Bliterations
Thoughts/Gaming

My Summer Conundrum
25
Jul

We are now officially done with one-third of our summer, and I couldn’t be feeling more pressure with regards to the videogames that I’m currently playing. It’s not like the old days: Summer slammed into our soft impressionable minds like a freight train of liberation, and the possible configurations of doing everything but anything stretched on for subjective eternities. Videogames were a part of my everyday playscape, as it was for a lot of people, and while the leisure-ness of games also lent itself a little guilt during the school year, summer meant we were free to spent hours and hours—days if some of us wanted to—tackling a game (or two, or twenty) without fear of any harsh parental scoldings other than the occasional “go outside” mantra and, frankly, I was totally fine with that. It all fused together into a tapestry of seasonal freedom and I could shift activity gears seamlessly. The games would always be there, after all, and time was simply a measure of sunlight, not scheduled events.

It’s different now. This is something every gamer realizes when they reach their 20s: our calendars condense closer and closer together (”the circle is closing in,” I think the old saying goes) and free time becomes a commodity as precious as a gemstone. Nothing will bring those carefree days of childhood back. Coincidentally, the gaming industry seems aware of this as much as we do, and exploits our nostalgia to nefarious ends: “Retro” releases tantalize with the possibility of re-living our pre-pubescent periods, and franchise reboots claim to strip a game down to its core appeal, to its “roots,” brewing the feelings we once felt when we first laid eyes on them. The industry didn’t simply abandon our demographic when we aged out; it followed us because we are STILL the demographic, and are doing everything imaginable to persuade us to purchase new merchandise by disguising it as the old. And, for the most part, it’s working.

Yet old habits die hard, and I have a particular summer gaming tradition that I’m currently agonizing over, which is to play a Zelda game from front to back. I’ve been doing it on and off for the better part of twelve years, and while last season was Zelda barren as I tried to settle into a new full time job, this year I plan to ritualistically dive in head first, which is exactly where my conundrum lies. But first things first: why this particular tradition?

Zelda games, to me, exclusively have the summer vibe going on more than any other. One can indirectly channel the feelings that creator Shigeru Miyamoto must have experienced as a youth during his own adventures in the forests and caves around his hometown of Kyoto, the inspiration for the Hyrule universe. The essence of Zelda has remained resolutely intact all of these years, and no matter how ridiculous and off-center the series may spin (for example, Link shredding on a cog), one aspect of gameplay is delightfully ever-present: environmental exploration, the timeless techniques of turning over every rock, bombing every crack and poking through every bush while searching for all manner of hidden treasure, finding your way around more by memory and natural landmarks than by map. Of course, Zelda games do have maps—considering some of the trickier 3-D temples, it would be ridiculous if they didn’t—but do you honestly use them more than sight alone?

Another important and quintessentially summer-like staple of Zelda games is that more than half of Link’s time in Hyrule is spent outdoors, dwarfed by his natural surroundings and forcing the player to simply take a moment and assess their rightful place within that world. Every time you enter a town or dungeon or acreage of land that hasn’t been revealed before, a short panoramic cinema offers a quick geographic survey that both invites and overwhelms, a travelogue of epic proportions, the ultimate vacation. The inevitable warping takes much of the tedium out of travel, but at the start of these games, all that legwork is actually useful in getting a sense of the scope of the Zelda universe, a scope that, with the later 3-D iterations, spans time as well as space. The sheer pleasure of living in Hyrule for dozens of hours isn’t just from Link’s satisfying workout on that gentle Nintendo treadmill—starting as frail and all but written-off forest waif and ultimately arriving at nearly indestructible master swordsman—but from taking part in a narrative that encompasses an entire ecosystem, in which a reward can stem from merely watching that Hyrulian sun rise and set many, many times, a constant in a game constructed around a remarkable transformation. Link’s adventures encompass summer, to be sure, and not just any summer, but ones that we always remember as occurring long ago: fresh, exciting, and endless.

What’s vexing me isn’t the issue of whether or not to play through a Zelda game: considering the unusually cool and damp June that the East Coast has gone through, it’s high time for some sun and adrenaline. The question, rather, is WHICH game to play? I held off on finishing Twilight Princess because I purchased it with my Wii in January ‘07 and, snowboarding section or not, it just didn’t feel right to be playing it in the winter. I wouldn’t mind revisiting Wind Waker again, and Majora’s Mask recently made its way onto Virtual Console (never mind that the game is a masterpiece of dread; that’s a topic for another article). Oh, and the handheld games! I can actually play those outside, in the open air, maybe sitting on a park bench or walking The Ramble. What a Mobius strip that would be! I have been meaning to play through Link’s Awakening again after being swaddled in fuzzy Game Boy memories this year. Or maybe Ocarina of Time? Or A Link to the Past? Or The Adventure of Link? Argh!

Now that there are only a little less than two months left, time is running out for my Summer Zelda playthrough, and I’m a little panicky. Maybe the only way to settle this is through a marathon series session. Hmmm. What do you think? And more importantly, what were your summer gaming traditions, and do you still observe them today?


Posted by Kurt Shulenberger on July 25th, 2009 :: Posts :: Tags : , , , , , , , ,
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Key of Kondo: The Music of Super Mario Galaxy
22
Apr

The greatness of game composer Koji Kondo has been expounded upon in countless articles, books, and blogs, so–as I’ve reiterated a few times already–I don’t want to use this precious space (or your time) to simply retread ground and talk about how great the man is. But seriously: this man is GREAT. His sound work really has proven to be monumental for video games, and not just because he crafts instantly recognizable and catchy melodies, but also because of the way in which these themes interact with the player within the context of the gameplay happening at any given time.

A concept that Kondo has mentioned in numerous interviews, and which appears to be more and more prominent in the work that he both composes and oversees, is that of “interactive” sound that morphs and changes depending on what action is taking place on-screen and where; in other words, dynamic composition.

We can trace this technique in Kondo’s work all the way back to Super Mario World (1991), in which an energetic percussion beat would accompany Mario as he rode Yoshi, and stop whenever he dismounted. I suppose if we thought about dynamic composition in this way, we can trace the concept even further back, all the way to Super Mario Bros. (1985), in which the music would speed up to a frenetic pace as the in-game timer winded down, adding a sense of urgency to a level that was, up to that point, a usually cheerful and exploratory game experience. It’s a small temporal detail that has a huge impact on the gameplay, something that Kondo would expand upon in his later musical scores.

In Super Mario 64 (1996), one can really get a clear picture of what Kondo was driving at concerning fluidity in game music, especially during the “Jolly Roger Bay” level, the first in a Mario game to feature swimming in a 3-D environment (discounting the castle moat in the hub-world, of course, which serves more as a sand-box for experimentation and practice than an actual stage). At the start of Jolly Roger Bay, a lone electric piano plays the soothing main theme, unaccompanied by any other instruments. It is only upon entering the water–in essence, beginning the level proper–that a string section enters the arrangement, and as you venture further, eventually reaching an underground cave and sunken pirate ship, the rhythm section fades up and the different layers and complexities of Kondo’s piece are fully revealed. While a player could simply marvel at the expanse of the lake and the beauty of the rendered environment from the shore (well, beautiful at the time, at least), that’s not the main objective that the designers wanted to convey. The true excitement, the “meat” of the stage, was beneath the surface of the water, and having the full score swell in if and only if you actually “dive in” is the perfect way to encourage the player to do so. One of the challenges of creating a good 3-D environment is to compel the player to explore and investigate areas that they can already see in front of them (pop-in and fog, consistent visual blemishes in Nintendo 64 games, are precisely the wrong way to go about doing this, as you’re constantly breaking from the reality of the space, and who wants to explore somewhere or something that’s always undermining its own construct anyway?); achieving this goal with an appropriate and, more importantly, CONTEXTUAL music cue is a stroke of genius on Kondo’s and Shigeru Miyamoto’s part.

While Super Mario Sunshine (2002) also exhibits these kinds of traits–Yoshi, once again, has an accompanying bongo drum beat whenever Mario rides him, for example–Super Mario Galaxy (2007) takes Kondo’s concepts of dynamic sound in videogames to another level entirely. In Galaxy, specific sound effects harmonize themselves with whatever music is playing in the background. So, not only does the music shift and change elastically according to what action is taking place and its location, but the sound of grabbing a coin, for example, actually has a different pitch depending on what chord the music is on the moment Mario grabs it. A tense moment in a level, say, the Ghost Ship, results in an appropriately tense sounding score, which itself results a coin grabbing sound effect that doesn’t feel inherently positive, like a major chord, but is instead a tad dark and mysterious, like those Halloween-y sounding diminished 7th chords in music. This seems like a fairly innocuous mechanism, but it really helps to bond the player and environment together (see Flower (2009) for a recent application of this).

We can also hear this same type of aural effect at the main menu screen, where the twinkling sound of selecting your file can vary depending on the temporal position of the musical interlude occurring at that same moment. Again, this is a small and seemingly inconsequential detail at first, but it results in a videogame that has an almost anthropomorphic nature, constantly resonating with itself in an immediate and organic way so that every nuance of sound is in perfect harmony with each other…AND the player. The result that Kondo and his team is trying to achieve, I think, is one of total immersion, with every aspect of the game fitting together like a giant interlocking puzzle or sculpture. This isn’t a case of different departments coming together and simply combining their parts, but instead, much like a symphony, is a collective voice made up of many smaller components that are all performing in the same key and with the same timbre.

And this is all without even taking into consideration the actual music of Super Mario Galaxy itself, which is amazing stuff! Having lush symphonic orchestrations accompany the player from level to level gives the game a much deeper sense of space and scope, creating sonic expanses that appropriately echo the notion that Mario has moved beyond pipe mazes and Cheese Bridges and has become a full-fledged astronaut, soaring between planetary masses with dignified resolve (credit must be given to composer/arranger Mahito Yokota, who helped create most of Galaxy’s score under Kondo’s supervision). What’s more, there are wonderful judgements regarding when to use these epic arrangements. My favorite example is the Comet Observatory, which serves as a hub-world in the way that Peach’s Castle did in SM64. As the player progresses through the game, unlocking new areas by collecting stars and restoring power to the gigantic floating structure, the music shifts from a thin, mostly synthetic arrangement–save for a few recorded instruments, such as flute and harp–to a majestic, swelling live orchestra. These kinds of thoughtful touches result in a score that’s not only the best for the Mario series, but one of the best game soundtracks in the last ten years.

Throughout the Mario series, we can see (or rather, hear) Kondo’s philosophy of dynamic composition shining through, reinforcing the solid standards of gameplay that Nintendo has made their bread and butter, and actually making it more fluid, more interactive and, ultimately, more fun. While Koji Kondo is certainly not an unsung hero in game design, the work that he and his group put into Super Mario Galaxy is more than just a part of what makes the game so good, but may very well be the cornerstone for the entire Mario series and a crucial element in that mysterious formula that keeps gamers enthralled by the squat Italian-American plumber again and again and again. It seems to me that the “essence of Mario” that Kondo has spoken of is also the essence of the composer himself, and both just happen to be perfectly in tune.

Related Links:
Iwata Asks column featuring the sound team of Super Mario Galaxy
1up Interview with Kondo (October 2007)
Video of Jolly Roger Bay from SM64


Posted by Kurt Shulenberger on April 22nd, 2009 :: Posts :: Tags : , , , , , , , , , , , ,
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