Monthly Archive for September, 2008

Meme: Where Was I When?

So now I’ve been tagged by both doctorvee and Jack Deighton on this one, I feel kind of obliged to at least post this. I was reticent to post this when first tagged, largely because for most of them my answer is a very boring “wasn’t born” or “too young to remember”. I will however try my best.

 

Princess Diana’s death – 31 August 1997

As doctorvee covered, I had gone into his room to play something on the Playstation. (Actually I’d hazard a guess at Mega Drive, unless Formula 1 98 was released very early). Regardless I’d gone into his room to play some sort of computer game. Back then we shared a TV between us. When I switched the TV on, I was immediately aware that something was not right. All 4 channels had news on; this was unusual. They didn’t talk about who it was for ages, I remember a good half hour of waiting for them to indicate who was involved.

 

Margaret Thatcher’s resignation – 22 November 1990

I think this can be succinctly summed up with the following: I was three. Not long three as well, chances of remembering this are slim. I’d hazard a guess though, that seeing as I was too young for nursery, I was most likely at home.

 

Attack on the twin towers – 11 September 2001

I was at school, completely oblivious to the events. My teachers certainly hadn’t told us what was going on and I’m not even sure they knew. It’s entirely possible that had my teacher not left their room, they wouldn’t know what was going on either. When I got home I sat in my living room with my family, watching the BBC news feed. I remember being a bit dumbfounded that something so inconceivable had occurred. It seems much longer than seven years ago now…

 

England’s World Cup Semi Final v Germany – 4 July 1990

This receives a very similar answer to the Margaret Thatcher situation, only this time I was two. It’s hard to say exactly what I was doing. Once more I suspect I was at home, perhaps the match was on in the room I was in. I can’t say for sure.

 

President Kennedy’s Assassination – 22 November 1963

This occurred so long before I was born it’s not even funny. It’s getting towards a quarter of a century.

 

 

I’m going to be that guy that doesn’t tag anybody. Yeah, that guy.

Bloc Party – Intimacy

With this album, context is important. Silent Alarm put Bloc Party firmly on the map with what at the time soudned like an astonishing record. With time though, the album sounds distinctly two dimensional. It’s a brilliantly focussed record, and one that I love, but the songs just don’t have a lot of depth, or texture. When their second album A Weekend In The City was released, it initially seemed amazing. However with time, the album revealed itself to be a little top heavy and the second half of that album is generally regarded to be below par. A shame, because much of the work in the early half of the album is stunning.

So what expectations can you have when the new album is shock released, prefaced only by Mercury; a song which divided Bloc Party’s fanbase in two. Mercury with it’s mashed up vocals, up front drums, synth noises and brass instruments was the perfect example of a marmite song. It’s tempting to say that your opinion of Mercury is likely to give you an idea of what you think of the album, but that’s not quite true. The focus certainly isn’t exclusively on guitars in this album, though Bloc Party were always quite good at shifting the focus. Inevitably most peoples’ memories of Silent Alarm will be of one of those amazing guitar hooks.

I imagine the siren like guitar hook of Ares may have the alarm bells ringing for many. Particularly when the rest of the track comes on a bit like an awesome version of The Chemical Brothers. It’s an amazing assault of lyrics, squeals, guitar and synth stabs; all anchored by a slightly tinny drum beat. In short, it’s awesome. Similarly Trojan Horse assaults the senses. Sounding like a crazy sonic version of sparklers mixed with the sound effects from a bad science fiction film. Only not quite, somehow under it all it manages to be a guitar led tune, much more in keeping with old Bloc Party than at first apparent. The back end of the song comes on almost like a new take on Postive Tension, a cast iron Bloc classic. One Month Off is in a similar vein to  Trojan Horse, only much more visceral. It’s perhaps the most exciting track vocally from a traditional point of view.

Halo initially seems like it’s harking back to the Silent Alarm era and getting it all wrong. In short, there’s too much distortion. However the classic trick of suddenly breaking it down to guitars and bulding the song back up works its magic. Suddenly that trademark clean guitar sound re-appears, before the drums kick everything towards a scintilating conclusion.

Sandwiched between Halo and Trojan Horse is the song I’m tempted to call the centre-piece of the album. Biko is a very delicate guitar tune, with a focus not only on the main vocals; but also the ones that jump in saying “You’re not doing this alone,” these dance between your speakers, making for a truly interesting effect. By the time the beats drop in, and yes that’s beats, the song already feels magic. It feels like they managed to re-imagine their old delicate songs, but with a spin lifted from Thom Yorke’s The Eraser. Signs is another re-imagining of a slow Bloc Party song and comes with quite simply the most beautiful glockenspiel introduction I have ever heard.

Another song which includes prominent electronics is Zephyrus. It also features that oft used trick of using vocals as an instrument, with a few vocal loops staying throughout the length of the song. It also feature excellent use of a choir, which while almost making it sound like something out of Final Fantasy VIII; also ensures it’s utterly captivating. The choir gives the song a textural depth and emotional weight it wouldn’t otherwise have had. Towards the end of the song the quiet extra vocal trick from Biko re-appears, once again to great effect.

Better Than Heaven and Ion Square probably offer the strongest ending of a Bloc Party album to date. Silent Alarm struggled, stringing Plans and Compliments together where perhaps Compliments could have ended the album and Plans could have been utilised elsewhere in the album. The entrire back half of A Weekend In The City lacks weight, being mostly comprised of ballads. Intimacy doesn’t make this mistake. Better Than Heaven is dark, with an exciting end. Ion Square is a typically uplifting final track. It is worth noting though perhaps, that these two tracks still probably represent the weakest tracks on the album.

That’s not a criticism however, it merely shows the quality of the rest of the album. I can’t wholeheartedly reccomend the album to fans of older Bloc Party off by Mercury. Furthermore the album isn’t as revolutionary as Ares and Mercury suggests. This is not Bloc Party’s Kid A, though it seems evident they intend to evolve their sound to the point where they make that record. Evidently though, they’ve lost a lot of shock value with this album, by already showing they’re going in that direction. The shift will never be as seismic as that between OK Computer and Kid A.

Still, that’s a consideration for another time. This is a fantastic album that I would love to recommend to everybody, though I suspect if you didn’t like Mercury, you’ll find the album as a whole difficult to get in to at first, if you can get in to it at all.

On Geometry Wars

Geometry wars is gaming at its purest and game design at its best. A bold statement surely? Well following on from my last post, here is my explanation for that bold statement.

Geometry wars is a brilliantly balanced game, built on a few rules. It’s a twin stick shooter, so you use the left analogue stick for movement and the right analogue stick for shooting. This gives you remarkable freedom in both movement, and direction of your shots. Importantly you don’t need to be facing in the direction in which you are shooting. You start with 3 ships and 3 bombs. Bombs are your only other weapon and clear the screen when used. You gain an extra ship every 75,000 points and an extra bomb every 100,000 points. This naturally makes bombs a scarecery resource, but not necesarilly more important than lives. You see, as you destroy your enemies; you gradually increase a score multiplier. Upon the loss of a ship this multiplier is reset to 1, decreasing the value of each enemy you kill; making a high score more difficult. That’s all you need to know about you and your ship.

You have a rectangular area in which to move around in. This is importantly marginally bigger than the size of your screen, meaning occasionally enemies will spawn out of sight. (But not as I will reveal later, out of mind). That’s the play (or should I say game?) area defined.

Enemies. Enemies come in a number of different types, which I will outline below. Firstly though, it is important to note that each enemy has its own unique sound which plays as spawns.

Wanderer: A purple enemy, shuriken like in appearance. Moves slowly and randomly about the level. Worth 25 x multiplier, points.

Grunt: A blue diamond like enemy. Moves relatively quickly and directly towards the player’s ship. Worth 50 x multiplier, points.

Weaver: A green square. Moves quickly towards you, but is scared of your bullets and thus dodges them. Worth 100 x multiplier, points.

Spinner: Pink square. Moves quickly towards you, but splits up releasing small spinners when you hit it with bullets. Worth 100 x multiplier, points.

Small Spinner: Smaller variant on the spinner which is released when a Spinner breaks up. Moves qucikly towards you, in an orbit around the spinner’s original trajectory. Worth 50 x multiplier, points.

Gravity Well: Does not have a gravitional effect until activated by a bullet. It then starts to pull in other enemies (and your ship if you aren’t carfeul). Eventually explodes upon swallowing enough enemies, unless shot by you. Worth base points modified by number of enemies eaten x multiplier, points.

Proton: Small blue circle, released when a gravity well explodes. Very fast. Worth 50 x multiplier, points.

Snake: Orange snake with blue head. Can only be destroyed by shooting it in the head. Moves towards you in a snake-like fashion. Worth 150 x multiplier, points.

Repulsar: Red enemy that looks like another space ship. Very fast. Moves directly towards you and has a shield in font, meaning it is easier to kill from the side. Worth 150 x multiplier, points.

Mayfly: Tiny enemies, which swarm from all four corners of the play area at once. They move fast and come in huge swarms. Worth 10 x multiplier, points.

That’s it. There are a few little touches, for instance the gravity well gets smaller as you shoot it, everutally to the point where its force of gravity bends your bullets around it from distance, meaning you have to get closer to finish it.

These ingredients are mixed and matched to create organic fights, where you quickly become outnumbered. A game will usually start with a number of wanderers and grunts and ramp up adding enemies roughly in the order they are presented here. The way the enemies all attack you in different ways keeps you on your toes and is really interesting. Instead of being merely a twitch shooter, Geometry Wars quickly becomes a game of strategy. Each new sound heralding the appearance of an enemy has you constantly prioritising and re-prioritising your targets. This extends to the gravity well’s wailing gradually growing to a high pitch which lets you know that if you don’t deal with it soon, it will explode, sending protons your way.

When you combine these base mechanics, with the fact that each enemy makes a pretty explosion when you kill it, you quickly have something really compelling. The amazing light show that is Geometry Wars in full flow is an extra reward for doing well, on top of your ever increasing score. This re-inforcement is a touch of genius. As is the subtle dance track in the background, which keeps a constant pace and rythmn, mimicking that of the eventual game.

The killer touch, is the pseudo-randomness. Geometry Wars is a random game within certain parameters. The enemies don’t spwan identically each time, rather they spawn similarly enough to make the game seem fair; while being different enough to make each game its own experience. The way the simple rules of the game combine within the game to produce dynamic, exciting situations is remarkable.

And the touch of real genius, the thing that shows how much thought went into the game, is the mapping of the bomb on the controller. The bomb is mapped to the triggers, which have a lot of play before they fully activate; meaning it takes a crucial split second longer to unleash a screen clearing, life and multiplier saving bomb. It’s devious genius, but never feels unfair.

This simplicity and clarity of thought is why it is gaming at its purest and game design at its best.