Posts Tagged ‘ music

Sega celebrates 32X with soundtrack CD 20 March 2010 at 1:00 am by luis69

Deviating from the way we would expect Sega to mark the 32X’s 15th anniversary — by trying really hard to forget about the 32X, just like every year — the company has announced a CD full of music from 32X games. The Super 32X 15th Anniversary Album includes what looks to be all the tracks from Space Harrier, Stellar Assault, Virtua Racing Deluxe, Parasquad, Metal Head, and Virtua Fighter, all as they sounded on the 32X.

The CD will be released through Sega’s Wavemaster label on March 31 for ¥3,625 ($40), which is more than you should pay for a 32X system.

[Via Andriasang]

JoystiqSega celebrates 32X with soundtrack CD originally appeared on Joystiq on Sat, 20 Mar 2010 01:00:00 EST. Please see our terms for use of feeds.

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+ Sonic 4 updates: New screens & music for Splash Hill Zone By nanorab 18 March 2010 at 12:00 pm and have No Comments

Sonic 4 updates: New screens & music for Splash Hill Zone screenshot

The Sonic the Hedgehog 4 Web site has updated with some hot new assets for its first level, Splash Hill Zone. Eight new screenshots, as well as the first music track, have been revealed. Hooray!

The new screens show off a few new items of note. His homing attack, a shield, and a checkpoint have all been unveiled, as well as a familiar feature to old school players — Sonic swinging from vines to reach higher places. As with everything we’ve seen of Sonic 4 so far, it seems pretty damn funky. 

Love the music as well. That’s exactly the kind of tune I want in a Sonic game!

[Thanks, TimmiT]


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+ Sonic fans remix Sonic 4 intro, get way too excited By Exolleate 16 March 2010 at 11:30 pm and have No Comments

Oh, Sonic fans. Every time a new Sonic is announced, you joke about not getting fooled again and you promise that, this time, you won’t be taken in. And we believe you — why would you go back to Sonic after everything he’s done to you? But then a few weeks go by, and suddenly we click a link and find you remixing the 10 seconds of intro screen music that’s been revealed from Sonic 4.

Seriously? Did you have to create a rock version, an 8-bit version and even a Dreamcast-style version? Sure, they’re cool, and sure, we’ve embedded them after the break, but isn’t this exactly the kind of excitement we all agreed we wouldn’t have for the new game? Yes, we’re glad to see that longtime Sonic musician Jun Senoue has been announced as the composer for new game, and we’re looking forward to hearing more music when the Sega blog releases it. But as your history teacher said, those who forget the past are doomed to repeat it. Let’s wait until we play the game before we start remixing it 10 seconds at a time.

Continue reading Sonic fans remix Sonic 4 intro, get way too excited

JoystiqSonic fans remix Sonic 4 intro, get way too excited originally appeared on Joystiq on Tue, 16 Mar 2010 23:30:00 EST. Please see our terms for use of feeds.

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+ Mega64 pokes fun at The Beatles: Rock Band with a little help from a friend By viagrababyerb 16 March 2010 at 9:00 pm and have No Comments

Mega64 gets back to its roots in the troupe’s latest video, enlisting the aid of John and Jane Q. Public to create another minute and a half of comedy based on The Beatles: Rock Band. You’re probably asking yourself how the trio can recreate the full British pop quartet. To answer that, we offer this: through the aid of a surprise guest, of course!

Head past the break to see who. We’re pretty sure you’ll never guess who it is.

[Thanks, Brock]

Continue reading Mega64 pokes fun at The Beatles: Rock Band with a little help from a friend

JoystiqMega64 pokes fun at The Beatles: Rock Band with a little help from a friend originally appeared on Joystiq on Tue, 16 Mar 2010 21:00:00 EST. Please see our terms for use of feeds.

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+ Pick up Guitar Hero 5 at a Guitar Hero 3 price today By broosaups 16 March 2010 at 1:19 pm and have No Comments

Looking to add 85 new songs to your Guitar Hero library? Want a game that’s made for “Party Play?” Oh, sure. Admit it — you just want to make the ghostly Cobain avatar do your musical bidding. Well, whatever the motivation, you can pick up Guitar Hero 5 (the game only) for a pretty reasonable $28.99 today, thanks to Amazon’s Deal of the Day.

While supplies last (or through the end of the day), the discount is applied to the Wii, PS3, Xbox 360, and PS2 versions of the game. Guitar Hero 5 is worth investing in especially if you’re loaded down with PS2 instruments and don’t want to buy new ones for another console — there won’t be any more Guitar Heroes for PS2, after all. So, if you want more music, this is pretty much your last chance, all you PS2 holdouts!

[Thanks, Jared]

JoystiqPick up Guitar Hero 5 at a Guitar Hero 3 price today originally appeared on Joystiq on Tue, 16 Mar 2010 13:19:00 EST. Please see our terms for use of feeds.

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+ GDC: The music and sound of Flower By Aburawn75 16 March 2010 at 2:00 am and have No Comments

On the last day of GDC, a little room in the back of the North Hall of San Francisco’s Moscone Center was packed. Most of the audio design and sound creation panels in that part of the building weren’t very well attended for most of the week. But on Saturday morning, it was standing room only for the panel hosted by a surprised Vincent Diamante and Steve Johnson, the respective composer and sound designer on thatgamecompany’s downloadable gem, Flower.

They started off by explaining a little bit about how thatgamecompany developed the game: It all started from the narrative, as co-founder Jenova Chen wanted to try and create a rise and fall story with no actual protagonist to speak of. Then, they loaded up the game itself, and played through most of the levels, talking about their designs as commentary over the gameplay itself.

Continue reading GDC: The music and sound of Flower

JoystiqGDC: The music and sound of Flower originally appeared on Joystiq on Tue, 16 Mar 2010 02:00:00 EST. Please see our terms for use of feeds.

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+ GDC: Akira Yamaoka on the disturbing power of audio By boashrobe 12 March 2010 at 9:00 am and have No Comments

The title of Silent Hill composer Akira Yamaoka’s GDC panel was “As long as the audio is fun, the game will be too.” Kind of a perplexing title, especially if you’ve enjoyed Yamaoka’s work in horror genre. Don’t get us wrong, it’s good, we’re just not sure fun is the word for it. Yamaoka used the panel to explain precisely why his music and sound effects are so disturbing, and it’s more technical than you might think.

“Sound is very close to stimulating emotions in your brain,” said Yamaoka via an interpreter. “What do humans fear?” He asked. In the case of audio, he noted that gaps between visual cues and accompanying audio. Specifically, if a sound precedes a visual cue, it can cause anxiety, while a sound that arrives too late is comforting. As an example, he noted the sounds of footsteps being made slightly before the onscreen action in a game. He noted that this effect can be felt even if the sync between sound and visual is off by a few frames of animation. Yamaoka said later in the panel that he used this technique in Silent Hill 3.

Another technique mentioned was the use of silence.”When there’s no sound, the brain fills in the gap,” said Yamaoka. He then played a special version of Beethoven’s “Für Elise” which had been injected with tiny, periodic gaps of silence. He then played the same piece, only this time injecting harsh noise instead of silence. Even packed in a fully lit lecture hall with hundreds of GDC attendees, it was unsettling. Unfortunately, Yamaoka wasn’t able to give us the sound samples used during the panel, so we’ve done our best to recreate them:

Thankfully, Yamaoka closed the session with a soothing guitar performance, which were able to capture for your enjoyment. Listen to it below and stay tuned for an interview with Mr. Yamoaka on Joystiq in the near future.

JoystiqGDC: Akira Yamaoka on the disturbing power of audio originally appeared on Joystiq on Fri, 12 Mar 2010 10:00:00 EST. Please see our terms for use of feeds.

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+ GDC 10: Green Day: Rock Band details, release date By myfloverty 11 March 2010 at 5:20 am and have No Comments

GDC 10: Green Day: Rock Band details, release date screenshot

Harmonix and MTV Games have taken the week of GDC to premiere and drop some of the final details on the upcoming Green Day: Rock Band, which is set to his shelves on June 8. 

From the looks of things, Green Day is getting a similar treatment to The Beatles, with a game that includes many of the same features. Three part harmonies have made the cut, and players can unlock 100 collectibles images and 40 minutes of rare video and performances as they work through Green Day’s 20-plus-year career. 

The game will ship with 47 tracks (fully exportable for Xbox 360 and PS3 for a small fee). At a party last night where the game itself was premiered, five of game’s songs were revealed: “Brain Stew/Jaded,” “Hitchin’ A Ride,” “American Idiot,” “Wake Me Up When September Ends,” and “Boulevard of Broken Dreams.” I’ll admit that I’d be more excited about Naked City’s Torture Garden: Rock Band, but it was surprising how many of these songs I knew note for note. It didn’t take much to get an entire room full of people tapping and singing along, which is a good indicator that the songs are a great fit for this style of game. 

Green Day: Rock Band will be available in a few flavors. Standalone disc games for the Xbox 360, PlayStation 3, and Wii were a given. But a Green Day: Rock Band Plus will also be made available for Xbox 360 and PS3, and includes special packaging (shown in our gallery), free of charge song export, and six Green Day tracks via DLC. 

June should be a good month for Green Day fans; everyone else can continue to whine about how Green Day is getting a game, and patiently wait for more news on Rock Band 3


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+ Classic Videogames Mutate in Game Over Art Show By clubpenguincheat 10 March 2010 at 7:00 pm and have No Comments

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Classic videogames like Street Fighter and Ms. Pac-Man inspired the artists whose works will be displayed in the Game Over 3 exhibition.

Put on by geek magazine turned art, design and clothing purveyor Giant Robot, the group gallery show will feature pieces from dozens of illustrators, painters, cartoonists, artists and game designers.

Game Over 3 runs Friday through Sunday at the Giant Robot store, 618 Shrader St., in San Francisco, California. Check out Wired.com’s preview of the show for an early look at the work that’ll be up for sale.

Silvio Porretta’s playful and somewhat perverse Play With Me painting features a life-size joystick protruding from the crotch of a life-size pixel person. Porretta is a videogame industry veteran since 1990 who contributed art to the Tony Hawk Pro Skater series.


+ GDC: Big Designers Find Satisfaction in Small Games By Jordanhoper 10 March 2010 at 1:26 pm and have No Comments

social_gaming_8735

SAN FRANCISCO — Big-name videogame designers are thinking small.

Creators of legendary games of the ’80s and ’90s like Sinistar and Indiana Jones and the Last Crusade are increasingly working on social games like those found on Facebook, largely because the development of popular time-wasters like FarmVille closely mirrors the creative process that drove the early days of gaming: small teams, short production schedules and more creative autonomy for designers.

“It feels to me like 1981 or 1982,” said designer Brenda Brathwaite at a Game Developers Conference panel here Tuesday afternoon. Brathwaite worked on the classic Wizardry role-playing games and is now creative director at San Francisco social media company Slide. “I remember, early in my career we would make a game in six months. I love the idea of just putting a game together with a small group of people. I can’t imagine anything I’d rather do.”

As videogame hardware has gotten more powerful and gamers’ expectations of quality have grown, game budgets have ballooned in recent years. One estimate pegged Call of Duty: Modern Warfare 2’s budget at between $40 million and $50 million. Meanwhile, social game companies are reaching millions of users with games designed by small teams, sometimes in a matter of weeks.

For gamers, having designers with so much experience working on social games is bound to bring higher levels of quality. David Crane, the creator of classic Activision games like Pitfall!, is doing iPhone apps. Ultima creator Richard Garriott is turning his attention to Facebook with a high-end game platform called Portalarium.

“It’s becoming acceptable to make smaller games again,” said game designer Eskil Steenberg, one of the developers at the conference who is talking about the move away from big-budget games. “We used to be at a point where everything went triple-A, but now indie scenes and all these kind of games are taking off, and it lets you work alone.”

Steenberg is at GDC showing off a work in progress called Love, a one-man project on which he is artist, programmer and designer all in one. He says he savors working on the smallest of small teams.

“There’s no office politics,” he said. “You don’t have to communicate with anybody about anything.”

A bit extreme, perhaps, not to mention impossible for anyone who doesn’t have Steenberg’s many talents. But the designers at GDC who are gravitating toward small teams share many of his feelings.

Steve Meretzky, who created cult classic text adventures like Zork Zero: The Revenge of Megaboz and Hitchhiker’s Guide to the Galaxy, took a job with social game publisher Playdom in 2008 after becoming frustrated with how even smaller, casual games were becoming bloated. He spent two years working on the game World of Zoo, and in that time it was only two-thirds finished. “Working really, really long years to get a single product done … (was) a pace of game development that was a lot less satisfying,” he said.

Noah Falstein, who began his career working on the Atari 2600 and created the classic arcade shooter Sinistar, said that he had a “feeling of being increasingly detached” as game design got more complicated. “GDC was getting really depressing for me because everybody was talking about these $20 [million to] $30 million games,” he said.

Falstein was depressed not only because bigger teams made game design a more fractured creative process, but also because the big budgets brought significant risk aversion.

“Nobody wants to (take risks) on the gameplay side,” he said. “You end up with World War II first-person shooters and science fiction first-person shooters. With this new explosion, there’s a much smaller monetary risk…. It suddenly frees you up to be much more creative.”

Since social game design brings with it new challenges — connecting players to their friends is as important as the game itself — it’s not as if these industry veterans are resting on their laurels. And that’s why experience is so important in this emerging medium, argued Falstein: When you’ve been creating games since Atari’s heyday, you’re used to having to learn and adapt to rapidly changing technology just to keep your head above water.

“It does take a certain level of experience,” he said.

Photo: Left to right: Noah Falstein, Brian Reynolds, Brenda Brathwaite and Steve Meretzky speak Tuesday afternoon at Game Developers Conference in San Francisco.
Jon Snyder/Wired.com

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