Showing posts with label Random Caprice. Show all posts
Showing posts with label Random Caprice. Show all posts

Thursday, November 19, 2009

The Name Was Originally Going to Be "Masturbearding"

Occasionally terrifying but often interesting video game forum selectbutton now has a podcast! Every episode is edited by a professional audio engineer, so it sounds pretty decent for a show conducted via Ventrilo, of all things.

I was in episode 2, which covered fighting games in a less-accessible way than I would have liked (there is some irony in there, I'm sure), and episode 3, which was marred by technical difficulties and a questionable choice of topic.

Episode 4 (subject: the treatment of video games in other media) features the guy who made the smmooooothest Let's Play video ever made as host, along with a really well-researched and coherent discussion from all the guests. Good place to start listenin', I'd say.

The show's also on itunes, and I'll be sure to make a post or two here when I show up in future episodes.

Saturday, August 15, 2009

A Poignant Realization

(from a presentation Erik Svedang gave at the recent Assembly '09, entitled "The Creation of Blueberry Garden – how to get away with bad design choices (sort of)" - The above image is one of the more insightful moments from the talk, in which Svedang talks about the intentional "bad" design choices he made when designing Blueberry Garden. I think he sells himself and his game a little short, myself. You can download the presentation from this link, watch a video of Blueberry Garden here, or purchase the game itself on Steam.)

Friday, August 7, 2009

Those muffins...

...turned out pretty good, I think. A little inconsistent in terms of size, though. Gotta work on that. The recipe called for the following:
  • 2 cups whole wheat pastry flour
  • 1 1/2 teaspoons backing powder
  • 1 1/4 teaspoon baking soda
  • 1/4 teaspoon salt
  • 1/4 teaspoon ground cinnamon
  • 3 large ripe bananas, mashed well
  • 2 large eggs, lightly beaten
  • 1 1/2 cup maple syrup
  • 1/2 cup brown sugar
  • 1/3 cup milk
  • 1/4 cup canola oil
  • 1 teaspoon vanilla extract
  • 3/4 cup chopped walnuts or pecans
The recipe said I would end up with 12 muffins, but closer to 18 resulted. I am not complaining! Thanks to Bob Bakes for inspiring me in the first place.
ADDENDUM: I brought these over to a good friend's house last night, had a lot of people eat them. Response was delightfully positive; this morning I received a phone message from Daniel Hood stating that "That muffin was fiiiiiine" - Mission accomplished, baby.
Yup. This blog has officially turned a corner. In the words of Samuel L. Jackson circa 1993... "Hold on to your butts."

Thursday, August 6, 2009

Following Up

A number of readers have mentioned to me that the previous post is confusing. My mistake! I intended to flesh it out a little more at the time. Things got away, as they often do, so let's go ahead and fix that.

The screenshot you see in the previous post is from the 1984 TV broadcast of Fist of the North Star, one of the most iconic and gloriously schlocky manga and anime series of all time. You can stream it for free (all 109 episodes!) over at Funimation's video site, along with a variety of other shows. I recommend checking out Captain Harlock and Galaxy Express 999 while you have the chance; neither show has been officially released within the US before, and are enormously influential and important examples of Leiji Matsumoto kickin' ass.

Lemme reign myself in. If you've never heard of Fist of the North Star, or if you're familiar with the concept but have never seen the original, you might as well go watch the first episode. You should know pretty quickly if you love it or hate it, I think, and from there it should be easy to judge whether or not you want to continue. At the very least, you should have some other options if you decide to peruse the rest of Funimation's streaming site.

Now, if you'll excuse me, I'm gonna go bake some Banana Muffins. Pictures forthcoming.

Tuesday, January 13, 2009

Grab bag update #2

In lieu of providing new content, here are a couple of links that deserve your attention:

First up
is a Gamasutra interview with Arc System Works, the awesome men and woman behind the Guilty Gear series, the thoroughly under-appreciated Battle Fantasia, and a slew of other 2D fighting games, including the recently released BlazBlue. There's a lot of interesting information in here, most of which has handily been digested by David Cabrera (protip: if you don't read his blog on a regular basis, you totally should be), but I was most amused by BlazBlue director Toshimichi Mori's issue with the way Capcom has been presenting Street Fighter IV:
Toshimichi Mori: I'm not trying to pick a fight with Capcom or anything, but with Street Fighter IV, they made a big deal about how the game was designed to be accessible to people new to the genre.

I remember when I first read that in an interview, I was like, "What? How can they say that?!" I thought maybe I was seeing things. I think they need to take a second look at the list of moves for that game before they make a claim like that.

Sure, people like us who work with games, or fans of fighting games can do a hadouken or a shoryuken without thinking much about it, but for somebody just getting started? Those moves are pretty tough! You can't expect new players to just whip those moves out every time.

To fill your game with moves like that and then emphasize how simple it was for beginners to pick up seemed irresponsible to me. Street Fighter IV is not a game geared toward people who've never played fighters before. If they were really interested in making a beginner-friendly game, they should've made included a few impressive moves a player could do with the press of a button.

That is some curly-mustache-grade irony, right there.

Second - while 1up is sorta dead, their Retronauts blog, which boasts the talents of Jeremy Parish and Ray Barnholt, among others, is rockin' harder than ever.

Case in point: their recent interview with Famicom-era Konami musician Hidenori Maezawa. This guy is one of the mystery heroes behind the memorable music of many Konami games. Best part is by far this factoid on the Parodius soundtrack:
Maegawa: "When I was working on Parodius, we had a very short time with the game, so I wasn't able to compose a new soundtrack for it. But you know, classical music is public domain -- once the composer has died, 50 years later we're free to use it however we wish and the music belongs to the public....that's why we used classical music for the game. We only had one month to create the Parodius' soundtrack!"
There's lots of other cool stuff on the Retronauts blog besides this interview, anyway. I recommend checking it out.

Thursday, July 10, 2008

Game Center CX tidbits

Have I ever mentioned how much Game Center CX rules? I don't think I have, so let me defer this explanation to David Cabrera, who said it better than I could ever hope to without resorting to borderline plagiarism:
It's a TV show where they put a man in a room with a videogame and they don't let him out until he's won. This is a more entertaining prospect than you'd think! "Retro Game Master" is either sarcastic or a misnomer, as the whole point of the show is that Arino is an likable, average guy and he's not very good at videogames. This show is about chuckling along with Arino's many failures and the cruelty of 8-bit games, rooting for him as he presses on, sticks cold compresses on his forehead, and hits the "a-ha" moments where he figures out how the game works. In the endgame you feel a real vicarious sense of accomplishment for the guy, in a situation where he may or may not win.
Right, so. Why bring up the show at a time like this? Two reasons!

First, the show was recently picked up for possible US distribution by Japanese production company Stylejam, and two episodes of the show were screened at the New York Asian Film Festival last week. The show's localized name for the US market is "Retro Game Master," and it looks like there's a decent chance that the show will get a DVD release or even cable TV exposure. Quite a few blogs covered the screenings in detail, including Matthew Hawkins' Cinema Pixeldiso column, Wired's Game Life blog, and - again - David Cabrera's Subatomic Brainfreeze (personal fan favorite). If G4 picked this show up, I'm pretty sure I would actually maybe watch the channel occasionally, or at the very least un-delete it from my TV.
Arino proves that this is not a practice limited to the US.
Besides the above news, TV-Nihon recently fansubbed most of the first season of the show. I say "most" because while the "challenge" segments are always included, in which host Shinya Arino dukes it out with various games of indeterminate age and origin, the rest of each hour-long episode is not, in most cases. Some of these segments are pretty rad, and usually involve interviews with famous game directors and visits to game centers. I'm pretty sure their omission is because of the way the show was repackaged for Japanese DVD release, but it's still kind of a bummer.

That said, the Ultra Man and Ultra Seven episodes on TV Nihon's tracker are both full-length episodes with all of the show's segments included, so I'd advise checking those out first. And as always, Crunk Games' Game Center CX episode guide is still the best repository of information related to the show available. And before I forget, the DS game is ridiculously wonderful.

Man, I need to get back into the swing of things. I finished Persona 3 last week, so maybe I'll talk about that next? Hmmmm!

Friday, April 18, 2008

Grab bag update #1?

I'm updating from my parents' house this weekend, and I didn't really have anything waiting in the back wings for an update, so here are a few things that I felt were worth mentioning.

-Joakim Sandberg has released Noitu Love 2, which you can buy for $20 from his web site. I'm definitely going to have to pick it up eventually. I mean, how awesome does this game look?

Yeah, pretty sure I gotta support this monetarily. And write about it. Go play Chalk, too, if you haven't already. It's free!-Made in Wired takes the rapid fire structure of Warioware (Made in Wario is the Japanese title, in case you were wondering) and stuffs it full of arcade shooting game motifs. It's just a little bit like Rom Check Fail. It comes courtesy of dong over at Engrish Games, who translated the (originally non-English) 2006 game and re-released it today. Here's what he has to say about it:

Do you know Junpei Isshiki?
He's a professional shmup programmer and an indie game developer.

He makes really cool shmups,
but sometimes he forgots to publish his games :(
How unselfish!

How unselfish indeed! You can download Made in Wired here.

-There's no way that Mortal Kombat is still relevant. Is there? I must not hang out with the right people, I guess! Sub Zero, though, he's always cool. Also, here's BBH's awesome MKII glitches page. Aaand here's this unintentionally hilarious ending from MK4! And this thing.

That's about it for now. Next week is a theme week!

Tuesday, April 1, 2008

Captain McGrandpa saves April Fools

It's April Fools, which means plenty of jerks out there are twirling their fingers around, cackling in front of their Dell Inspirons, and thinking about how much their hilarious Internet Meme Prank Thing is totally great.

They're wrong, though. Well, except for Gametap staff member Frank Cifaldi (formerly of Gamasutra and Lost Levels) , who has decided to use his powers of April Foolery for good, with a little exercise in communal self-entertainment called "Captain McGrandpa - Memory of the Forgotten". Here's the PR statement:
"The latest GameTap Originals production, Captain McGrandpa – Memory of the Forgotten is the first truly multiplayer adventure game. Using brand new technology developed at GameTap HQ, an unlimited number of players will be able to shape the world and story around them, in real time, with limitless possibilities. Only as a community can we help Captain McGrandpa find his way. "
Basically, Cifaldi started a thread on the Gametap forums in the guise of a classic text adventure prompt. Black background, second-person narrative, point and move totals in the upper right corner. After that, actual Gametap forum users simply posted what they wanted to do, and Cifaldi responded accordingly. The results err disturbingly close to genius.
(go outside)
As you make your way toward The Outside World, The Mean Lady You Don't Like waves and wishes you a pleasant day.

The Outside World
It's cold and frightening out here and you don't like it. To the East is A Place You Don't Want To Go, to the West is A Place You Don't Want To Go, and to the North is The Idle Springs Retirement Home. There is a Taxi Cab parked haphazardly on the curb.

You have to register for the Gametap forums if you want to participate, but I'm just watching the thread as it develops, something which requires no registration. Go check it out, it's seriously great.

Friday, February 1, 2008

Iwata Asks, I Froth

For the past eight months or so, smashbros.com has been generating a diabetes-inducing level of hype for Super Smash Bros. Brawl, the just-released-in-Japan sequel to 2001's Super Smash Bros. Melee.

What is there to say about Melee, at this point? It was the Nintendo Gamecube's best selling game, and people are still playing it, casually and seriously, seven years after its release. An exceptional record, to be sure.


I remember thinking it was a wonderful game in 2001, and my appreciation for the game's wide appeal and surprisingly deep play mechanics has diminished only slightly over the past seven years.

Reading the daily updates at smashbros.com, however, put me in a strange state of malaise. Brawl looked like Melee but with more stuff. More characters, mostly boring. More doodads to thoughtlessly collect! More music from more musicians! More modes, including (seemingly crippled) online play and a level editor!

It was this last point that made me begin to think that, more likely than not, Super Smash Bros. Brawl was probably going to be ridiculously great. And yet, strangely, my apathy persisted until this previous Wednesday, when the game saw release in Japan (it doesn't come out in North America until March 9).


Spearheading the game's release was a remarkably interesting PR interview between Satoru Iwata, the current president of Nintendo, and Masahiro Sakurai, the lead director of both Smash Bros. Brawl and its two prequels.

The interview reveals the spur-of-the-moment nature of the game's development, including the surprising fact that, if Iwata hadn't mentioned the possibility of a new Smash Bros. during his speech at E3 in 2005, the game would probably never have been made.
Sakurai
Actually, I was a freelance game developer at the time and had planned to use E3 as a means to gather information on the newest hardware and software and figure out what I would work on next. And then I met up with [Iwata]. I had some other job requests already and had a hard time making up my mind. In the end though, I decided there were no other jobs with the potential that I could get people to be as happy as the Smash Bros. project. After all, it was already clear that lots of people were looking forward to it. So, I decided to accept the project. Or, accepted that I had no choice but to take it.
What's especially interesting to me about this is that Sakurai left Nintendo in 2003 because he was tired of developing sequels and rehashes (see sidebar). Was Sakurai developing this game begrudgingly? Even if he was, some of the information from later in the interview sounded too potentially insane to dismiss:
Iwata
Let’s talk about music next. The music for the previous Smash Bros. titles was truly amazing, but the music for Smash Bros. Brawl is something else entirely.

Sakurai
You think we went overboard?

Iwata
Maybe just a bit. (laughs)

Iwata
Actually, the department that handles contracts and copyrights said this game has thirty games worth of music.

Sakurai
Wow. Sorry for getting so carried away. (laughs)
I know how Sakurai feels, since I intended this blog entry to be about, I dunno, a third of the size that it is now. Let's wrap this one up with a couple of youtube videos - what really sold me on the game, in the end, were the implications of the stage editor.





Next time: A shorter entry!