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Sunday, 6 March 2016

(Half)Brick Week

This week saw the start of a couple of things.

First up, it saw the start of this, my final year of university.  Hard to believe that I’m now on the home stretch.  It doesn’t seem all that long ago that I was taking an SAT test to see if I could even apply to go to uni, let alone be two thirds done.

Of course, this being the final year the gloves have come off and we are playing sheep stations!  Well, almost.  A large part of this year is our 3rd Year Game Project.  This class runs over both semesters and by the end of this semester we will need to submit a completed and playable prototype.  This will then be used to build the final submission version of the game at the end of second semester.  Not a small task by any means.  This is also a group project and there have been plenty of horror stories of groups imploding in the past, so we have plenty to keep us on our toes.

The second thing was that I was selected to do an internship as one of my subjects this semester.  The call had been put out just before Uni went back asking people if they were interested to reply, answering a few questions and providing a link to their portfolio as well as a copy of their CV.  We talked about it at home and decided that at the very least it was worth going through the process, so I took the plunge and sent everything off.  A couple of days later I got an email from my university saying my details had been sent off to a studio and that they would be in touch with me if they wanted to schedule an interview.  Skip to the following week and I get an email from the studio on the Monday asking if I can come in for an interview on the Tuesday.  Of course, it being holidays still I have plenty of time and I say yes so we schedule it in.

Wow.  I got an interview.  That is so cool.  The email didn’t say what role they were considering me for, but that’s ok.  The fact that they wanted to talk to me was brilliant as far as I was concerned.  So over the next day or so I sorted out my portfolio, which was a bit hard as I didn’t know exactly what to take to show them.  So I grabbed a bit of everything, some of my art, my photography, my writing, voice acting, anything that I thought would be valuable.  I also started to experience something I hadn’t felt for a long time - nerves.  I was going off to be interviewed for an internship position by a game developer, and the last time I had a “job” interview was almost a decade ago.

I don’t like to be late, I never have.  I’ll leave to be somewhere with plenty of time to get there.  When I was working, I used to leave home to get to the office at least half an hour before I was scheduled to “clock on”.  It gave me a chance to get settled, have a coffee, read my emails, plan my day as best I could and get my head in the right place before getting on with it.  I employ the same strategy going to Uni and I did the same here.  My interview was scheduled for midday, I pulled into the carpark and got off my bike at 11:15.  I’d had a really good run in.  So, what to do for 45 minutes?  Thankfully, there is a pub just down the road, so I wandered down there for a nice long glass of lemonade and killed half an hour watching the cricket on TV before heading back up to the studio.

While I was waiting in reception the Human Resource manager wandered out and sat down with me.  We chatted for the next fifteen or twenty minutes until the guys doing my interview were ready and then away I went.  The interview went well I thought, the guys were interesting and I felt happy with how things had gone.  I also found out during the interview that they had me pegged for design or production and I felt that my strengths leant toward the production side of things given that I’d fulfilled that role on two projects last year, and I said as much.  Then the half hour was up and I was on my way, waiting to hear back from them to find out if I’d been successful or not.  We’d been told in an earlier email that decisions would be made quickly and we would know as soon as possible as if we were successful it would probably require the dropping of an enrolled class to take on a new one.

Skip forward to Thursday.  My family and I are down at Gold Coast airport waiting to board a flight to Sydney to go to a wedding the following day.  My Razer Nabu smartband had arrived the previous day and I was wearing it when it buzzed while we were in the airport newsagency.  I checked the display and it was an email from the studio.  I pulled my phone out and checked my email.  

I’d been selected!  I’m not ashamed to admit that I let out a bit of a whoop and a fist pump right there.  Which of course made my wife look at me like I was from some other dimension.  Right at that moment though, I was on top of the world.  I’d been selected to be a part of the program as the producer.  I emailed back while we were standing in the queue to board the plane, gratefully accepting the offer to join the program and acknowledging that I’d be available the following Wednesday for the first group meeting.

And so it came to pass on that Wednesday, I along with my three colleagues from Griffith University became the newest participants in the Halfbrick Academy.  For the next 14 weeks we will be working one day a week at the studio on a project set by them.  We will be graded, we will have to write a report on what we’ve achieved along with a few other tasks.  To say I’m over the moon about this would be a complete understatement.  I have the opportunity to work with people in a well known and successful studio, to learn as much as I can AND be able to put what I learn into use immediately.  

One thing I know though, you’d better hang on, cause this is gonna be one hell of a ride!

Tuesday, 1 March 2016

A few thoughts on... Alpha Protocol


Over the summer break I spent some time playing a few of the older games in my collection.  I’ve already written a few words about Binary Domain and I thought I’d follow that up with another game published by Sega.  Alpha Protocol was released in 2010 and developed by Obsidian Entertainment.  Obsidian are responsible for games like Knights of the Old Republic II, Fallout: New Vegas and most recently Pillars of Eternity.  


Alpha Protocol follows the trials of one Michael Thornton, an ex special services operative who is recruited by a secret government agency (Alpha Protocol), and on his first mission cast out by them as an expendable asset.  Fortunately for the player, Mr Thornton has a strong survival instinct, not to mention what could be called an overdeveloped sense of vengeance as he sets out to find out who tried to get rid of him and why.


Alpha Protocol is a couple of years older than Binary Domain and this does show in some of the animation sequences, but the story builds nicely as you interact with a variety of characters from the UAE, Rome, Moscow and Taipei.  Your interactions with these characters are handled through response selections during conversations.  The wrinkle that Obsidian threw in here is that you only have a short amount of time to choose your desired response.  These responses may be professional, suave, flirty, etc, and it’s up to the player to decide how they want the tone of conversation to go.  As with many games that have player conversations, the NPC response may be favourable, neutral or negative.  This impacts the player on not only how the conversation actually goes, but also on whether NPC’s may be recruited as allies and even handlers for later missions.


Players will have access to a safe house in each of the game's locations.  Within the safe house they may restock ammunition, purchase weapon and suit upgrades and sell off surplus items.  They will also have access to email which will periodically provide the player with some opportunities.  The majority of these will be related to intel you receive and what you choose to do with it.  You can either sell it on the black market, blackmail the company involved or hand it over to a reporter NPC for her to use (and obtain some small payment).  All of this tries to help the player feel like they have some control over what’s happening, and overall it achieves this goal.


There are a number of “boss battles” that take place through the game, and it seems here it’s where Obsidian let the ball drop.  The difficulty curve you encounter when you face the boss fights is off the charts in comparison to what you have been experiencing, and once the battle is over things go back to the level they were at.  I had trouble with a couple of fights, namely the nutcase that is Konstantin Brayko.  This narcotic snorting, dual gun wielding madman was initially the toughest opponent I faced.  Let him get to close and he cuts you up with his knife, and while he’s high on whatever it is he’s snorting, he’s damn near bulletproof.  But Brayko pales into insignificance when you confront the final boss, one of your fellow Alpha Protocol operatives and a previous handler, Darcy.  Seems that Darcy has the best arm and biggest hands of anyone alive as not only can he throw multiple grenades at the same time, he can throw them with great accuracy and further than you can shoot with an assault rifle!

This final battle was probably the most disappointing part of this game for me.  I’d enjoyed the narrative with its twists and turns.  I’d accepted the choices I’d made along the way and how those choices had shaped my version of Michael Thornton.  But all of that felt like it was wasted when it came to the final battle.  It’s a real pity, I enjoyed everything up to that point but frustration with the final battle almost got the better of me.  I’d like to see Obsidian revisit some of the ideas from Alpha Protocol in the future, particularly the timed conversation responses, those gave a sense of urgency, of thinking quickly and dealing with the consequences of your actions, even of those consequences don’t show up right away.

Wednesday, 10 February 2016

On Reflection - Two years down, one to go.

As my final year of Uni comes closer, I've spent some time reflecting on not only the journey of the last couple of years, but also on what the future will bring once I graduate.  There are a few things I've learned over the last two years that might be helpful to anyone who's considering jumping into the Game Development arena as a student.

The first thing to know about game design is that it's not all about making games.  There is a lot more to it than that.  You need to look at games with a critical eye, you need to dissect them, to look closely at the mechanics, the art, the story, the interface, all the aspects of a game that come together to actually make it work (or not work as the case may be).

Be prepared to work.  I know, this sounds like the most obvious thing in the world, and it is, yet it also seems to catch people off guard.  Uni isn't like school, you don't have teachers pushing you to hand things in.  The expectation is that you know the due date and you will submit the required work on that date.  It's not fair to say that tutors and lecturers don't care, they do, and they will help you, but you need to be proactive.  Don't wait till the day before something is due to email your tutor, if you don't understand something or are having problems, get on top of them early.

The follow on from this is be organised.  This is really important, as you'll likely have three or four assessment pieces that will inevitably all fall due in the same week, if not the same day.  Prioritise, work smarter, not harder.  While the ideal is to leave yourself the same amount of time to complete all tasks, some will be quicker than others, recognise this and then put the extra time toward tasks that you aren't as confident with.  In the two years so far, I've had some late nights working on things, but at no point have I had to pull an all nighter the day before something was due to be submitted and I put that down to being organised and prioritising.

There is no doubt that no matter how organised you are, you will still have some late nights.  Sometimes it's due to things not going right, other times you are so engrossed in what you are doing you lose track of time (hello 4am) and on some occasions your brain will be going a million miles an hour and won't let you sleep.  I found in the latter situation that it's best to just get up and write down what's buzzing around your brain (for me it was usually a story or game idea).  Once I'd gotten it down on paper, I could head back to bed and I'd be out like a light.  The main thing is to get enough sleep.  Sounds obvious but it's very easy to have late night after late night and by the end of the week be exhausted.  This will impact not only on your ability to work, but also on your ability to understand the things that you will be doing in class, and when you don't understand something that makes it so much more difficult to do what it is you are supposed to.

While there are some very specific skills used within video game design, a lot of the skills you need translate across the other genres, like tabletop, board game and even role playing game design.  One of the key skills across all of them is communication.  You need to be able to not only talk about your ideas, but you have to be able to express them in writing as well.  Design bibles are something you will make, and they will not only have all the ideas you have for a game, but also the changes you make to it along the way.  When you are working as an individual these can be in any form that works for you, but making games is rarely an individual thing, so you need to be able to communicate your ideas to everyone else that is on your team.  You need to do this effectively and efficiently so they understand what it is that is required of them.

Being able to tell a story may not be your forte, but being able to document your ideas is important as you can see.  Another area that is important (and it's one that I'm not strong at) is maths.  You will work with physics engines, you will need to be able to input the correct coordinates into your engine and having a good grounding in mathematics will make this a lot easier to deal with.  I'll be honest, coding is not something I'm good at.  I spent a lot of time with my head in Unity and I didn't enjoy it, but I stuck with it because it was necessary in order to complete my part of the project.

One of the major areas that people struggle with is group work.  While there are some classes (mostly the art classes) where you work individually, as you progress you will find that more and more you will be working in groups, sometimes a group of two or up to a group of six.  Working with people can be one of the most rewarding experiences you'll have.  When everything clicks, when everyone is on the same metaphorical page everything runs smoothly.  But when it doesn't, it can be really frustrating and this can cause friction within the group.  Personal communication skills here are really important and can take a situation from bad to good if handled well.  Of course, if handled badly things can go from bad to worse just as easily.  One of the other major traps of group work is placing your expectations of yourself onto everyone else.  If someone is struggling to get things done, rather than attack them for not meeting your expectations, find out why they are struggling, and then find a way to help if possible.

Be prepared to do things you don't think matter or you aren't interested in.  You will have subjects that you don't care about, don't think matter or hold no interest for you, regardless of how you feel about them, these will inevitably be core subjects that you have to pass in order to graduate.  For me, it was drawing.  I didn't like doing it, I wasn't good at it and I found it really hard to take what I saw and transfer that to a page using a pencil.  These classes were in first year where you get a taste of everything, and while I'm unlikely to ever be an artist in that style, the things I learned were invaluable in understanding how things fit together overall, with all the different areas of game design coming together into a cohesive whole.

Expose yourself to new ideas and points of view.  You can do this by playing games outside your normal field.  For example, if you are a fan of puzzle games, play a shooter, if you like shooters, play an rpg, if you like rpg's play a horror game.  Put yourself out there to experience the variety of games on offer, and not just video games.  Play some board games, you'll be surprised not only at the variety out there covering almost every genre, but also how the mechanics within a board game may translate into a digital environment.  And it's not just games either, read books, comics, watch movies, TV shows, anime, as all of these things can provide you with a seed that you can plant and cultivate until it germinates into an idea.

Be prepared to explore these ideas as well.  They may go no where, but in the process of exploring them you will come to understand what about them works and what doesn't, and this can then lead to something new.  I can't count the times that I've been watching something that has sparked an idea that I've jotted down and then gone on to explore later, some to a greater extent than others, but all have been useful to me.

Finally, be prepared to for change.  When you first start you may have some very solid ideas as to what you want to be when you graduate, but as you go forward, you may find that this changes as you are exposed to new ideas, new skills, new concepts and you find things you enjoy that you didn't expect.  For me, I went in thinking I wanted to be able to make 3D models, I've found since that while I could do that, I much prefer either writing the story or managing the team that are putting the whole thing together.  I've embraced that discovery which has then had a significant impact on my subject selection for this, my final year.

A few thoughts on... Binary Domain


Binary Domain, developed by Devil's Domain and published by SEGA in 2012 is a game that seems to polarise people. They either love it or hate it. I found it to be an enjoyable experience, with some nicely written dialogue (I'm a sucker for banter), an interesting story that isn't to far fetched and a nice twist in the tail.

Binary Domain is an on rails third person shooter, and as such there isn't any real exploration to be done.  The story is set in the near(ish) future where Japan has closed it's borders and bipedal robots are commonplace.  You play as Sgt Marshall, a special ops soldier who is sent on a black op to Japan to track down information on "Hollow Children", essentially robots that can pass as human beings which of course has been outlawed by Geneva.

The narrative is very linear but the pace of the delivery keeps things moving forward at a decent clip, so you don't feel the desire to go off the path too often. I have seen a number of complaints that this is a buggy and substandard port of a console title, the graphics are on par with what you'd expect for an almost 4 year old game, but I didn't encounter any glitches or frame rate drops at all.  I also didn't have any issues with my controller (Xbox360), which worked fine first time out and didn't give me any trouble throughout my ten hour play time.  The only thing I found frustrating was that the interactions didn't remap to the buttons to the 360 controller scheme, this meant that at times I was guessing which button to press to select a conversation response.

The game also makes use of voice commands, so you can tell your squad to hold, charge, fire, etc, verbally rather than having to select the command using the controller.  This seemed to work pretty well overall but I ended up leaving my squad mates to their own devices most of the time and let them comment on my skills (both positive and negative) when in combat.  This commenting I found to be one of the more interesting aspects of the game.  You don't have a lot of direct conversation with the NPC's outside of cut scenes, but as you progress through the game the supporting cast do give you some exposition and provide some nice banter between themselves.  I think my personal favourite is Cain, a CN-7 model Combat robot, who talks with a French accent.

The story wraps up neatly, but there is enough left that should a sequel ever be developed it could be quite interesting.  There is an online mode (both co-op and player vs player) but the online matches are pretty dead unless you know people who you can play with.

Overall I enjoyed Binary Domain and would recommend it to people who enjoy rail shooters, games with a light Sci-Fi feel or banter between the main character and their supporting cast.

Tuesday, 2 February 2016

The Final Fantasy Mystery

I'm the first to admit that I don't understand the fervent adoration that is shown for the Final Fantasy series of video games.  I didn't play them growing up and my last encounter with them was back when I was working in a video games store when Final Fantasy X came out.

Just before Christmas, I purchased the surprise gift box that Square Enix put out.  There wasn't a list of what was in it - hence it being a surprise, but for $9.00 it seemed like a bargain.  Turns out that it was, with only one game that I already had when it came time to open it up.

One of the games included was Final Fantasy XIII, and so, over the break I've been giving it a run, and I still don't understand the fervent adoration these games get, but let me at least explain my view of this.

The graphics are wonderful, of this there is no doubt.  The character models look stunning and the environments are simply amazing.  Visually, this game is stunning to look at.  And I wonder if that is where it gets let down.  The visual feast you are presented with doesn't have any real substance to it.  Now this may be the same with all JRPG's, but I've found the whole thing to be linear, completely linear, with no scope to go off and explore, no emergent narrative.  For the most part, I feel as though I'm watching a movie that I occasionally have to press a button during in order to keep it playing, but it's a movie that I missed the first 10 minutes of and so it doesn't quite make sense.

I think the reason it feels like a movie, is largely due to the number of cut scenes.  Almost every bit of exposition is done through a cut scene rather than by stopping and conversing with the other characters.  Now, that's not the say that these cut scenes are not well done, if anything it's the opposite.  The animations are smooth, the dialogue is decent and the development of the characters and their back story's is not too bad overall.  But step out of these bits and into navigating the world and everything isn't so rosy.

While the animations are still pretty smooth, the controls feel "janky".  It's the only way I can describe it.  Moving the character around the world isn't the kind of experience that the visuals and animations suggest that it should be, instead it's unresponsive, inaccurate and a let down in comparison to what is presented to the player visually.  Finally, I want to say a quick word about the combat.  Like previous iterations of the Final Fantasy saga, it's turn based, in this case you control one character and others perform pre-set actions based on your choices.  The combat actually works pretty well I feel, which is at odds with the player controlled movement.  The only real frustration I've had with it so far is that due to the other RPG's I usually play, I want to move around, to flank, dodge, etc.  That's not possible, but the more fights I have, the less I miss that.

In the final analysis, Final Fantasy XIII is a beautiful looking movie, spoiled by player interaction.  Whether it would work as an actual film if you spliced all the cut scenes together (ah la Injustice), I don't know, I suspect that the amount of work required to make it comprehensible and flowing would create other issues.  Regardless, I'll keep plodding along through it between The Witcher 3, Dragon Age: Inquisition and Rise of the Tomb Raider.

Wednesday, 14 October 2015

When it rains...

We all know the saying, when it rains, it pours.

Well, this could not be more truthful for me and my motorcycle over the last month or so.

My bike was due for a service, overdue if I'm being truthful.  I'd been putting it off but it got to the stage where I knew it had to be done.  So, I booked it in.  I mentioned when I dropped it off that there were a couple of issues that I was having in regard to starting it at times as well as an odd glitch that had just started happening with the headlights.  This was what had prompted me to finally book it in.

The issue was that when I'd turn the ignition on, all looked fine, but sometimes when I thumbed the kill switch, the high beam light would come on on the dash and the headlights would go off.  Nothing I did would turn them back on either.  Something was seriously amiss.  I let the guys know about all this and they said they'd look into it.

I get a call later that day to tell me that there were a whole lot more things that needed doing, but the biggest one was the starter motor clutch.  This was worn and was the cause of the bike not wanting to start.  They also thought they'd worked out the headlight issue as well.

So, $1700 later, I pick up my bike and away I go.  It was the week before mid semester break so the bike pretty much went into the garage and didn't come out till I started back at Uni.  And of course, it was it this point I see that the headlight issue hasn't been fixed.  I call them back up and let them know that it's still an issue and organise to take it in the next day.  Because I have uni, they can only have the bike for about 3 hours and of course that morning everything is working perfectly.  They change part of the wiring loom between the headlights and the switchgear and they believe that this will fix the problem.

Fast forward to Monday night.  I've had a good day at Uni, been out to dinner with some old workmates and played a couple of hours of D&D.  We finish up about 8:30 and I'm on the bike starting to head home.  I'm in one of the back streets of Fortitude Valley when I flick on the high beams...  And bang!  Well, actually, there wasn't a bang, in fact, there was nothing.  Absolutely nothing.  No power to anything.  So, obscenities restricted to within my helmet, I manage to pull the bike up to a stop at the bottom of the hill.  Of course, there are no street lights and I can't get it started.

In the end, I push the bike to the nearest hotel and send the night in the city before I can contact the mechanics and get them to come and pick it up the following morning.  I got a loaner and headed home to try to get some work done on assessments and what not, all the time wondering just how bad things were, what it had fried, how much was it going to cost and would it be worth it.

When I spoke to them later that afternoon, my worries were put to rest.  Seems that the no-power issue was due to a short that had blown the main fuse, exactly what should have happened.  The cause of the short?  A worn wire that ran from the high beam bulb.  Seems that when I'd flicked on the high beam, this had shorted, blowing the fuse and killing all power to the bike.

So this morning I picked it back up, and checked that the high beams didn't fail and kill everything again.  So far so good.  i just hope that this is the last time I have to go in for some time to come.

Tuesday, 9 June 2015

Captain Kremmen - Re-voiced






Last year, one of the subjects I studied was an introduction to the principle of sound and sound design.  The final assessment required us to take a video clip, remove the existing soundtrack and replace it with a new one.

I chose to do an episode of the old Captain Kremmen cartoon.  Kremmen (along with many others) was the brainchild of Kenny Everett, a British comedian who had a tv show in the late 70's and early 80's.  You could never call it a kids show, but the 70's being a much simpler time, it was on at a kid friendly time.  The cartoon was shown during the tv show, and all the characters were voiced by Everett himself.  The animation was done simply, and it turns out it was done by Cosgrove-Hall, who went on to make Dangermouse among other things.

So, after choosing an episode, listening to it over and over in order to scribe out the script, I spent a day in the recording booth at Uni laying down the tracks for each character, and like the original, I did all the character voices.  Then it was off to edit it all together and put in the appropriate sound effects.  I had some previous experience with voice overs and and vocal work previously, so I have no doubt that helped, but this was one of the hardest things I've done, as trying to match up the vocal to the animation was really hard.

The clip is only a couple of minutes long, so enjoy.  And if anyone is looking for a VO guy, I am available.

Wednesday, 20 May 2015

Where do all the socks go?

Where do all the socks go?

I mean seriously, where do they all go?  

I purchased 5 new pairs a little over 2 weeks ago and I can’t find a single pair.  I know they've been washed, I did the washing.  But searching through the clean washing that’s waiting to be sorted, I can’t find a single pair.

If it was just one missing sock from a pair then I’d assume the washing machine ate it, or that the washing machine is in fact a portal to another dimension, or possibly some crazy organic/mechanical hybrid that subsists on a diet of single socks, because eating a pair would just be greedy?  But no, there is not a single sock to be seen, let alone a pair!  

Very strange, very strange indeed.

Another one of life’s mysteries that will just have to wait to be solved, until I can find a pair of socks at least.

A funny thing happened on the way to the document...

Writing is a funny thing.  Some days you have pages and pages of stuff, all trying to get out at once.  Other days, trying to coax a sentence or two out into the light can seem like an exercise in futility.  Both of these extremes can be maddeningly frustrating.  Not being able to get things down quickly enough or struggling to get anything down at all can make you feel like pulling your hair out at times.  

But the one that I find most frustrating isn't either of these.  Instead, it’s the issue I have at the moment.  And that issue is the whole reason I’m writing this down instead of working on my script.  In essence it’s quite simple.  I have a scene in my script that is filler.  It’s meant to show the mundane, to let the audience relate to the protagonist with something that a lot of people do.  The lecturer who read the script yesterday (the script is part of a Uni assessment) pointed this out to me.  He could see what I was trying to achieve with it, but it needs to be better.  The scene really just doesn't cut it.  

My first reaction was to do just that.  Cut it, drop the scene entirely.  It doesn't work in the way I intended.  And while I may still do that, the lecturer suggested that instead I rewrite it, find another way to show the audience what it is I want to show them rather than lose it altogether.  This is where I run into my problem of course.  I've spent most of last night and this morning trying to come up with a new scene, or rework the existing one and I just can’t come up with anything.  

And it is slowly driving me nuts!


So instead of thinking about it further, I decided to write about it.  It may have no impact at all, in fact, I may just be putting off the inevitable and have to cut the scene anyway, I don’t know, but in the act of writing, I'm just hoping that something, anything, pops in this head of mine and I can find a way around this little hurdle.  Until then I’ll keep banging away at the keys and see what happens.


Sunday, 1 March 2015

DS Creative Magazine - Issue 9 out now.

Welcome to DS Creative Issue 9 the only magazine for DAZ Studio users 
http://issuu.com/philatdsc/docs/ds_creative_09

While we are happy for you to share the above link, please do not download the magazine and share elsewhere, DS Creative should only be available through www.Issuu.com


Thursday, 12 February 2015

Character Growth

Recently I finished playing through the last Tomb Raider game, aptly titled Tomb Raider.  This was the 2013 release and shows us a younger Lara Croft, one who is quite innocent and naive,  She is also a lot more realistically proportioned compared to previous iterations of the character as well.  While Lara has the archaeological skills, she doesn't have the life experiences yet, of course, all this changes over the course of about 30 hours.  Now, I'm not going to pull apart the game, that's not the point of this post.  What I want so discuss is the progression of the character through the game.

In most RPG's, the character is an extension of the player, their agent in that world if you like.  You guide them, you interact with them, you make decisions for them and then they act those decisions out.  But they don't grow, they don't change over the course of the game.  This is understandable of course given that the character is an extension of the player, and it's up to the player to "grow" over the course of the narrative, be that growth into the light or into the dark a-la Paragon or Renegade paths in Bioware's Mass Effect series, or their Knights of the Old Republic games.  This growth is then reflected in the dialogue options open to the character, but the character doesn't really change.

There may be some superficial indicators, like a glowing halo or red/black veins to show that the player has chosen to walk to path in the light or the dark,  Tomb Raider did something else, something that may have been seen as a potential risk, but one that I think paid off in spades.  They took the growth away from the player, and gave it back to the character.  Now, while this seems to go against the current trend, it actually makes a lot of sense, not only in this case, but as something that I think should be done a lot more often.

We know Lara, not only from the previous games, but also from the movies, cosplayers and pop culture in general.  While some of her assets have certainly commented on and overplayed, there is no doubt that as a character she is a strong lead.  And gender doesn't come into it.  And perhaps that's why Square Enix and Crystal Dynamix decided to go this direction.  With players already knowing that the character has a history, a back story and a personality, they could impose that onto and within the narrative.  By making it part of the process of the story, showing Lara starting off and her development through the game into the survivor we know from the past, you develop a different but just as strong attachment to the character.

In some ways, it plays much more like a movie or novel.  You are introduced to the characters, both main and supporting, as you progress through the narrative you learn more about all of them, but you start to see the effects of the trials being faced by the protagonist impacting them more.  These changes manifest in small ways, changes in speech patterns, changes in viewpoint, changes in methods.  Where early on Lara wants to talk to the other people on the island, to reason with them, it becomes apparent that's not going to happen and she changes accordingly.  Through each trial we see Lara become a little harder, a little more ruthless, but she doesn't lose her humanity.  She's dealing with betrayal, her friends being killed or kidnapped, her own survival.  Yet her humanity remains in tact, even strengthened perhaps.

By the end of the game we have seen Lara evolve from a naive girl into the hardened adventurer we all know and love.  And I wish more games would take this approach.  Give us a character who grows.  They will still be an extension of the player in the world, but make the world impact them, and through them, us.  Give us a reason to love, or hate, the character, to invest in them for their own sake and not just so we have a shiny achievement to add to our collection.

Monday, 1 December 2014

DS Creative Magazine - Issue 6 out now!

Issue 6 of DS Creative Magazine has just hit the digital news stand.  Check it out here.


Sunday, 2 November 2014

Critical Thinking

As I come to the end of this my first year of University, I thought it might be nice to take a look back over the year and see how I look at things, games in particular, with everything I have now learned.

The first thing I've noticed is that I'm far less forgiving of the games I do buy.  Not having that second income has meant that I have had to consider every potential game purchase very carefully.  This has meant that I haven't purchased much in the way of AAA titles this year.  Mostly because of the high cost of these games when they first come out.  Instead, I've picked up mostly older titles that have been either on sale or in bundle deals.

The first of these was Assassins Creed I and II that I picked up in a 2 for 1 bundle.  I was really impressed with the setting for ACI, I mean, how often do you see a game set in Syria?  Unfortunately I seem to have an issue when I try to load into Damascus and everything crashes, so that's where I've left it.  ACII I had all sorts of issue getting it to work.  In the end, Uplay came to my rescue (I know, how often have you heard something positive about Uplay?), and I was able to download a version of ACII that works.  I've enjoyed playing ACII so far.  The combat is more fluid and dynamic than the first one, and the setting is rich and detailed.

After getting these first two AC games, I also picked up a copy of AC: Revelations.  I loaded it up and was greeted by the sight of a much older Ezio (the protagonist from ACII).  I did a bit of searching and found out that this is the third of the games to feature Ezio, the one in between AC: Brotherhood I then also picked up but I haven't gotten to play that one yet.  That's what the Christmas break is for.

Steam has been the godsend for gaming for me this year.  I've picked up a couple of full price games, but most have been when they have been on sale.  Looking at the choices of the games I've picked up there some obvious ones and some not so obvious.  The Witcher and The Witcher 2 I got for the bargain basement price of about $7 in total.  Impossible to go past at that price.  The first one is quite well done, but there are some frustrating parts - the amount of back tracking you have to do with the quests and the fact that NPC's are shown to have a specific location but aren't there.  Combat seems to go from staggeringly easy to impossible at times.  One part of a quest has you fighting a demonic hound.  Up until that point, nothing has really given you to much in the way of trouble.  This hound takes you apart in very short order.  Strangely enough, when you reload, the fight is at the same level as things have been previously.  From the people I've spoken to, this is something that they have all found, so it seems there is a bug in the code somewhere that increases the difficulty of that for some reason when it is first loaded.

Shadowrun Returns I picked up early in the year.  I'm a big fan of the cyberpunk genre in general, and have played both the CyberPunk2020 and Shadowrun tabletop RPG's.  I prefer Shadowrun as I really like the mix of high tech with the fantasy style.  When the expansion got released Shadowrun: Dragonfall), I picked up a copy of that as well.

I've always been a big fan of RPG's.  The amount of time I've sunk into things like Dragon Age and Mass Effect are a testament to that.  So I added to my RPG collection with some Steam sale goodness.  To sate my Cyberpunk/Sci fi desires, I got Mars: War Logs, Deus Ex: Human Revolution, Remember Me and most recently Hydrophobia Prophecy.  I also picked up Tomb Raider (the new one) as well as Lara Croft: Guardian of Light.  Of these, Deus Ex, Tomb Raider and Hydrophobia are yet installed (the joys of having to juggle the monthly data cap.

Mars: War Logs is an interesting game.  It certainly has a much grittier, darker tone to it, and the language used, while blue at times, actually fits with the character who is saying.  For example, an engineer who is trying to fix something and swearing at it, "Come on you fucker, work", for example, really does fit well with the tone of the game.  Sure, there are some of the usual issues of having to backtrack with quests, but overall it's a quite well thought out and executed game with an interesting and engaging main character, Roy,  who is more than he seems.

Remember Me is another Cyberpunk/Sci Fi title, and one of the few that has a female character as the protagonist.  The story is in my opinion quite well done, with a few little twists and turns along the way to keep you thinking.  The major complaint that people seemed to have with this game is that the combat was frustrating and the camera caused a lot of issues.  While I haven't found the combat to be that bad overall, the camera has been a frustration from time to time.  But the thing I love about Remember Me is the environment.  Neo Paris is amazing.  It's a great pity that Remember Me hasn't gotten better reviews as I think it's a much better game than they would lead you to believe.

Lara Croft: Guardian of Light I picked up on sale as well.  I'd spent some time reading and looking at this title and in a lot of ways, it gets to the core of what a Tomb Raider game is.  It's puzzles, it's traps, it's thinking on your feet and on the run.  I'm up to the last chapter on a single player game and it's been really enjoyable.  There have been some little frustrations with having to get something dead right else you end up dead dead and have to start the section over again, but that is not a fault of the game, I believe that's more the fault of the player in this instance.

The last 2 purchases I made were Transistor and Contrast.  Transistor is from the same developers that made Bastion.  I played the demo of Bastion and while it was very well done, it just didn't get me enough to buy it.  Transistor on the other hand?  I saw some of the artwork and it was just so unique.  One of the only games I payed full price for this year and it was worth every cent.  It's not very long and it's very linear, but the environment, the voice acting, the sound track, it is simply beautiful.  From a mechanics and gameplay aspect, they haven't done anything really new or groundbreaking, but what they have hangs together so well that it doesn't need these things to lift this game up from the everyday to the wonderful.

Contrast is another game in a similar vein.  Instead of being a cyberpunk though, it's art deco, set in the 1920's, but like Transistor, the environments are wonderful, and so is the soundtrack, all beautiful jazz.  This is a game you could just sit and listen to and not play it!  But playing it is just as enjoyable so far.  They have a nice mechanic in that the central character (Dawn) can move about the city normally, but up close to a well lit wall, and you can jump into your shadow and move in those 2 dimensions.  This is necessary in order to make your way from one area to another, but the story is largely told by the "shadows" of the other characters that populate the story, and I have found that to be quite and effective way of having the narrative play out.

The one black mark in my game purchases this year has been Darkout.  A procedurally generated world, one you have crash landed on, and in my case, one I'm never going to be able to leave.  For some reason, it seems that this game has an issue with my video card.  It requires OpenGL which my card supports, but during world generation the whole thing crashes.  I'm not the only one who's had this problem and so far, support haven't done anything at all to attempt to rectify it.  Interestingly, I can run this on my media centre PC which runs an AMD card and not an Nvidia one.  I'd like to give it a proper go, but at this point I've consigned it to the "Hidden Games" part of Steam so I don't have to look at it.

Time to go back to playing in the shadows now...

Thursday, 31 July 2014

A reminder of why I ride.

I've been riding motorbikes for over 20 years now and these days I'm back on the bike as my only form of transport while I'm at Uni.  I love riding.  I love the freedom, the spirituality of it, the rebelliousness of it, and the camaraderie of it.  When I first started riding I did so out of respect to a friend who'd died in a motorcycle accident.  A few of us chose this way to honor his memory and we've all been riding ever since.

One of the things with riding a bike is that it is a lot like people who are into old sports cars.  Maybe old cars in general but I know old sports cars as my father still has one.  You see the guys in their old Morgans, MG's, etc out on a drive, be it in a convoy or just on their own.  But you can bet your bottom dollar that if you pull up at a pub somewhere and there is another old sports car there, you'll have a chat about the cars, maybe share a beer, and be on your way.  That camaraderie is the thing that sets you apart from the people in their current model sports cars.

It's the same camaraderie with motorcyclists. You see someone coming from the other direction, you see them, they see you, as you get closer there is a nod of the head, acknowledgement of each other and your membership in a part of society that people who don't ride don't understand.  Some riders will see will ignore the nod, I don't know why.  Riding a Harley, a BWM, an Italian superbike,  one of the myriad Jap-bikes or a scooter makes no difference to me.  You ride.  You are part of my social group, like it or not.  I get to straddle the Japbike/Harley divide because of the bike I ride - a Buell.

But I digress, I was reminded of the camaraderie earlier this week as I rode home from Uni.  I'd joined up with a couple of other bikes along the way over the course of the ride.  When I got to the Western Freeway there was me and a guy on a BMW with Paris Dakar livery.  It may have been a R80 GS or something close to it but I don't know.  Regardless, we were making our way through the traffic, leapfrogging each other as one would get a gap and the other would follow through behind.  This went on until the BMW rider indicated to exit the highway.  I was behind him at the time and as he entered the slip lane I saw him raise his hand in a wave.  I accelerated and drew abreast of him, looking over as I raised my hand in farewell.  He saw and we both nodded and went on our way.

That simple acknowledgment, it reminded me why I ride again.  Something small, something simple, it's one of the reasons you throw the leg over the saddle and ride these iron horses.  For a solitary pursuit, riding a motorcycle is a very social experience.

Thursday, 3 July 2014

Kings & Queens in DS Creative Magazine

Submit your Kings & Queens to get a chance to have them featured in the 2nd issue of DS Creative- the magazine for Daz Studio fans

Will ya look at this- Thanks to our great supporters EM3D
www.facebook.com/EliteModels3d 
Each King & Queen will get a 10$ gift certificate to either Renderosity or Daz!!
This is not a contest but a new feature that will be recurring each issue!


Tuesday, 1 July 2014

DS Creative Magazine - Issue 1 OUT NOW!

After a month of craziness putting it all together, the very first issue of DS Creative Magazine is now available.


You can also follow them on Twitter - @DSCreative_Mag


Sunday, 29 June 2014

DS Creative - The Cover

Tuesday the 1st of July brings the 1st ever issue of DS Creative, The magazine for Daz Studio fans, packed with news, Interviews, galleries, competitions, tutorials and Yes you guessed it Freebies. 

Not long to go....



Saturday, 28 June 2014

DS Creative Magazine - We are almost there!

Only a few days to go until the release of the first issue of DS Creative Magazine.

The team have been working hard putting together all the art and article submissions we've received along with talking to vendors and content creators.

We have a fantastic first issue lined up for everyone with a great variety of content along with a couple of special surprises.

So keep your eyes peeled, or better yet, head over to the DS Creative facebook page - https://www.facebook.com/groups/dazcreative/ to keep up with the release and what else is going on.

Tuesday, 10 June 2014

Welcome to Ds Creative - The Magazine for Daz Studio fans.

Recently I've become involved in a "little" project with a number of other Daz Studio users.  Check below for the details.  It's all come together very quickly and everyone has great passion for this project.  I'm just really chuffed to be a part of it.

Our aim with this new magazine is to have a place where Daz Studio users, either new or long standing, can find interesting articles and features that help them improve their skills.  Alongside the Daz Studio tutorials there will also be post working tutorials to help further enhance artist’s skill sets, as well as quick tips and tricks, product reviews and news of upcoming products. We also wish to showcase the amazingly beautiful artwork created by Daz users, whether they are new to the program or have been using it for years, our magazine aims to demonstrate the skill and talent that that the Daz community has to offer.

Each month a new artist from the Daz community will be featured on the cover as well as a several page artist spotlight, where the chosen artist gets to show off more of their artwork along with a chance to talk about their art. We will also shine a spotlight on a Vendor, which is similar to the artist spotlight page, where they get to tell us why & how they got into 3d content creation and can talk about current and future projects as well as share their passion for creating 3D content.  Each Issue will also include a free downloadable product.

There will also be regular competitions with lots of prizes to be won!

Our magazine is totally independent and has no ties with any on-line store.  That means we will feature the best items for Daz Studio regardless of where they are and we will happily feature any product so long as it is fully functional in Daz Studio.

So if you want to have your product featured or reviewed, a store you wish to promote, have an article about Daz Studio or simply want to showcase your art, this is the Magazine for you!

All IMAGE submissions are to be sent to imagesdazfanmagazine@gmail.com
All ARTICLES (reviews, tutorials, general articles etc.) submissions are to be sent to articlesdazfanmagazine@gmail.com