Monday 29 July 2013

Why the Human Race is Doomed/Awesome #2 - Tattoos

Tattoos. Yes, todays WTHRDA is about the ink-based body art. Let's get started with the history of the tattoo shall we. Below is some information about tattoos from Wikipedia:
  1. The word "tattoo" was brought to Europe by the explorer James Cook, when he returned in 1771 from his first voyage to Tahiti and New Zealand.
  2. tattoo is a form of body modification, made by inserting indelible ink into the dermis layer of the skin to change the pigment
  3.  There are five types of tattoos: traumatic tattoos, also called "natural tattoos", that result from injuries, especially asphalt from road injuries or pencil lead; amateur tattoos; professional tattoos, both via traditional methods and modern tattoo machines; cosmetic tattoos, also known as "permanent makeup"; and medical tattoos.
In this specific article we are going to mainly elaborate on the professional tattoos which are the most common variant we see in modern society. If you are interested in the other types of tattoos do check out the hyperlink right here.

The Awesome
Tattoos used to be something excruciatingly painful to do. Before the conception of the modern tattoo machine, things used to be done the old school way; with pigment and a needle (some types of tattoos are made by cutting the skin). Polynesian tribes often used tattoos as a symbol of maturity and as a right of passage of child to adulthood. Japanese yakuza tattoo their whole backs as a sign of loyalty to their organization (they also chop their pinky off). This types of tattoos take a long time to do perhaps more than 30 hours to more than a hundred hours. These tattoos are undoubtedly a symbol of strength and fortitude of these people. It shows who they are and it speaks volumes of their character.


                                  Pe'a is a traditional male tattoo in Samoa (courtesy of Cloudsurfer)

In fact, some religious sects also use tattoos to convey their religious beliefs. That is the key word in this segment : belief and loyalty. These people are not afraid to show dedication in what they truly accept as their truth/calling and I have to admire that. Say what you like about these people, but they have balls, and that is a quality that seems to be lacking these days.

                           Gotta respect the intricacy of the art                           

Special mention to the artistic tattoos that are aesthetically and technically advanced. It really makes the body look like an ornate canvas. I may be contradicting myself here but I do have a soft spot for good works of art.


                                                         3D tattoo (courtesy of Alex Filth)


The Doomed

Everyone is a hipster nowadays it seems. With love for the quirky, Generation Y seems to be preoccupied in being caught up with the next upcoming trend while still proclaiming to be unique. This is why I have issue with the fingerstache tattoo. It serves no purpose and it only is useful for cheap laughs and kodak moments. While I don't advocate religion, I do agree that the body should be treated as a temple and therefore should be treated with respect. The same applies for other pointless tattoos such as ones gotten due to lost bets. 

                                               Because glasses are too mainstream perhaps?


One more thing I should mention about modern tattoos is that allegedly removing them is actually more painful then getting one. Food for thought for the impulse driven people of this world before you go rushing to go under a needle to ink that novel phrase or image. Quirky tattoos also do not age well. I shudder to think of what the tattooed hipsters of today will look like in their golden age. Most young people nowadays are rash and do not really think of the consequences of their actions ( I do acknowledge that they are old people doing crazy shit too ), as part of the new generation myself I really hope that we will go down as a respected generation and not with the title the worst generation that has ever lived.



                             I'll let you be the judge of this


That does it for this segment of WTHRD/A, I hope you enjoyed today's topic. I also extend an apology to any hipsters or Gen Y's that I have offended (I'm lecturing you guys from the good of my heart) . Please leave a recommendation or comment to help us pick our next topic. Until then keep on trucking :).

Saturday 27 July 2013

Battlefield 3 Field Notes: Re-Enlisted

Hello readers, if you exist outside my mind, at least, I like to think I actually have readers although that's probably wishful thinking. To celebrate the upcoming release of Battlefield 4 and because I felt like getting back to it, I'm playing Battlefield 3 again after nearly a year away from it and let me tell you, post-patches, Battlefield 3 is a vastly different game. This will be a semi-regular series written in both a meta-universe and in-universe style, varying depending on the content. For example, this introductory post will be about the game while the next one might be about a specific match/battle or vehicles and weapons. It's largely practice for my skills or lack thereof in creative writing.

The first match back and I've realised I've lost all semblance of motor control in a first-person shooter. I'm not the best video gamer, most of my friends will tell you that, but I like to think that I'm skilled enough to move an analog stick around but my reflexes have gone to hell after playing so many third-person shooters and fighting games for the past year. Some things I haven't lost, though, I still spam the select button to spot enemies for my teammates, a force of habit from my Bad Company days. Also, I'm still fairly proficient with vehicles. I can drive a tank and engage enemies with the best of them and I got skills when it comes to helicopter flying. Let's not talk about jet flying though. Before I took a break from the battlefield, I could barely fly a jet let alone dogfight properly. I tried flying one by spawning in a FA/18 Super Hornet and I basically crashed into the aircraft carrier when trying to takeoff.

Still, my performance wasn't too bad for a soldier off the battlefield for a year or so. Managed to get a decent score, fifth overall and third on my team. KDR doesn't mean jack on Battlefield but I managed to get better than 1.00 KDR, which is an achievement for me since I die most of the time trying to arm MCOMS or capping flags. PTFO, right? People are mostly the same though. They run down the middle and are pretty predictable. It was pretty much a massacre for the enemy team because they were headstrong and kept pushing down the middle. I never understood that mindset. As a rather poor combatant, I've always used varying tactics to outwit rather than outfight the enemy. An exposed flank is basically death to half an enemy team or more. I mean, if you slap a suppressor on your weapon and sneak in from their side and get the enemy from behind, they have little time to react and even if they take you down, you would have taken a fair chunk without them noticing or reacting quick enough.

Weapons-wise, I'm sticking to my 5 Service Star quest whereby I try out every weapon until I get 500 kills so as to unlock the dog tags for it. The current weapon I'm working on is the FAMAS and that thing has been nerfed to oblivion. No other way to put it. Usually, DICE does a great job in balancing weapons but man, they really made this thing terrible. When Back to Karkand first came out and the FAMAS got unlocked, it was a pretty popular weapon. A nimble, fast-firing and devastating close-quarters weapon. Now, it's got a ridiculously high rate of fire coupled with a small magazine, a long reload time and ridiculous recoil. The only way to use this thing is to walk right up to an enemy and pull the trigger. No need to aim, the recoil is way too difficult to control. Most guns I can develop an understanding of and a tactic to compensate for its weaknesses but this gun has too many to count. This is going to be a long 5 Service Stars.

I didn't play too many matches but I did have a lot of fun and now I remember why I love the Battlefield series so much. There'll be more Field Notes for Battlefield 3 and other games that fit the theme in the near future and until then, we've got a few awesome articles on the way. This is Renegade Sandwich, signing off.

Wednesday 24 July 2013

Indie Video Game Highlight: Neverending Nightmares


                                The most frightening trailer ever 

Matt Gilgenbach might not be a familiar name to most gamers out there, myself included, but when I was browsing through the inter webs I was automatically drawn to this game. The trailer above was the first I had seen of the game and I was automatically left in a catatonic state wondering what the hell I had just witnessed. Everything about this game is morbid, bleak and and numbing; seems fitting seeing as the game was based on Matt's Gilgenbach's own struggle with obsessive-compulsive disorder and depression.

The game starts as the player awakens from a nightmare, only to discover that he has been transported into another hellish dream. The plot reminds me of Inception but with a lot more horrifying themes and gore. Seeing that the game is set in a dream world, I would like to think that players would be kept on edge as the unexpected could always occur at any given moment. As of yet there are no concrete details about the gameplay but as seen in the trailer the game is played in 2D fashion which we all know and love. Also, the game appears to be an open world style game where exploration will be a key component of the experience (kind of a recurring trend in indie horror games). Allegedly,  the players action during the game will effect the ending of the game thus adding replay ability value.

As you all may know by know, I am a huge proponent of good art in video games. This game has a unique art style which scares the crap out of me. Just images of the game causes me to hear dissonant sounds akin to the cacophony of horror soundtracks. It goes without saying that this game will have mature themes and will not be suitable for the faint hearted. More details should be out soon, as Infinitap Games are really keen on open development (sharing updates with it's fans). Visit the game page here to keep up to date on the progress of the game if you are interested.

This is Alex Plum and this has been your Indie Game Highlight.

Saturday 20 July 2013

Opinion: Man of Steel

I love Superman. I don't think I've ever met anyone who could say otherwise. Sure there are people who probably don't know much about him. I'd like to believe I lie somewhere between them and the hardcore enthusiasts. So when a new Superman reboot was announced, I was more than thrilled to see a contemporary realisation of the character who took the world by storm.

While I'm unable to write a proper review -- as I watched the film once more than a week ago, and thus am unable to dissect it to my liking -- I did leave the theatre with strong feelings about the motion picture. This is my opinion.

Beware: Spoilers ahead

The first thing that struck me with the Man of Steel was the cinematography.  The "home-video" style which we've seen in movies like Cloverfield added a human touch to a film that evokes more science fiction drama than superhero action. While effective, I felt it was overused. The predictable "shakey zoom-in effect" was used extensively and the filming style was occasionally disorientating.

I liked how we were able witness Superman's (Henry Cavill) development, mostly through flashbacks, from his birth to his rise as a hero. Jor-El (Russell Crowe) and Jonathan Kent (Kevin Costner), Superman's two fathers, have a looming presence whenever they aren't on screen and their impact on Superman's moral character development is strongly felt.

One thing that I wasn't pleased with was the killing of Clark Kent's father, Jonathan Kent. Most superheroes are orphans, motivated by their loss to prevent the loss of others. Superman is different. While he lost his biological parents during the death of Krypton, he never really knew them until he became an emerging adult. He was raised primarily under the care of his foster parents on Earth. He has great power and chooses to use them for righteousness. He didn't need to have his parents killed to understand that crime is wrong and he could use his powers to stop it. This distinction separates Superman from most other heroes.

Moreover, the lack of acknowledgement of civilian casualties is staggering. While I understand that global conflicts can result in pandemonium, the end of the film doesn't reflect the sense of immense loss that just occurred on-screen. An entire city was leveled and none of that was even expressed by the characters or the world.

Also, I didn't think the romance between Lois Lane (Amy Adams) and Superman was carried out well in the film. Sure, I'm glad they introduced this relationship in this origin story. I like this imagining of Lois Lane. I'm glad the whole "glasses and suit" disguise doesn't fool her; I mean it wouldn't fool anyone who was lucky enough to be right next to his face. But stopping to kiss her in the midst of battle? Come on. There's time for snogging later.

A huge controversy revolved around Superman killing Zod at the end of the film. This I was pleased with. Zod's death was entirely necessary. It was character-driven choice, and I would have much preferred a character-driven plotline with a solemn ending than an ending that just didn't make sense. Superman does have a principle that stops him from taking the life of another. I believe that he imposes this on himself as he believes he is responsible for the actions he takes and the resulting consequences. Superman begged Zod to stop his rampage through Metropolis. Zod didn't give him a choice. Another question comes to mind: How would you imprison an unstoppable foe? And even if you could restrain him, what makes you think you he wouldn't move Heaven and Earth to try and annihilate the people you are responsible for?

Despite shortcomings, Man of Steel is a film I enjoyed watching with friends. His "moral" training is definitely emphasised in this imagining of the character, and is a worthy origin story. I wouldn't buy a ticket for a second experience but I might consider owning it on Bluray or DVD.

Another small point is that hiding under a overpass in a tornado does not help. In fact, it is one of the worst places you could be when a tornado strikes. (jump: here)

Oh, I liked how Superman uses public transport.



Bernard Sam is an author at The Ops Centre. He is currently moving through the new Hannibal TV Series, after much anticipation.

Tuesday 16 July 2013

On Comics: Japanese Vs American

Manga are comics with Japanese authors or in a Japanese style. A popular publisher which I will be mostly using as reference is Shonen Jump, with titles including Naruto, Bleach, Kuroko no Basket, etc. Manga has not always been popular outside Japan, however with the advent of the Internet, globalization has made culture (such as manga) more easily accessible. Manga, at least currently is well known for its distinctive art style. You know the clichéd large, shimmering eyes, small mouth and oddly styled/coloured hair with sometimes defies the laws of gravity. Yes, this is a huge generalisation, but in a nutshell it is true for the most part.

American comics, on the other hand I must admit are comics I’m not very well versed in.  Mind you, I am talking about the DC and Marvel publications. Here’s why:

            I.     The latest manga is available (for the most part) for free on the Internet. Good luck trying to find the latest Batman or Flash comic online. This makes it hard to get a preview of the series and whether or not it is a purchase you would want to make.
          II.     It just might be where I’m staying but American comics are expensive. A comic book with a little less than 100 pages would have an average cost of $25-35. A manga volume would generally cost $10-15 and have for the most part more pages.
        III.     The continuity is calamitous. I like a good complex story as much as the next guy but when you have more Superman versions than recall (which are mostly canon) it drains away the fun of reading as you most likely have to be a hardcore fan to fully understand the entirety of the story/ies.

The modern comics which I have seen from DC/Marvel usually have very nice art styles. Simply said I don’t think comics lose to manga if you are comparing artistic quality. Both occupy different niches but are definitely aesthetically brilliant in their own right.

As far as stories go I do like both manga and comics. One particular DC comic I was a fan of was the reimagining of Superman in a ‘what if’ scenario. In Superman: Red Son, we are treated to an account in which Kal-El's spaceship actually missed Kansas and landed in Soviet Ukraine instead. The story is non-canon but is nevertheless a good read with good art. The same can also be said about the V for Vendetta series that had an enthralling and engaging plot.

On the flipside, manga usually covers a lot more ground plot-wise. There are loads of genres, covering stuff like basketball (Slam Dunk, Kuroko No Basket, Dear Boys), cooking (Yakitate Japan, Addicted to Curry), Humor/Sketches (Lucky Star). In essence, manga do not generally follow the convention of hero and villain monodrama, which is a welcome change. The stories generally fluctuates  around a lot like an teenager's mood-swings, with the story line switching from comedic to serious  and vice versa in a heartbeat.

There are no winners in this comparison; I  simply compared Japan’s most prominent comic publishers to America’s. Deciding a on a definitive conclusion would be akin to trying to decide which food dish is the best in the world. It simply isn’t possible to make such a claim with people having different tastes and such. If you like a bit of variety in your graphic fiction, do give manga a chance and if you like a classic interpretation of good triumphing over evil, please do rush over to your superhero comic post haste.

The article represents the thoughts of the writer and only serves as a basic opinion on the matter. The usage of generalization is done to make an easier comparison and the author apologizes to anyone offended by this. 

Monday 15 July 2013

How To: Survive 1999 Mode in Bioshock Infinite

Being an avid trophy hunter, I thought I'd stick my head in the clouds and try to platinum Bioshock Infinite because (1) it looked easy enough and (2) it's a single-player game, which means there are no pesky multiplayer trophies. Needless to say, I ran into the obstacle of completing the game in 1999 Mode, which has been claimed by its creators and various reviewers as being retro-hard, but really is only difficult in today's standard. In comparison to Big Boss Extreme in Metal Gear Solid 4: Guns of the Patriots, Hardcore in Max Payne 3 or Hard in Operation Flashpoint: Cold War Crisis, 1999 mode is a walk in a park but if you haven't experienced those particular forms of torture, I've knocked up a quick guide to help you survive Bioshock Infinite's toughest game mode.

1) Scavenge like your life depends on it (because it does).
The biggest challenge in 1999 Mode is managing your resources, particularly because you need to upgrade your weapons and vigors because enemies get increasingly tougher and appear in larger packs as you progress through the game. At the same time, you should have some spare cash handy so you can be "saved", which is the game's mechanic of bringing you back to the fight without having to restart at a checkpoint. Whenever possible, scrounge ammo from fallen enemies and look around for extra money, lockpicks and gear in the immediate area. Be thorough, make sure you give every area a fine-tooth comb so as not to miss anything of value.
2) Upgrade what you use or need the most.
As previously mentioned, the game only gets harder as you progress, so, upgrading weapons and vigors is a must. Make sure to only upgrade the weapons and vigors you need though, as money is short and the upgrades are many. Personally, I'd recommend upgrading the sniper rifle as it provides huge damage output, lets you put some distance between yourself and the bad guys and is fairly common throughout the game. For vigors, it really depends on what you use primarily and what you feel most comfortable with. Generally though, upgrade Possession to its maximum as well as Shock Jockey as you'll be needing both quite often throughout the game. 
3)  Gear up for every fight.
As with the first point, scavenging is your friend and when you find gear, always take it since you don't have an inventory management problem as you can carry as much gear as you want. For the best combination of gears, assess the situation and determine what gear you have is best for the job. If you need maximum damage output for melee because you're out of ammo, put on Burning Halo, Deadly Lungers, Executioner and Vampire's Embrace. If you need to find more ammo after a particularly gruelling firefight, put on Scavenger's Vest. Of particular note is a piece of gear called Winter Shield which grants you brief invulnerability every time you jump off a Sky-Line. Whenever you see a Sky-Line and enemies about, always equip Winter Shield, it's extremely effective and will keep you alive through many tough battles.
4) Infuse away.
Always look for infusions when you have the time because they will save your life. Particularly, upgrade your shield as opposed to your health as the shield regenerates all the time while your health does not regenerate and requires health kits and snacks to replenish. As well as that, upgrade your salts as you will need better salt capacity in order to use your vigors more often without needing to re-stock on salts too much.
5) Tear 'em a new one.
When you discover Elizabeth's ability to open Tears, don't be afraid to use it. Open up Tears with an offensive capacity (e.g. Motorized Patriots, Mosquitos, Automatons) to soften up enemies. Alternatively, if you prefer getting into the thick of it, open up defensive Tears (e.g. Cover, Weapons, Salts, Medical Kits) that provide much needed resources for you to wage war against your enemies. Furthermore, it is important to remember that offensive Tears recover over time, so, if you're low on health and ammo, you can alternate between opening say a Rocket Automaton and Cover to maximise the damage you do to the enemy without getting hurt in the process.
6) Be tactical.
Not all fights are necessary to progress. If you get to a point where you can escape from a fight instead of staying and duking it out, wasting precious ammo and salts in the process, then do it. If you see a skyline, use it to perform Sky-Line Strikes or regenerate your shield. During the fights with Lady Comstock, take out her undead allies permanently by using Shock Jockey or Devil's Kiss to kill them, it completely destroys their bodies, stopping her from raising them to rejoin the fight. 
Other than the six main tips I've given, there's not much in terms of specific strategy I can give you. Just hope that Elizabeth will keep you well-stocked and that the enemy won't suddenly develop genius-level artificial intelligence and aim-bot accuracy. I hope this has been useful for all you trophy/achievement hunters out there. On a related note, I'm currently writing up a Bioshock Infinite review, expect that to appear some time in the near future.

Friday 12 July 2013

Indie Video Game Highlight: Dark Antarctic

Do you like your horror games to be set in the most bleak place on planet Earth? If by bleak you mean the Antarctic then this is a game for you.



                                                         The Launch Trailer


The game starts you off in a place called Leningradskaya station presumably somewhere in the Antarctic. This is where shit get crazy, Nazi werewolves who are also keen occultists (yes, you read correctly) have made a demonic pact with the Devil/Lucifer to resurrect the Third Reich. It is then left up to you (isn't it always) to fight against the threat of these abominations and save the world from the fascist horror. The game is pretty straightforward in terms of combat in  which you'll mainly use your bare hands and then proceed to gruesomely ripping monsters in half. You will be given a knife later in the game to spice things up.

The game is dark, heavy and done in an art style that seems to asphyxiate the player. The game is very reminiscent of the indie hit Lone Survivor in the fact that they both seem to be very 8-bit retro-ish. Dark Antarctic is available right now for Windows through the game's website for $6.66 (US Dollars). The lucky 666th customer to purchase the game will receive the Lucifer Edition of the game, which comes with a special chainsaw animation to take zombies apart with. 

Happy slaying guys. This has been Alex Plum with your Indie Game Highlight.

Tuesday 9 July 2013

Sound in Video Games

Before we get started on the piece, I'd like to thank our friends over at GamerDino for featuring this piece as a guest post. They've been very kind to feature us there and we'd appreciate it if you give our friends there a visit.

Introduction
Sound. It's always been a key component in video games. Without the technology we have today to motion-capture performances to deliver facial expressions and body language that convey emotion, the game designers of yesteryear had to utilise sound as a means of tugging at the player's heartstrings. From music to voice acting to ambient sound, this article will attempt to explore what makes sound such an important component of the video game experience.

Music
In the early days of gaming (purely text-based games and games with text rather than cutscenes driving the story), this involved using music in a thematic approach in order to elicit specific emotions from the player. For situations fraught with danger and excitement, the music would be fast-paced and present a sense of immediacy in the situation, making the player tense up and ready themselves for a battle. When the situation mellows and players are free to move uninhibited through the world, then a relaxing yet upbeat tone would play, a theme that would inspire the player to explore and relax now that the battle was over. For some players, the transition between musical themes also served a useful function in that it warned them that the situation was changing and they needed to prepare for what was about to happen. For example, in the Splinter Cell series, there would be a dead silence to indicate that you were being stealthy but once the "suspicion" theme started to play, then you knew that the enemy AI was on to you, allowing you time to react and try to become part of the shadows once again. If the enemy did detect you, then alarms would blare and a loud, raucous musical theme would come on, providing a sense of urgency that causes the player's heart to race as they frantically scramble to the nearest cover of darkness and try to shake enemies off their tail.

Music is still an extremely important part of game design today because the best soundtracks have the ability to elicit a visceral reaction from the gamer. Good music in any form has the ability to make people feel something. Be it making them feel happy because the rhythm is upbeat and the lyrics celebrate the awesomeness of life or making them feel sad because the melodies are depressing and the lyrics even more so, good music has the ability to elicit emotions from a normal human being. When applied within a context, music can be even more powerful. With a good soundtrack, it becomes easier for a player to immerse themselves in the world and develop an emotional connection with the game, replacing pixels on a screen with a whole new virtual world complete with fictional characters you can relate to or bond with. This is of course, before the advent of voice-acting but even today, with voice acting and motion-capture performances, music still plays a pivotal role in bringing the world of the game alive.

Voice-Acting
It's no secret that voice-actors are some of the most underrated performers in the arts, at least, until recently. Before, we couldn't even care who voiced what character but now voice-actors are celebrities in their own right. This recognition of their work is fully deserved and can be seen in the various campaigns to bring back original voices of characters in a franchise such as David Hayter as Big Boss in Metal Gear Solid V or Michael Ironside as Sam Fisher in Splinter Cell: Blacklist.

Without the advanced technological advancements that allow us to capture facial expressions and body language, voice-actors had to do all the heavy lifting when it came to creating emotional performances and really lending depth to a character. While visuals tend to impress people more than audio, for a long time, it was the tireless efforts of voice-actors and their directors that brought our favourite characters to life. Until recently, it was possible to hear the same voices over and over again in various video games as the video game voice-acting industry seemed a little small as evidenced by the large body of work of big names like Nolan North, Laura Bailey, Troy Baker and Jennifer Hale, names you would most definitely come across if you play any AAA blockbuster video game. With video games becoming a multi-billion dollar industry, we're starting to see more and more Hollywood actors making the transition to voice-work and mo-cap performances. That is not to say that the thespians of Hollywood are only in it for the money, it just means that game publishers are now able to afford the price-tag of talented Hollywood A-listers, bringing in a whole new dimension of performances in video games.

With the proliferation of motion-capture technology and the ability to bring characters to life through the mapping of actor's faces, voice-acting may well become a doomed profession as time goes on and game-makers turn to mo-cap and advanced facial mapping. Or maybe not. There are a lot of games out there who still animate faces traditionally and still use voice-actors to convey the character's emotions and little foibles. It's difficult to tell how voice-acting will be affected by this new trend of blending the cinema with the controller because the future is unpredictable, but for now, I think voice-actors are finally getting the recognition they deserve and should continue to do so far into the future.

Sound Design
This part of the video game is probably the least acknowledged component as it is often goes unnoticed. The best ambient sound design is subtle, creating an atmosphere of sounds and noises within the environment in order to create a living, breathing virtual world utilising minute details that people don't tend to notice but really will have a big impact if they aren't there or are poorly done. I'm one of those gamers that loves realism, ironic, I know. Someone who plays games tends to do so to get away from the real world, so, wanting a game to be realistic seems a little silly. But realism really adds to the experience for me as it forces you to confront real(-ish) situations and think up real-world solutions to possible real-world problems. It's a form of learning without actually realising it. For a game to be realistic, it of course has to have realistic sound. That means leaves should rustle in the wind, the ground should crunch when you march through the jungle or snow-infested landscapes towards your objective, water should have a lapping sound when you silently approach a dock as you infiltrate an enemy's base etc. etc.

Good sound design can mean a range of things. It might mean creating all-new sounds to match impossible worlds and impossible things like a space-ship or a steampunk robot or it might mean recording real-world items and the sounds they make and replicating it within a game. For example, Bioshock Infinite features a floating world with wondrous flying buildings and monstrous enemies. The sound design is exquisite for this game as you hear the soft, subtle whine of the buildings as they travel through the skies and the loud and brash mechanical gears that operate the half-man half-machine monsters you constantly face in your attempts to rescue Elizabeth. This lends authenticity to the experience, it makes you feel like such a thing could exist and if it did, it would sound exactly like that.

On the other end of the spectrum, Battlefield 3 and Medal of Honor: Warfighter have both taken the sounds that real weapons make and put it into their games to give a sense of character to their weapons and vehicles. The roaring 7.62x51mm NATO round in battle rifles and sniper rifles sound heavier and more distinct from their smaller 5.56x45 mm NATO round cousins in smaller, more compact assault rifles, giving you a sense that these weapons are really different. In both games, the level of detail in sound design is just bonkers as firing in confined spaces, guns sound deafening and really block out other noises while in wide-open spaces, you can happily fire away without feeling your ears might fall off from all the noise. Another good example would be Gran Turismo 5 where all the cars sound fantastic. They really sound like cars and they give off the impression that they have an individual character, letting you hear the difference between a straight-six engine, a V6 or a V8. And the squeal and screech of tortured tyres as you will yourself around a corner too fast, letting your back-end slide as you attempt to push in to first place.

The point is, all these little details that the developers and sound designers focus on tends to go unnoticed but it does play a very important role in making your experience just that much better. If you take a run-of-the-mill average shooter (not naming names), the guns all feel the same and have that same laser-weapon like quality to the sound. It's not something a lot of people care about but for me, it goes to show how much the makers of the game care about the product when they pick up on the really fine details and work on them exquisitely even though most people couldn't care less.

Conclusion
Please remember that I'm no expert in sound design or sound engineering or music or any of the like, I just wrote this piece up as a tribute to one of the cornerstones of a good video game, hoping to raise awareness about how important sound really is and how good it can make a game, and by extension, a gamer, feel when used properly. For those reading through my convoluted mess of nonsense, thanks for tuning in.

6 Reasons Why We Love Adventure Time!

Ahh Adventure Time, how we love you and your silly cartoon. Originally intended for young children, it has come as a welcome surprise to the creators that a prominent number of young adults have embraced the cartoon as well . In hindsight however, the show has many lovable, interesting and intriguing traits that appeal to us post adolescent humans and here's why:

1. Finn and Jake

Finn the Human

Jake the Dog
Bros, best friends and house mates, all of the aforementioned describes Finn's relationship with Jake. They live in a tree house while spending their days as adventures in the World of Ooo. They spend most of their time saving princesses from the forces of evil and look funny doing it. While both of them have character flaws, they are relatable and somewhat projections of what we wish we could do as well in our own lives. Their character dynamic really sets the tone for most of the adventures they go on and really is the foundation of the whole series.


2. Rebecca Sugar's songs / The songs


On a Tropical Island, Bacon Pancakes and Gummedup/Warmedup are just a few selection of songs which Rebecca Sugar has written for the show. Yes I know they are other songs that other people have wrote, but its Rebecca's songs which I always find myself subconscious humming to. As all you Adventure Time fans will know, the songs are tastefully done sometimes for comedic effect and  sometimes to push forward the plot. The songs are kept short enough as not to take away momentum from the story arcs and are just long enough to get lodged in your cranium.

P.S. Please check out my favorite song 'Good Little Girl'. In my humble opinion its her best song yet.

3. Crazy and Uncanny Stories

The Party God

Zombie people, finding a bro a girlfriend by venturing into the evil fire kingdom, getting over an extreme phobia of water, a group of bears partying in the bowels of a monster and partying in the sky with a giant wolf head are among the few basic plot lines that occur in the story. If I were to continue writing all the mind-blowing plot devices I would literally be writing for days and I ain't got time for that cause I need to watch some more Adventure Time. I love the way how stories are told in disjointed fashion but some elements (well mostly) from each episode are taken into the overall canon. It greatly reminds me of my other favorite cartoons like The Marvelous Misadventures of Flapjack,Gravity Falls and Hey Arnold.

4. Alternate / Gender Bending Characters
Marshall Lee - Half Demon, All Badass 
I have to admit one thing, I think Marshall Lee (Marceline's male counterpart) is one of the coolest character ever. I loved how they made him into a character who thinks he is bad but actually just wants to get Fiona (Finn's female counterpart) to like him. Unfortunately for me though, as of the writing of this article there has only been one appearance by him in the cartoon. Nevertheless, Adventure Time always manages to break the monotony by introducing alternate deviations of the characters. This allows a wider pallet for the creators to work with in return giving us a larger lore to enjoy and explore. I loved the way the gender bended Finn into a tomboyish girl and Princess Bumblegum into an effeminate boy. The Farmworld characters was pretty cool too, but if I start elaborating, I might spoil it for some of you guys out there.

 
5. Art Style
Natasha Allegri's Comic- The art is beautiful, don't deny it
Everything in Adventure Time is hand drawn by the animators at Frederator Studios. It takes me back to the good old days of the golden age of cartoons where things were done out of love rather than profit, but I'm going of on a tangent. The art utilized is very simple (completely contrasting the intricacy of Japanese manga) and is super easy on the eyes. I might also argue that Adventure Time actually makes art more accessible for the people out there as it illustrates that good art does not necessarily mean being able to paint like the Renaissance painters as snotty elitists might define.


6. The Continuity Suspense and the Underlying Creepyness (Spoilers Ahead)
The World of Ooo, Post Mushroom War
In all seriousness, I think the main reason while older people persist with the series is because everyone is curious about the events leading up to the creation of the World of Ooo. The mushroom war is one of those things. I'm pretty curious about what exactly happened to the world and what triggered everything that unfolded. Take the cloud hunt rhyme for example:


"Over the mountain, the ominous cloud
coming to cover the land in a shroud,
hide in a bushel, a basement, a cave,
but when cloud comes a-huntin',
No one's a save... no, safe!"

For a lot of people the cloud seems to refer to a nuclear cloud due a nuclear bomb. The Farmworld story arc explains this in a bit more detail but does not clear up all the questions the viewers have about the war. Adventure Time seems to make a habit out of making us laugh but delivering humor and dialogue with an sinister undertones. I could go on but fans of the series should know what I am talking about (i.e. the existence of Hyoomans, Finn's mutated eyes, etc).

All the pictures used are obtained from Adventure Time Wikia. All materials used are for the purpose of demonstration and no copyright infringements were intended. All materials utilized solely belongs to Pendleton Ward, Frederator Studios and Cartoon Network.

Wednesday 3 July 2013

Why the Human Race is Doomed/Awesome #1 : Bicycles


Hello, helloooo and welcome to my series which I will dub 'Why the human race is doomed/ awesome'. In this series I will talk about things which I think suck (hence why we are doomed) and things which I think are amazing (hence why we are amazing). If we are lucky like today, we might have one topic which is both incredible and horrible. Without further delay, let us begin.

                                          A bicycle as we all know it ( Source: Wikipedia


We all know the bicycle, the wonderful two-wheeled mean of transportation that is not only environmentally friendlier than our gasoline guzzling automobiles but a lot more healthier for you too, as it gives your body that much-needed aerobic workout. With a frame, two handlebars, a saddle, two pedals and a couple of wheels there isn't really much room to improve on something that has been pretty similar for the past two centuries. However, that has never stopped people from trying.

Why we are doomed




Enter the no pedal bike by FLIZ. A bike that uses momentum by you making you run like Fred Flintstone and then sticking your feet back once you have garnered enough speed. I give props to the German team for trying to reinvent the bicycle but seriously a freaking harness to ride a bike?

I don't really have to say much here as the comment section of the videos illustrate exactly what the majority thinks of this bike. Here are a few (I kid you not, these are actual comments from the video) :


1) The upside of this bike is that anybody who uses it is going to have their ballsack crushed and will likely not  
   reproduce. It could benefit society by removing anyone dumb enough to buy one from the gene pool


2) It would be nice if you werent suspended by your balls.. 



3) It could be easier, cheaper, more comfortable, and eco friendly to take out the pedals of a conventional bike! 




4)  Nice design. So if you crash, well you are gonna be fucked since you cant be thrown free of the bike. Oh and the 
     straps putting all your weight right on your stomach and balls, man thats awesome. And speaking of weight, nice to  
     see that if you weigh more than a hipster or a 12 year old, you aint riding this. Good way to encourage fat people to 
     exercise. Genius design overall. 



Why we are awesome




This bike is awesome. I know, i know. Some of you are probably thinking, 'But Alex why do you need a bike that can go up to speeds of 80kmph for? Isn't that what motorcycles are for?'

True, true. I admit that if it is speed or raw power you are after, a motorcycle would be a better bet. However think of it like this, motorcycles in general, are heavy, clunky things that don't really maneuver as well as a bike. By the way the dude in the video was handling that e-bike, I would be guessing that it would be a hell of a lot easier for someone of slight frame to use it. Take it from someone who has ridden a 650cc sports bike, a motorbike is not for everyone.

You could probably use the bike as per normal like any other bike, but lets say you feel tired on the way back, you could just turn on that electric engine and cruise right along home. I love the way the bike is lockable electronically as it gets rid of the hassle of having to babysit your keys from disappearing (trust me, I have lost a whole lot of keys for my bicycle locks). There is a downside though to the system as it would be a major hassle to get your bike unlocked if your phone were to get stolen or run out juice.

Thats it for today's segment folks. I hope you liked today's article and if you did why not leave a comment and show us at The Ops Centre some love. Until then this has been your weekly 'Why the human race is doomed/awesome' series.