Heavy Rain

I’ve been trying to Tweet about this game for the past 12 hours to no avail. There’s some things that can’t be said in 140 characters and a description of Heavy Rain is one of them.

So far, Ashley and I are about 5 or 6 hours in and we nearly didn’t put the game down for the night despite having work the next day. If you let it, this game will grip you and whip you around. I’ve never lost sleep over any media consumed the night before, but both Ashley and I woke up feeling terrible because of game-induced nightmares. This game doesn’t play on the same monster-in-the-closet fear that many thriller games subscribe to, but rather deals with emotional fears of losing loved ones.

Your decisions in the game carry through; once a character you control dies, that’s the end of it. The tension during life-or-death quick time events is such that once you’re in the clear you remember you’re supposed to be breathing.

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The UK Games Industry Gets a (Tax) Break

After years of campaigning the government, the UK games industry has finally received tax breaks from the government. For those of you new to the tax game, countries like Canada have been giving huge tax incentives to gaming companies, which has spurred huge growth but made it difficult for companies in the UK to compete. The UK has always had tax breaks for the film industry (as is common in many countries), and lobbyists for game development support were quick to point out this double standard.

This budget will be effective until March 2011. Hopefully the UK government will see that supporting such a growing industry will help manage their massive debt and continue the program for a long time.

Silent Hill-ish (2009)

Silent Hill is a series known for it’s immersive and at some times unsettling audio work.

Andrew Carreiro is a student who has bitten off more than he can chew when selecting his source material.

The voice actors were students and volunteers, and I used sound effects from the General 6000 series of sound effects. This project took me quite a while to complete, and I didn’t seem to get the effect I was looking for, but I still am uploading it here, because it did give me experience in working with soundscapes and reverb.

Edited in Cubase in a Mac OSX environment.

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Audio Experiment – Random Noises (2009)

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I really don’t know what to say about this (which is consistent with most of the times I work with audio). I stood in front of two microphones and simply made noises either with my mouth and voice or with whatever was in my pockets.

Recorded by myself, and arranged in Cubase on Mac OSX.

McMaster World Congress Video (2010)

I filmed this and edited it in Adobe Premiere Pro CS3.

Mac In A Minute (2010)

I filmed and recorded the audio for this video. Mac in a Minute is an official publication of McMaster University.

McMaster World Congress Poster Series (2010)

This is a series of posters I created for the McMaster World Congress. Photos were either provided by the speakers, or taken from stock photo sites.

Cadet 227 – A Video Game Without Video

…And now for something completely different! Cadet 227 is an indie game designed with the blind and visually impaired in mind. It has no visuals, only audio. Pop on some headphones and listen to the trailer (it works better if you close your eyes when listening). It’s not obvious how the game will play out in terms of mechanics, but it definitely shows some promise with the immersive audio work.

If you’re interested, you can show support for this project on Kickstarter and keep up with the one-man dev team at Shen Games. Cadet 227 is due to be released this Summer.

As a side note, this is exactly the kind of stuff I was thinking of doing as my main area of study for grad school.

ASCIImeo – ASCII videos from Vimeo

After reading about this on CultureGET I had to share it. ASCIImeo takes any video on Vimeo and transforms it into coloured letters and numbers, blocks or monochrome characters to replicate the authentic ASCII experience. For example, check out Nick Van Vugt‘s Mystery Cat video brought back to 1985. Any Vimeo video will work; you only need to copy and paste the video ID number from the vimeo url (http://vimeo.com/[video #]) to ASCIImeo (http://asciimeo.com/[video #]).

Embedding isn’t supported yet (darn!) but it’s still in beta, so we’ll see where creator Peter Nitsch takes ASCIImeo.

The Graveyard of the Physical

I recently read an article by Craig Mod about where print media will be once everything goes digital.

I’ve always been the one wearing the boards and clanging the bell proclaiming the death of ink on tree bark, but this article makes a lot of very convincing points. For the lazy among us (no shame in it), here is a rundown of what’s mentioned:

  • He first defines “formless” and “definite” content. Things like plain text books can be considered formless, but when words or passages are placed on the page in a specific pattern or location, the form matters and it is considered “definite”.
  • Formless content is easily propagated to any medium (mobile, desktop, laptop, paperback, newsprint), but definite content loses meaning when moved to a new canvas.
  • Mod claims the iPad is something of a “universal container” that can present any content, formless or definite, anywhere, due to it’s high resolution, weight, size, and digital nature.
  • Mod also claims that print’s niche will be found in creating books to last: Hardcover collector’s items intended to be something to own and be proud of, rather than the average throwaway paperback.

While I am very doubtful if the iPad is the Universal container, I can say that new generation eReaders will be at least the planetary container. eReaders will be able to represent probably 95% of all definite content, but I can envision certain situations where a screen is simply no substitute for pages. Definite content can rely on the fact that pages are double-sided, single-sided, or even stacked in succession (think a flipbook animation). While we can appreciate a photo of  a painting, it will never be able to 100% reproduce the painting as art.

I do, however, agree that when books are made to be owned rather than consumed, they take on a wholly different value. I own around 15 Readers’ Digest collected fiction books from the mid 1900s. While I could get all of the stories contained within as electronic texts on virtually any device, their value as physical entities on my shelf is much more than anything defined by zeros and ones. It is the same concept behind DVD Box sets; anyone can go download entire seasons of their favourite show from iTunes, but there is something that makes us want to have the box set with 20 matching discs. Is it a matter of exhibition, that we enjoy demonstrating our belongings to others? Perhaps, but I believe there is more to the story.

As I’m firmly rooted cemented in the medium of digital games, this conversation turns my mind to the discussion of digital distribution. While many gamers (myself included) will swear by digital distribution services like Steam, there is still a large contingent who “just like having the dvd and the box”. I do understand them, in a way. I sometimes will look fondly on old game boxes, remembering how I felt when I first read the promotional copy on the back. Maybe you will remember how you felt when you ripped open that present on Christmas day and lost your shit. I can safely confirm this to you: no one will pull a download voucher out of their stocking and feel that intense sense of excitement. No one.

I know I’ve gone on FAR too long for a blog post, so I’ll leave you guys with a link to what would help physical copies of digital games claim their niche in the same way print will. Games will have to adopt something of a “Criterion Collection”, a fresh printing run with all DLC, all patches and striking box art designed by an artist rather than a marketing director. This NeoGAF thread gives a lot of great designs for a “GAF Collection” for games. You can view the entire collection in an easy-to-read format here.