Tag Archives: Tim Schafer

Quickie: More than Fine

Hey Gamers.

I bring forth tidings of great gaming joy, despite my habitual tendencies in leaving the weekends absent of chaos.

Also a possible attempt at trying to avoid the insanity that can represent celebrate one's mother.

Also a possible attempt at trying to avoid the insanity that can represent celebrating  one’s mother.

I bring to you but a nugget of info, but one that has entertained me in the recent past. I mentioned Double Fine’s Humble Bundle last Tuesday, among other insane offerings. The pack of games doing well to remind you of how bad ass gaming can be, and doing so with some sweets, and the power of metal.

Metal and cake make the day taste great.

Pictured: A relevant example of this kind of awesome.

In correlation to my post on Thursday, in regards to how fascinating the behind the scene of game design can be, I was thrilled to stumble upon this little gem. Reddit hosted a Q&A with Tim Schafer, in relation to him hyping (needlessly but thankfully so), the value within his own Humbler Bundle. The questions are all over the place of course, discussing everything and anything from mind diving to daily tentacles. A great read if you love Tim, his games, or just gaming in general.

Social Media continues to represent powerful tools of communication, and the good comes with the bad. They are advertising tools, in a certain sense, and many people are just trying to sell themselves. Luckily, there are those who wish to sell entertainment and or value, which is something not many Facebook statuses can brag about.

Happy Gaming,
Pashford

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Quickie: Crazy Nuts

Hey Gamers.

I don’t know how I forgot to mention this little bit of insanity.

As just one of the many innumerable gamers, who just couldn’t refuse the original Eternal Darkness the respect it deserves, this news most certainly excites me. Despite Dennis Dyack’s more recent claim to fame, I’d say people are ready to return to their preferred vehicle of insanity.

And all that entails.

And all that entails.

Shadow of the Eternals is looking for some crowd funded support, and will benefit from anyone looking to renew their own crazy. This contribution page can be found here, and has already gained some admirable support from fervent fans.

Moving from crazy to batshit insane.

Having read that recent little bit of nuts on D-Toid, I can’t help but furiously scratch my head.

OFF

OFF

This could be me over analyzing. I’ve been known to do so, from time to time. Yet, I feel compelled to wax philosophical about the implications of this unnerving information. EA discussing SimCity in the positive, while alluding to Dead Space and Crysis in the negative, in front of people who want to give money to one of them, has got to be one of the most dishonest business tactics this side of in-game parking meter micro-transactions. I know the presentation was mired in corporate double speak, and would therefore, be impossible for anyone with a truly healthy mind to grasp.

Despite this, EA trying to glaze over what was a massive failure and an incredibly damaging launch, makes me believe they spent most of the SimCity launch huffing inhalants in their own parking lot.

EA, seen here with investors, trying to put a positive spin on the SimCity launch.

EA, seen here with investors, trying to put a positive spin on the SimCity launch.

We’re talking about EA discussing business matters during an investors call, after all,  so attempting to describe the content of the exchange, would be an effort in rhetorical sarcasm.  More to the point, this may really be of no major importance at all, as everyone involved may have been so heavily medicated and self-involved, EA could have held a fucking demonic square dance and no one would have thought twice about it.

What one shared inhalant might have turned the EA investors call into.

What one shared inhalant might have turned the EA investors call into.

Ultimately, my worry is that with this distortion of facts, or misgivings about “what makes successful”, we observe what is  incredibly degrading to the medium of gaming itself. With so many ridiculous sentiments about what makes a game acceptably successful, or what budgets smaller studios have to contend with, we already have enough reality mangling to deal with. The last thing we need, is for the biggest gaming company around to spew toxic waste about what was clearly a massive failing on their part, and then try to brush it off as “the financially viable option”.

DRM? Old Hat. Restrict access to your game all together, that's where the real money is.

DRM? Fuck that, no one gets to play it.

We’e arrived at a point where a game can now be sold, without any content, let alone bad content. Why restrict access to a title for financial purposes, when you could just restrict access to the title for financial purposes.

Pictured: EA execs brainstorming on their next blockbuster hit: Spring Time for Hitler: The Game.

Pictured: EA execs brainstorming on their next blockbuster hit,            Spring Time for Hitler: The Game.

Of course, where Pandora’s Box may be opened, shall there be light that is left at the bottom.

And I'm blinded.

And I’m blinded.

Ending on a positive note, Double Fine has announced their own Humble Bundle, and the value within is astonishing. The whole pack is a pay what you want dealie, and in good spirit, can be adjusted to your liking. Give to DF, give to charity, be an asshole and give to no one, it really lets you embrace your inner gamer.

No matter how bad you actually are.

No matter how bad you actually are.

The Bundle itself represents a King’s Feast in the world of gaming, with a pay what you want price for Brutal Legend, Psychonauts, Stacking, and Costume Quest, which all represent some of the best titles in their respective genres. Some of them, being the sole proprietor of their respective genre. The games will be available DRM free, and are available for everyone: PC, MAC, Linux, you name it.

They got it.

They got it.

To sweeten the deal, people who donate $35 dollars or more get an early look and first dibs on their new title Broken Age, and people who dish out $70 bucks will receive an exclusive Double Fine t-shirt. While I’m super bummed I don’t have enough money for the top shelf premium price (must have T-shirt), I think I may just buy this whole bundle on the cheap, despite already owning multiple copies of many of the titles.

Till Manny do us part, Double Fine.

Till Manny do us part, Double Fine.

That’s it for today.

Remember gamers, for all of the worst kind of nuts out there, there is a far darker insanity waiting to be found.
And sometimes, you’ll even be crazy lucky enough to find yourself a Psychonaut.

Happy Gaming,
Pashford

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PS4 News Round Up (Finale)

Having covered the bulk of the Sony Press Conference, and the exciting new prospect of the PS4, I have just a few loose ends to discuss. While I have looked at some of the finer points of the system tech itself, and the slew of games mentioned, there remained larger conceptual projects yet to be touched upon. Some of the ideas shown off weren’t in concrete game form, nor did they offer themselves to what the PS4 is capable of by itself, but what the hardware can do with the right creativity.

PS4 Finale 1

As mentioned previously, one of Sony’s big focuses in discussing the PS4 was how developer friendly, and even, developer contributed the core building process has been. Sony demoed a small video clip going over some of the finer points of what they wish to see in conjunction with developers, and some of their ideas going forward.

PS4 Finale 2

The video covers a wide arrange of topics and observations of gaming, helping to paint an honest picture of where the PS4 needs to be, in moving towards a successful future. Smaller developers, like Ready at Dawn Studios (contributors to the Jak & Daxter series and God of War series), make a mention of Sony’s all inclusiveness. Hardcore, casual, social…etc, all of these trends help to motivate each other, and work well to create a dynamic picture of gaming. Instead of just one subjective vision of what a “console experience” should be, a fun game will be a fun game, regardless of it’s market approach, or demographic aim.

Other big names in the small community come from the likes of Tim Schafer, who was open in referring to Sony as approaching him with questions. Questions on how best to execute an inviting environment for a smaller studio like Double Fine, and and how to service a company who is usually restrained in their creative vision.

PS4 Finale 3

Other third part devs of note, like Randy Pitchford of Gearbox fame, comments on Sony working hard with dev feedback to provide a simple system to work on. Pitchford mentioned the platform having a certain “elegance” in it’s approach to designing engaging experiences. Elegant in the sense of creating  streamlined simplicity, to more easily create these fun video games devs want to make, and players want to explore.

Others still, like Alex Rigopulos of Harmonix (Guitar Hero, Rock Band), talks about retaining their individuality in property, to better hone what they believe to be a better craft of game making.

PS4 Finale 4

While the developer video will of course, be favorable to Sony, a lot of the devs they talked to haven’t historically shilled for Sony related press, signifying they are trying to reach beyond their own creative walls. On top of the simple fact that many of these men are usually too busy developing games of their own, and are usually very frank about their own visions, paints a favorable picture for the PS4. The off the shelf PC hardware innards of the PS4 has pros and cons certainly, but if nothing else, should provide needed benefit to companies who only have the time and money to produce one really great product. With the alternative being not affording a longer budget of money and time to port the game to more complicated hardware. The PS4 sharing hardware commonality from a unified development stand point, is an overall win for gamers and third party developers alike.

One of the other designers they interviewed was David Cage from Quantic Dreams (Indigo Prophecy, Heavy Rain). He was invited to the conference in person, to talk about his new tech, and the emotionally driven, but technologically backed vision he sees possible on the PS4.

PS4 Finale 5

“Getting the player involved is the holy grail of all game designers”, complete immersion being a huge challenge for any one in the field of creation. David Cage is well known for his more cinematic approach to game design, so comparisons to black and white movies with a contrast to older game tech and the PS4 isn’t surprising. He outlines how far his own company has come, showcasing the dramatic rise in technological advancement involved.

Starting with his first game, Omicron in 99, the game boasted a mere 350 polygons per character.  Moving forward through the years, the poly’s involved in making the characters spring to life is exponential, with his next game, Beyond starring Ellen Page, reaching over 30,ooo polygon’s involved with a single character.

PS4 Finale 6

This all leads up to Quantic Dreams next big leap in technology, with what has now been dubbed as “The Old Man Tech”. Cage showed off, what is likely the most realistic character model ever showcased during a video game press conference, with the visage of an incredibly detailed old man living and breathing, in real time.

PS4 Finale 7

The Old Man  dwarves any other character Quantic Dream has ever rendered in  polygon count alone. This is without the mention of their engine utilizing advanced skin shaders with translucency,  realistic eye shading, volumetric light reactions, 3D depth of field, and several other complex systems working smoothly real time, in 3D, to create one of the most impressive character models developed to show off a game engine to date.

PS4 Finale 8

Cage points out that the  technological feats that go into making  the “Old Man” possible isn’t  important to remember for the gamer, of course. He merely runs through the laundry list of features to further underline that the PS4 is capable of creating a new image of video game visual excellence. This is all in an effort to push the boundaries of how meaningful games can be, and what kind of emotional experiences can come from it.

David Cage want in helping set a precedence for visual standards, and what the PS4 can achieve in the future was the key of the Old Man Tech Demo. The Old man being a character that doesn’t say a word, but simply displays the emotion through visual cues alone.

With a decided push towards some third party exposure, Capcom had the light shined on them and their new game engine “Panta Rhei”. Yoshinori Ono (Executive Producer for the  Street Fighter series) was on hand, to help boisterously introduce the new tech from Capcom. The engine Panta Rhei,  looked to be using some incredibly impressive texture mapping and lighting effects, to give an early glimpse at the working titled game “Deep Down”.

PS4 Finale 9

While not a whole lot of additional information was provided for the game, the trailer provides a stunning glimpse into what looks to be an Elder Scrolls like game, complete with  a first person perspective, and incredibly detailed environments to explore.

PS4 Finale 10
PS4 Finale 11

PS4 Finale 12

Throughout the trailer, an element of survival horror is hinted at, possibly suggesting the game may borrow some elements of suspense to keep the game play tight, and fast paced. There are several more action packed segments later on where the knight in the trailer, rushes at and is fighting a dragon from a behind the shoulder third person perspective a la Resident Evil 4.
PS4 Finale 13

Whether or not the first person and third persons stuff can be switched at will, or forced upon the player depending on circumstance remains to be seen. Given the rather successful nature of RE4, I’d venture a guess and say it may rely more heavily on a third person view, with small  in between first person glimpses from  the eyes of the adventurer, to heighten the thrills.

PS4 Finale 14

In one final moment of the trailer, the knight rushed the dragon unsuccessfully, and buckled down as the beast shot a stream of flame, clashing with his shield to create a brilliant display of fiery chaos.

PS4 Finale 15

While the Panta Rhei engine is looking impressive, without any concrete information to go on for the game “Deep Down”, it may remain merely an awesome tech demo. My fingers are crossed Capcom has the game in development, as some kind of third/or first person medieval survival horror game, which would represent a powerfully grand game play experience worth my time with the PS4.

No newly founded CGI tech demo fest would be complete without Square Enix present, and present they were.

PS4 Finale Square

They showed off their own next gen proprietary engine to wow the audience, but had no information to spare. Not even a name was given to the “state of the art game engine”, which was an honest mistake in the face of the other competition on hand. While bereft of informative detail, the visual wealth of knowledge was in line with what Square Enix is known for, in providing graphic quality rarely matched in any tech arena.

While  the sites were grandiose to gaze upon, I can’t really interject with further speculation of my own, as I found  it hard to deliver further context for what was shown.

The engine definitely looked impressive, with particle effects and complex lighting elements…though the themes of the cinematic were all over the place.

One moment we were in an isolated desert town.

PS4 Finale 17

The next moment we were in a dark and claustrophobic indoor structure, involved with some magical ritual.

PS4 Finale 18

At one point, guerilla soldiers broke into and crashed the ritual with (Ak-47’s?) …

PS4 Finale Ak's

…and then a woman shot electricity out of her hand.

PS4 Finale Elec Hand

Also, a hyena

PS4 Finale Also A Hyena

The engine looked just to throw everything and the kitchen sink out at the viewer, in order to  showcase any number of common game elements to try and impress us with. While graphically the engine had some eye popping fidelity, and a fluidity to match (more so than my screenshots can provide), the content in motion confused more than enticed (as no solid game play footage of any kind was shown or hinted at).

PS4 Finale 20

The trailer ends after an incursion with the surprise enemy force, and an unnamed female magician barely escaping into a far stretching vista.

PS4 Finale 21

Could this be the new Final Fantasy game SquareEnix hyped during the press conference? There is a possibility, though it looks to be a long way from completion.

Last up, is probably the most ambitious idea from the entire conceptual side of the PS4 conference. The company who displayed their ever ambitious nature was Media Molecule (Little Big Planet.  They showed off their interest in striving to understand and use Sony’s motion controller, The Playstation Move, in order to help broaden gaming dialogue through creation.

PS4 Finale 22

For anyone who has been left out of the loop, Media Molecule has helped add tremendously to the stable of top notch Playstation titles with Little Big Planet, and it’s successfully fruitful ambition of providing the player with endless creativity. Not only does the game stand on traditional grounds, and offer an extremely fun title to play through, but also allowed players to customize, design, and even flesh out their own ideas in the game’s level creator.

The second title even let players design games and levels that were far outside the traditional scope of the simplistic platformer Little Big Planet was intended as. This stand out accomplishment didn’t happen in a vacuum, as millions of players have custom created millions of different ideas, all due in part to Media Molecules creative savvy with Little Big Planet.

PS4 Finale LBP

The only reason I give such lengthy exposition, is due to the rather weighty (and admittedly) unbelievable mission statement MM had during the PS4 press conference. In their quest to give players ultimate control in creativity, Media Molecule has sought to”Let you record your Dreams”. This sentiment is grand enough, but then MM continues to go on and explain they want to do it through the use of Sony’s motion controller, The Playstation Move, a yet to be  ratified tool in conventional game playing, let alone abstract  creation.

PS4 Finale 23

Media Molecule helps to expedite Sony’s message of a diverse platform through sharing with the PS4, by providing this unique perspective into “recording your dreams”. This vast and ambitious process of using the Playstation move to create your own experiences exists as a detour to the common problem of creation frustration. The rep from MM refers to traditional game creation as “The Tyranny of the Polygon”, and with the Move, hopes to ease the pain and simplify the process for those who have the ideas to create, but not technical know how to do so.

PS4 Finale 24

Upon further explanation, Media Molecule goes into detail about their own experiences using the motion controller interface of the Playstation Move. Just through rudimentary testing and playing around, they found the Move to provide the level of accuracy they required  and the ease of movement necessary,  to help improve the process of creation, rather than hinder it. One example used prevalently throughout the demonstration was sculpting, and the incredibly detailed models you could create.This demonstration was  through nothing else but the ease of movement involved with the motion control of the PS Move, and your own talent.

PS4 Finale 25

He went on to show real time lapse of other very detailed sculptures, and then two more, and then 100 more. This in turned showcased how quickly adapted  and entertained his entire team was in expressing their creative sides, solely through the use of The Playstation Move.

PS4 Finale 26

He went on to show other real results using The Move, with an incredibly intricate sculpted town, complimentary with walls, houses, roads, and a large tower.

PS4 Finale 27

MM then showed off a video that was made entirely with The PS Move, involving marionettes, orchestrated music, choreography, and the players who made it possible.

PS4 Finale 28
PS4 Finale 29

PS4 Finale 30

While the presentation left me with a lot of questions, it left me with even more wonder. While the end of the demonstration was reminiscent of more awkward moments from E3’s of the past, this seemed a little more genuine in design and motivation. I felt some kind of soul behind the ideas of the project, and a general passion from Media Molecule in showing it off. The Move has yet to find it’s place as a staple in the Playstation library, and this would be the perfect ideal that propels the controller into the stratosphere of the memorable. The MM rep mentioned that sculpting was just the beginning, with suggestions that any form of creation would be equally possible with enough time and thought involved.

PS4 Finale 31

While The Move demo was not a singular game, and more of a proposed experience on the PS4, I really hope these lofty ideas to create this “ultimate form of user creation” comes to fruition. Everything they showed was within technological reason, and I’ve learned not to underestimate the fervor and creativity of gamers the world over. Little Big Planet sounded like a pipe dream when I first heard of it, thinking a company couldn’t possibly pull off that level of service in the department of creativity. Low and behold, LBP is one of the coolest and most engrossing creation properties in Sony’s library, and a unique gem across the gaming spectrum as a whole. I have adjusted expectations, trying to break through unreasonable excitement, but if anyone can pull of this class of quality, it’s Media Molecule.

That wraps up my look at the entirety of the PS4 Press Conference! From the PS4 details, to the mass of games on display, and the conceptual stuff following suit, I was nothing short of bursting with anticipation the entire time. I hope I’ve helped to shed some light on what Sony wishes to give you in the future with the PS4, and have provided some drool worthy details to keep you held over till E3. I’ll be doing a quick recap on everything I’ve covered in the past few days, with some final thoughts to go along with it.

See you next time, and cheers to a future with the PS4.

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The Cave

Double Fine represents, what I believe, to be a quality litmus test of a gamer. Not the only one, mind you, as there exists all kinds of gamers with all kinds of tastes. Someone who knows of Double Fine by name, and appreciates their work, however, has already passed my standard of excellence. At the very least, I may enjoy the thought that fans of DF may just have a body made up entirely of funny bones.

Or Metal.

Cave Rob

For those who aren’t in the awesome know, Double Fine is a company founded by Tim Schafer back in 2000. Tim Schafer did some awesome stuff when he worked at LucasArts, including Grim Fandango, which stands to be one of my fav PC games of all time. Double Fine continued the tradition of all things terrific, as they put out titles like Psychonauts and Brutal Legend. These games represent the small niche of titles that can legitimately boast about their humor, without being unintentionally funny.

Cave Pete

DF’s latest outing, The Cave, looks to be continuing the companies trend of quality, and bringing forth a memorable past to create a worthwhile future.

The memorable past I speak of is the lost genre of point and click, and all of the wonder the genre created. While at LucasArts, Tim Schafer, along side Ron Gilbert (on quite a few projects), helped pioneer the P&C experience with games like Monkey Island and Full Throttle. While both went there separate ways in the later 90’s, they eventually found a common ground with conceptualizing “The Cave”, and thus, returned to old form in a P&C game that looks to be worthy of both of their names.

The game can be very explicit.

The game can be very explicit.

The premise of The Cave very simply, is to explore. While the experience is mainly puzzle solving, you will have a dash of plat forming, and an endless slew of humor to help guide you in the mysterious environment. The game’s main character focus, is on seven strangers, all of whom have some business to take care of within The Cave’s confines. For example, The Time Traveler is trying to solve a paradox, while The Hillbilly is simply trying to find a lost love. The diversity of the characters, and the odd contrast of what drives them, helps propel you in their own bizarre self-discovery.

 Would be one hell of a dinner party.

Would be one hell of a dinner party.

Further, the characters themselves aren’t just palette swaps. Not only do they all have individual stories that will unfold through a series of cryptic cave drawings, but they all possess their own special powers. The Adventurer can use a grappling hook to get over ledges, while The Monk possess the power of telekinesis. This offers itself to a greater sense of replay ability, and helps to cultivate the differences in the seven personalities, and their own individualize portions of The Cave. While the introductory areas will help familiarize you with your characters of choice, you will very quickly realize how deep The Cave goes. Your interest will be peaked as you pass by sections and elements foreign to your particular group of three chosen adventurers. You will excitedly speculate about what’s around the corner meant for one of the other personalities, and what sly jokes would service their insane puzzle solutions.

I wonder how this will end?

I wonder how this will end?

The setting of The Cave itself has a robust array of emotions, the game expresses a lot with very little. The art style has a simplicity, that when mixed with the ambient music, helps to relax you while solving the puzzles. The weird aside is the further into the cave you dive, the darker the tone of the game will become. All of the characters have this strange appeal, but something a bit unsettling which helps to spark your imagination. In fact, the whole game has a marvelous sense of wonder about it, which creates a curiosity that will propel you to reach the bottom of The Cave and find it’s dark secrets.

ISo a Time Traveler, a Monk, and an Adventurer walk in this cave...

So a Time Traveler, a Monk, and an Adventurer walk into a cave…

One of the reasons I’ve enjoyed the first part of the game so much, isn’t because of this weird haze of villainy that seems to pervade the subtleties of the design. The contrast provided by the Scahfer/Gilbert humor is on display from everything to the fun puzzle solutions, to the dialogue and narration. The narrator for the entirety of the game is The Cave itself, which goes to great lengths at killing you with kindness, or at least, making you laugh till it hurts. From The Cave’s philosophical ramblings, to his fourth wall breaking game explanations, and even confessions involving the difficulties of dating that being a talking cave presents, and you get an idea of how absurdly riotous most of the game effortlessly achieves.

Must be this I    I curious to ride.

Must be this curious to ride.

I wanted to provide quick first impressions of the game on launch day, but sadly, was delayed. I’m happy to report I believe this game is impressing me on much the same level the LucasArts games of tradition always did. Time has certainly failed to slow down Tim Schafer and Ron Gilbert, as The Cave comes well equipped with charm, and a cultivated sense of quality. The game is available on most formats, and you can grab it on Steam for a great price (that’s before an awesome Steam sale mind you).

Do yourself a favor and grab a copy, and I’ll leave you with one final thought from Ron Gilbert, co-creator.

“I felt if [the characters] were just talking all the way through the cave, they would be less of a mystery, They would have the ability to just lay out what their issues are and who they are, and I want players to get to the end of the game and still have questions about them.”

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