, the interactivity must be considered, but that is what makes games such an awesome thing. You become part of the art with games in a way no other form of media can offer. You can bring your individualism into it, and that is incredibly profound if you ask me.

Jason X

I have to agree with Nester on this one. In practice, I lean more towards “art is whatever you want it to be” camp, but when you get right down to it, calling something “art” is just a method for classifying something as being above the common levels of entertainment.

It’s interesting to see how opinions can form and change over time. I used to be the type who would say that Ico and SotC are art. Ico Screenshot 01Nowadays, I’m not so sure. I wouldn’t argue with someone if they called those games art, but as I get on in years, I’m starting to wish that people would stop trying to make things into other things. Can’t we just enjoy something for what it is, rather than creating an entire cause around it? Both of those games touched me on an incredibly deep, emotional level, and it’s often difficult to describe precisely why to the uninitiated. Do we really need to go beyond that, though?

I think the human mind can often be its own worst enemy. It craves clarification with one side, but that same elucidation tends to take away from the enjoyment of the things we seek to define…

Or maybe I’m just getting old, and this sort of discussion is better suited for the young. Either way, I’m perfectly fine with enjoying things in my own way. All I know is you all should be playing The Walking Dead game.

A college instructor of mine once said he subscribed to the definition that “art” is something you find in an art museum. And he wasn’t intending to be cheeky, but I think it goes with what I was saying about art being an attitude. If you saw a particular photograph on the Internet, you might give it a quick look, pass some judgment on it, and move on. However, if you saw that same photograph in an art gallery, you might be more compelled to look at it a little bit longer, and think about it a little bit harder.

At the same time, I don’t think there’s anything wrong with Jason’s perspective that it’s OK to just enjoy games as entertainment, and not have to get all academic about them. Most games are created that way. Maybe you like Ico because it’s just a really fun adventure game, and you’re not interested in reading into subtexts.

This may sound surprising, but when the concept of video games as art first crossed my mind, I was against it. I just wanted my games to be fun entertainment, and nothing more. I had a quick turnaround, though, when I suddenly realized that games had achieved a surprisingly profound ability for expression as early as the ’80s.

So, at the very least, the desire to classify games as art is an acknowledgement that there is another level of observation for people who might be compelled to find it.

Fan Art Fridays – “Odin Sphere” by hf-zilch/Gamer’s Playlist – “Wetgrass Inspired” by AmIEvil

Odin_Sphere_by_hf_zilch[2]

I may not have liked Odin Sphere as a game, but that doesn’t mean I didn’t like its character design. hf-zilch has done a splendid job re-imagining Gwendolyn in their own style, which has a nice dark edge to it. Very nice piece!

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Tristam Village is one of my favorite gaming tunes for a town, and AmIEvil graced it with a relishing remix that capturing the melancholy and malice lurking within. The remix takes Matt Uelman’s original notes and amplifies the emotion tenfold, taking the single guitar and wails the original featured and expanding them with a wide array of instruments, giving it a grander quality. Well worth a listen!

Song Highlights – The Last Story’s “Theme”

The Last Story – “Theme” (Title Screen, Wii, Nintendo/Mistwalker/XSEED, Nobuo Uematsu)

I’ve been greatly enjoying my time with The Last Story. Every time I start it up I’m greeted by this delightful, emotional piece. It fits the mood of the game pretty well, methinks. Uematsu did a pretty solid job on the overall soundtrack, so expect some more Last Story picks down the road.

Opinion – Bioshock

bioshock1Bioshock (PS3)
Pub: 2K Games/Dev: 2K Boston (Irrational Games), 2K Marin, 2K Australia, Digital Extremes

ESRB: M

OVERVIEW – This First Person Shooter puts you into the role of Jack, a silent protagonist that ends up in the underwater city of Rapture, built and overseen by Objectivist Andrew Ryan. Jack discovers that the city is in a horribly dilapidated state; Plasmids, a DNA altering substance, have warped the minds and bodies of the populace, changing them into freakish “Splicers”. They terrorize the streets, tunnels and buildings of Rapture. Jack is led by the helpful Atlas, a man who is combating Ryan for control of the city. After absorbing his first Plasmid, Jack discovers the mammoth Big Daddy and its protected, the Little Sister. The Sisters harvest ADAM, the material that powers Plasmids. This pair will play a major role for the remainder of the game as Jack needs ADAM to power up, and the only source of it are the Sisters. The player can make a choice regarding their fate when caught; will you harvest them, killing the girl in the process, or will you rescue them, which has a smaller immediate reward? Jack is guided by Atlas towards Ryan’s factory, acquiring new Plasmids and uncovering what exactly went wrong in Rapture.

bs-spiderPROS – Atmosphere is through the roof on this game. Rapture is an amazing place, and Irrational Games deserves props for making one of the more immersive environments in any game I’ve played. The choice to use 40′s and 50′s era music was also a delightful one. It really added to the mood of each area. The enemy design is excellent, too; the Splicers are creepy bastards that showcase the problems Rapture experienced perfectly, and the Big Daddies are worthy adversaries that easily intimidate. There is no doubt that Rapture was a poor experiment that went askew.

The game’s Plasmid/Weapon systems are a blast to balance. There’s plenty of options for each gun bullet-wise, plus they can be upgraded (which physically changes the gun, which is neat). It’s when you get clever and decide to string together combos that the combat becomes euphoric. Using the Plasmids to unleash some sort of environmental hazard (such as electrifying a standing pool of water, say) is a hoot and a half, but when you discover ways to use a Plasmid to hold an enemy in some way to then take them down with a firearm, it’s quite satisfying. Getting Big Daddies on your side is also really nifty. I also like how the game rewards exploration. It wants you to look around, and gives lots of ammo, health and upgrade incentives if you do.

The plot is fantastic. It’s very innocuous at first, but it quickly scales up into something substantial; by the midpoint I was hooked and wanting to know more. And that plot twist! My god, I did not see that coming. I won’t spoil it for you here, but it was phenomenal. Superb voice acting rounds out the great story package.

CONS – The final boss fight was incredibly underwhelming. Far too simple of a showdown for all of the pain and anguish the antagonist provided. May have been the Easy difficulty, but nothing else seemed as simple as the concluding battle.

OVERALL – Bioshock hit all of the right buttons for me to enjoy a FPS. It was unique, provided a great storyline, offered some amazing moments and was a blast to play through. Nary a negative to be found, too. A hearty recommendation.

Articles Worth Reading: 12/30/2012

I read two fantastic articles yesterday on XSEED and Arkane Studios. I would like you to read them, too. Kotaku handled XSEED’s, which talks about its foundation as a company, how the team works on localization projects, and how they come to decisions regarding what games they publish. It’s also rewarding because it mentions how The Last Story’s release was a hard-fought battle against the company’s marketing experts, which did end up working out very well for them. Polygon look into Arkane is a splendid magazine-style story that reminds me of Next Generation’s format. It covers the history of Arkane’s creation as a company, and how it culminated in Dishonored. Both are very insightful and very fascinating.

Opinion – Deus Ex Human Revolution

dehr4Deus Ex Human Revolution (PS3)
Pub: Square-Enix/Dev: Eidos Monteral/GRIP Entertainment (bosses)
ESRB: M

OVERVIEW – Set before the events of the original Deus Ex, this game focuses on Adam Jensen, the head security officer at augmentation firm Sarif Industries. After a terrorist attack left Adam mortally wounded, David Sarif (the head of Sarif and Adam’s boss) orders his doctors to heavily augment Adam to save his life. Following his recovery, Adam is whisked back into the company to investigate a second attack on a Sarif factory. The rest of the game tackles the concept of augmentation, what it means to be human, and who is Adam, exactly? The gameplay is mostly in first-person (outside of using cover, which switches it to third person), and the player has incredible freedom to explore the world however they see fit. Stealth, gunplay, communication, hacking and tinkering with Adam’s augmentation options are major facets of the gameplay.

PROS – Human Revolution refines the mechanics of the first game to nigh-perfection. Every issue, including the very minor, that I had with the original game has been addressed. The inventory system is simpler, refined and reminds me of Resident Evil 4 (that’s a compliment). The RPG aspects of the game are less notable, allowing Adam to be a decent shot from the get-go without devoting points into augmenting his aim. The voice acting generally is improved and well done. Even the ending system, which continues to dangle options for the player to choose from, managed to give me a choice that I was fairly comfortable with.

Beyond polishing the trademark feel of the series, Human Revolution just was incredibly fun to explore. It felt so real and believable. The level of detail in the maps is quite astounding, and wandering around the maps to uncover secret routes and stumble into sidequests was really awesome. The cover system worked quite well (better than Uncharted!), and the forced melee combat worked wonders (first person punching isn’t all that fun, really, so I’m okay with a short clip of Adam kicking ass while I just watch). The stealth versus action approach can be implemented at any time, allowing players to switch between the two at will or focus on what method suits them. I personally focused on being stealthy, but was not going for the Pacifist achievement on the first run. I loved running all over the map around guards, sneaking up on them to knock them out. Exquisite level design and well-executed combat combine to grant players unparalleled interaction with the environment given to them.

dehr-jensen-promo2Adam and the majority of the cast were quite likable. This isn’t the best VA work I’ve heard, but it’s leagues above the original game! I’ll nitpick the few objections below. These characters were well developed and became important to me as I worked my way through the game. Malik in particular is my favorite NPC, and I worked damn hard to protect her late in the game from the massive assault. Also, the last area (I’ll refrain from specifically mentioning it) was incredibly tense and a rush to play. I don’t want to ruin it for you, but it makes all of the prior missions and understanding the way the game works so worth it.

CONS – I don’t have too many. David Sarif and Letitia’s voices are really terrible. Sarif sounds obnoxiously pretentious, and Letitia is borderline offensive.

The music is good, but lacks any standout tracks like the original. I did like all the callbacks to the first game, though.

I liked the boss fights more than most of the critics seemed to, but they definitely felt separated from the rest of the game. When I was about to fight Barrett, I could tell. The level design took a nosedive. There was nothing to pick up or interact with, and the overall feel just wasn’t right. They were harder than they needed to be, as well. So, while I had a good time with them, they do feel disconnected.

OVERALL – Deus Ex Human Revolution is a splendid sequel that exceeds its inspiration. It is the best game I’ve played thus far on the PS3, and I give it the highest recommendation that I can, especially at the reduced price. $20 has so rarely been so well spent.

Tunage – Minako Hamano

Minako Hamanohamano

Minako Hamano joined Nintendo in 1993 and has become a major part of the sound of Metroid, composing tunes for Super Metroid, Metroid Fusion, Metroid Zero Mission, Metroid Prime 3 and arranged one of the Metroid selections in Super Smash Bros. Brawl. She also very nearly provided Samus Aran’s first voiceover in Super Metroid! Yoshio Sakamoto determined that it was too “sexual” and cut it out of the final game (apparently he still has a beta that contains a nude sprite of Samus’ dying animation with Hamano’s voiceover still intact). She also has been involved in the Legend of Zelda (Link’s Awakening), Donkey Kong (Donkey Kong Country Returns), Wario (Wario World and Wario Land: Shake It!), Mario (Mario Kart: Super Circuit) and Pokemon (Pokemon Puzzle Challenge) franchises. She’s also one of the key musicians for the Brain Age series as well. Amazingly, despite involvement in nearly every important Nintendo property, Wikipedia denies her a page on their site due to not being notorious enough.

LVLs. is honored to put its spotlight on a talented woman who has been a massive part of Nintendo’s audio history. We hope you enjoy discovering the talent of Ms. Hamano.

Note – I’ve done what I can to decipher Hamano’s contributions off of these soundtracks. Due to Nintendo’s relative lack of proper discography information, however, I may be selecting tunes that were performed by her fellow composers. I apologize if I have done so.

Complete Discography (newest to oldest):

Brain Age: Concentration Training (2013, 3DS, Nintendo, Music with Shinobu Nagata, Megumi Inoue)

Wii Play Motion (2011, Wii, Nintendo, Sound Engineer)

Donkey Kong Country Returns (2010, Wii, Nintendo, Music with Kenji Yamamoto, Masaru Tajima, Shinji Ushiroda, Daisuke Matsuoka)

Super Smash Bros. Brawl (2008, Wii, Nintendo, Composer of “Sector 1 – Metroid Fusion”)

Wario Land: Shake It! (2008, Wii, Nintendo/Good Feel, Music with Tomoya Tomita)

Metroid Prime 3: Corruption (2007, Wii, Nintendo/Retro Studios, Music with Kenji Yamamoto)

Tetris DS (2006, DS, Nintendo, Music with Akira Fujiwara)

Brain Age²: More Training in Minutes a Day! (2005, DS, Nintendo, Music [Japanese version; the European release features music from Eri Yasuda, Ryoue Takagi, and Hirohito Tsujii])

Brain Age: Train Your Brain in Minutes a Day! (2005, DS, Nintendo, Music with Akito Nakatsuka)

Daigasso! Band Brothers (2004, DS, Nintendo, Sound with other composers)

Metroid Prime 2: Echoes (2004, Gamecube, Nintendo/Retro Studios, Special Thanks)

Metroid: Zero Mission (2004, GBA, Nintendo, Music with Kenji Yamamoto)

Wario World (2003, Gamecube, Nintendo/Treasure, Music with Norio Hanzawa)

Metroid Fusion (2002, GBA, Nintendo, Music with Akira Fujiwara)

Mobile Golf (2001, GBC, Nintendo/Camelot, Music Programming [Motoi Sakaruba was the actual composer])

Mario Kart Super Circuit (2001, GBA, Nintendo/Intelligent Systems, Sound with Kenichi Nishimaki, Masanobu Matsunaga)

Pokémon Puzzle Challenge (2000, GBC, Nintendo/Intelligent Systems, Music with Taishi Senda)

Famicom Tantei Club Part II: Ushiro ni Tatsu Shōjo (1998 [port], Super Famicom, Nintendo, Special Thanks)

Game Boy Camera (included Games) (1998, GB, Nintendo, Music with Hirokazu Tanaka, Kentaro Nishimura)

The Legend of Zelda: Link’s Awakening DX (1998, GBC, Nintendo, Music with Kazumi Totaka, Kozue Ishikawa)

Galactic Pinball (1995, Virtual Boy, Nintendo/Intelligent Systems, Sound Assistant)

Teleroboxer (1995, Virtual Boy, Nintendo, Special Thanks)

Snoopy Concert (1995, Super Famicom, Pax Softnica/Nintendo/Mitsu Fudosan, Music with Hirokazu Tanaka)

Super Metroid (1994, SNES, Nintendo, Music with Kenji Yamamoto)

The Legend of Zelda: Link’s Awakening (1993, GB, Nintendo, Music with Kazumi Totaka, Kozue Ishikawa)

Mario & Wario (1993, Super Famicom, Nintendo/Game Freak, Special Thanks)

Examples of her Work:

Super Metroid

Maridia Drifting Sand Underwater Area

(more…)

Fan Art Christmas – Lulusama’s “Christmas-Okami”

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A gorgeous (and quite adorable) fan art special I’ve got for you this fine Christmas day. Lulusama draws an adorable Amaterasu, that she does! Have a merry Christmas, everyone!

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