Thiourf. Thifourth. Thfieth? So stupid.
Feb. 8th, 2012 11:36 amNews about that new Thief game whose working title is too silly to reproduce here is pretty scarce. For all that it was announced more than a year ago, there have been no trailers, no concept art, no prospective features, no hints about the plot or tone or setting or protagonists it may or may not have (and since the third game rounded off the overarching plot pretty definitely, those parts would be important. Those last four things are Thief - their interplay and interconnection with the game mechanics and design made it beautiful). It's been relegated to the back of my mind lately mostly because SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM SKYRIM and to a lesser extent various other things I've been following. And life, too. I suppose life is involved somewhere.
I just found something to spark my interest again, though; a piece of flotsam kicked up by Good Old Games getting their hands onto Thief Gold and Thief 2: Metal Age and poking them into working on today's computers. (Run and buy them now!) Thief did things with sound that games today still don't do. So it was somewhat of a relief to find the fellow in charge of the new game's noise-making (Paul Wier), despite not being Eric Brosius, making this presentation about generative sound (or making noises that shift smoothly in tone, key, scale and general mood according to specific game states on the fly, rather than composing looped backing tracks for each setting or situation). And it was an instant sell for me because of the slow thrumming atmosphere he brought about. No heavy percussion, no noticeable melody, just...foreboding.
Because of course, Thief is not about being James Bond or Solid Snake or Sam Fisher or Catwoman. It's darkness and stone, old magic and the dead, and the ever-present press of technology and zealotry.
...Anyway it's called Stealing Sound and if you don't want to listen to a somewhat nasal-sounding dude talking about the processes going on you can just skip to the last two or three minutes and listen to the impromptu track he plays. The volume might need to be turned up. Also headphones are possibly necessary for the proper experience. Mmm, tasty noise.
I just found something to spark my interest again, though; a piece of flotsam kicked up by Good Old Games getting their hands onto Thief Gold and Thief 2: Metal Age and poking them into working on today's computers. (Run and buy them now!) Thief did things with sound that games today still don't do. So it was somewhat of a relief to find the fellow in charge of the new game's noise-making (Paul Wier), despite not being Eric Brosius, making this presentation about generative sound (or making noises that shift smoothly in tone, key, scale and general mood according to specific game states on the fly, rather than composing looped backing tracks for each setting or situation). And it was an instant sell for me because of the slow thrumming atmosphere he brought about. No heavy percussion, no noticeable melody, just...foreboding.
Because of course, Thief is not about being James Bond or Solid Snake or Sam Fisher or Catwoman. It's darkness and stone, old magic and the dead, and the ever-present press of technology and zealotry.
...Anyway it's called Stealing Sound and if you don't want to listen to a somewhat nasal-sounding dude talking about the processes going on you can just skip to the last two or three minutes and listen to the impromptu track he plays. The volume might need to be turned up. Also headphones are possibly necessary for the proper experience. Mmm, tasty noise.
Still, apparently Portal 2 is on the way!
Mar. 6th, 2010 02:26 pmIt's been raining for the past week. Like, non-stop. Dog is displeased with this state of affairs. Towns up north are being flooded out. I never thought I would miss the searing light of the sun, but oh god humidity.
So let's have ourselves some meme answers and then go find a blanket.
( Meme Answers, Part One: Reasons to Avoid People in Hoods )
More answers to come!
So let's have ourselves some meme answers and then go find a blanket.
( Meme Answers, Part One: Reasons to Avoid People in Hoods )
More answers to come!
"So many minds, all talking, all dying!"
Feb. 7th, 2010 05:01 pmI was going to post this gigantic gamebabble post for Australia Day but the koala round-up went for longer than it usually does this year. I dunno, man, they’re quick little bastards.
So, about that Assassin’s Creed 2.
( I have plenty of outlets! Spoilers for the opening. )
You know, it’s probably fortunate that AC2 managed to finally break me of my Thief habits. I probably wouldn't have gotten past Prototype's opening mission, otherwise.
( I can see what he saw, I know what he knew, his memories are my memories. Spoilers for...everything. )
One final thing: Attention, bastardisers of Dante’s Inferno. That…is not quite how you effectively mock a fellow developer. Please stop before you dig yourselves in even further.
Here’s how you mock a fellow developer.
So, about that Assassin’s Creed 2.
( I have plenty of outlets! Spoilers for the opening. )
You know, it’s probably fortunate that AC2 managed to finally break me of my Thief habits. I probably wouldn't have gotten past Prototype's opening mission, otherwise.
( I can see what he saw, I know what he knew, his memories are my memories. Spoilers for...everything. )
One final thing: Attention, bastardisers of Dante’s Inferno. That…is not quite how you effectively mock a fellow developer. Please stop before you dig yourselves in even further.
Here’s how you mock a fellow developer.