Wednesday, March 28, 2018

MIDI Week Singles: "The Gates of Hell" - Bayonetta (NS)



"The Gates of Hell" from Bayonetta on the Nintendo Switch, Wii U, Playstation3, Xbox 360, & PC (2009)
Label: WAVE MASTER ENTERTAINMENT
Developer: PlatinumGames



I have been playing a bit of Bayonetta here and there, when I have been able to pull myself away from The Legend of Zelda: The Breath of the Wild, and apparently Bayonetta is known(ish) for its music, considering that the soundtrack is packed with 150 tracks spanning five discs.  So out of all of the possible songs I could have chosen for use as a MIDI Week Single, why did I land on the one that is possibly one of the more soft and mellow songs from the entire soundtrack?  Because I remember it.

As Bayonetta is a third person action shooter, there is a large amount of the game that is spent running around and shooting angels combined with semi-frantic button mashing.  While fighting whatever it is that Heaven happens to be currently throwing at me, I do enjoy having the music in the background (although now I kind of want to see what it would be like with the music turned off), but my attention is not on what is playing, it is what button combination I am currently failing at.  And because performing combos and racking up that sweet-sweet lootz is somewhat integral to leveling up, I seem unable to process fully the music that is playing.

Which brings us to "The Gates of Hell."  This music plays when you take a step out of the action oriented machine and into, what is essentially a series of semi/partially animated menu screens while shopping for upgrades, items, and additional combo techniques.  At this point in the level, I am actually able to sit back and actually take in the music while I decide if I want to purchase the Tetsuzanko technique or save up for another Full Witch Heart?  What amuses me is that I'm not one to typically listen to jazz, but there's something about the trumpet part that reminds me, oddly enough of "Concerning Hobbits" in Lord of the Rings, and the "Dungeon - Main Theme" from Castlevania 64.  Maybe this song has just grown on me while being able to take a breather from such a fun and frantic game.



~JWfW/JDub/Jaconian

Monday, March 26, 2018

Dream Game

I don't normally talk about my dreams here, partly because they're not all video game or just gaming related, but also because they are frequently not coherent enough to translate into a successful narrative.

The other night though, I felt that the dream I had, which was video game related, contained enough information that I could (at least attempt) tell how the game worked as well as the general storyline that my brain decided to come up with.

So the initial setting seemed like something out of a mid 1800s, in that the character (the one I was playing I assume) looked like Roland of Gilead (The Dark Tower), or John Marston (Red Dead Redemption), but there was nothing initially around that would have put the game setting in the old west; it was just one of those things that I immediately knew.  So this Roland Marston we'll call him from now on, was in an alpine forested region with a wooden house (think Evil Dead, but less run down) and a well defined path leading away from the house, up a hill and into the forest.

Then the dream really kicked in and something happened that resulted in Roland Marsten having to shoot someone who was similarly dressed.  I don't know if it was someone who was trespassing,  or a robber, but either way, there was a shootout and the other person ended up dead.  Then I (playing as R.M.) had to run up the road away from the house because (maybe?) there was someone on a horse who saw the incident and was going to report it to the local sheriff;  I am only assuming here since all I recall was that R.M. began running up the road chasing someone/thing.  That was when R.M. came across a small girl (maybe eight or nine?) in a plain but frilly dress (something Melissa Gilbert would have worn on Little House on the Prairie) who was running/skipping/walking down the road towards the house.  For some reason, it was at this point that I knew that R.M. was inherently a bad guy.  That to avoid being taken to prison, this section of the game meant that I would have to quickly track down each person I came across and kill them.  The inclusion of the small child was to test the player to see how they would react and progress the story; a story that I was unaware of at this point in the dream.

So I tracked down the guy on the horse and killed him.  Then I ran back towards the house and killed the girl followed by a small boy (maybe four years old, with bleach blond hair in a bowl cut) whom I also killed at the front door of the house.  Then the screen faded out.

I would at this moment like to point out that the killing of the two aforementioned children just sort of happened "off screen."  It was like I came across the girl, then ran towards the house knowing that the girl had been killed, but I did not actually witness the killing.  The same with the boy at the house, and I'm pretty sure, the guy earlier riding away from the house.  Just so y'all know that I usually do not have dreams where someone is off killing children, in a video game or otherwise.

The story then jumped a number of years and that was when I realized that the point of the game was to play different people in R.M.'s bloodline until you reached the present day; or maybe beyond the present day, I'm not really sure on that point.  So the game jumped to someone else in R.M.'s bloodline sometime in the future and I played as a number of other people, although the dream did not include these sections, but again, I knew that they had happened.  

The next section of the dream that I did remember was odd.  I was playing another male, but this one was either in late teens or early twenties, and was naked except for an adult sized diaper.  He was either on a bed or a couch with decor that reminded me of either something you would see in the late 1970s or early '80s.  The guy stood up and started walking out of the room he was in and that was when I realized that this person had some kind of developmental disability and no bladder or bowel control (hence the adult diaper).  I think the guy went to find someone because it turned out they had defecated and needed to be cleaned up.  Oddly enough, I know where the visual for this part of the dream came from: it was a post on Facebook about with the "Have a baby they said.  It'll be fun they said" and there was a baby in a diaper who had a very liquidy bowel movement that had gone up out of the diaper and up the baby's back.  

It was shortly after this section that the game faded to black and I thought I understood the premise of the game.  That you started out as R.M. and through your initial series of choices, you lived the lives of one of your ancestors making choices during their own sections until your bloodline ran out.  Since this was my subconscious mind, I make no assumptions on what the reasoning or meaning behind ending up as a the young man with developmental disabilities.  You might say that this could be a "bad ending" because bad endings happen all the time in games, but I am not one to believe that anyone with any kind of disability would be a bad ending, or seen as a punishment for doing something "wrong" in a game.  I am guessing that my brain took that image of the baby with the poopy back and tried to find a way to integrate it into my existing dream.

But that dream did not end there.  I apparently started the game again because once again I was R.M. and this time, after killing the initial guy, I ran up the road past the girl, past the guy on horseback and found myself at another house, where a woman in another plain cotton dress answered, which turned out to lead me to being arrested and taken to prison.  I know that there was a brief section about being in prison, but I do not recall any details, only that R.M. eventually was released and his bloodline continued.

So that was it.  I think it is an interesting concept for a game, that you only play certain parts of a persons life.  There doesn't have to be an overarching story either, which is where I am sure production companies would come it and say that it has to be about something!  Presumably events in a person's life where their life could take a couple directions, then you jump ahead in time to play someone else.  Theoretically, this game could go on forever if your bloodline continues, but there are too many mechanics for me to even think about right now to even conceive of how this could actually work.

Maybe it could be worked out, or at least something like it (if there isn't already), but I don't know if I'm the one to do it.



~JWfW/JDub/Jaconian

Friday, March 23, 2018

Let me tell you about some podcasts



80s All Over
Scott Weinberg and Drew McWeeny

My current podcast obsession.  Scott Weinberg and Drew McWeeny are two film critics going month-by-month covering every movie released in the decade of the 80s.  They were each about 7 - 10 years old when the decade began, so they remember these films as they were released.  If the premise is appealing at all, then I highly recommend this podcast.  It is well paced and edited.  There are plenty of digressions, but they are kept under control.  Drew and Scott are very enthusiastic film lovers, and it is evident in every episode.  Listening to this podcast reminds me why I fell in love with film, and by reviewing movies from my first decade of life, it brings me in touch with the earliest films I can remember.  It's not simply nostalgia, but an appreciate for the craft.  I now have a list of 10+ movies from 1980-1983 I'd like to see again or from the first time.  Aw, what the hell, I'll show you:


  • King of Hearts
  • Stalker
  • Used Cars
  • Airplane (somehow never saw it)
  • Blue Brothers (same)
  • My Bodyguard
  • American Pop
  • 9 to 5 (watched this one last weekend)
  • Modern Romance
  • Dead and Buried
  • Miller's Crossing
  • True Romance 
  • Pennies from Heaven
  • Road Warrior
  • Chan is Missing




Switchblade Sisters
April Wolfe

Switchblade Sisters is another movie podcast, in the form of an interview show.  April Wolfe is a film critic who sits down each week with a different Woman in Film.  Actresses, Directors, Writers, etc.  They talk about the guests career, film in general, and then one specific film of the guests choice.  Previous episodes include Pan's Labyrinth, The Others, Body Double, The Witch Who Came from the Sea and more.  There is a lot of discussion of the craft of movies, which I find very interesting.  Many of the guests are involved with independent film, and I've found many titles I'm interested in seeing (though I haven't made a list for these ones)




Movie Crush
Chuck Bryant

Movie Crush is another interview show, featuring Chuck Bryant, from another of my favorite podcasts: Stuff You Should Know.  Chuck mostly interviews actors and comedians and personal friends about their favorite movies.  It's a rambling sort of interview show, but it works.  Having a central topic is helpful, I think.  And it's fun to nerd out about movies like Tron, Jaws, Robocop, Groundhog Day, etc. 


-D

Wednesday, March 21, 2018

MIDI Week Singles: "Stage 2 - Town" - Sword Master (NES)


"Stage 2 - Town" from Sword Master on the Nintendo Entertainment System (1990)
Composer: Shotaro Sasaki
Album: No Official Album Release
Developer: Athena


Sword Master is a game that Dr. Potts and I pined over after the spread that Vol. 23 of Nintendo Power gave it back in April of 1991.  It was a game that looked like a combination of Castlevania and The Legend of Zelda: The Adventure of Link.  The game was eventually released in North America in January 1992, but neither of us could locate it either at any of our local rental stores, or video game retailers.  It wasn't until sometime around 2005 when Dr. Potts had purchased a Dreamcast for the sole purpose of playing emulated NES games that I was finally able to play this one game that I so longed to even see in person.  

I made it to the second stage, but only barely.  And after that I didn't make it much further; and after watching a bit of game play, I can see why.  Also, why equip your player with a shield if that shield is useless?  At least Link's shield in The Adventure of Link had some use in the early stages of the game.

That second stage, was the setting for this music.  Now, when I think of a Town theme, something along the lines of "Kakariko Village" from The Legend of Zelda: A Link to the Past, or even "The Silence of the Daylight," which is the village theme from Castlevania II: Simon's Quest.  What immediately strikes me about the town theme from Sword Master is that everything in this town is not alright.  It is almost as if you can hear how the theme might have gone if the town had not been corrupted by the evil wizard and his summoned demon (because early '90s video game plots are awesome).  I like the idea of a theme being perverted by the corrupting evil, and to me, this song is the result of that corruption.



~JWfW/JDub/Jaconian

Friday, March 16, 2018

Podcast Review: Nintendo Power Podcast


I have wanted to talk about the Nintendo Power Podcast for a while now and I had originally intended for this article to go up on Monday, but business got in the way so Friday it is.  Currently, as of the writing, there are only three episodes out there of the official Nintendo Power Podcast, and with any luck there will be at least another nine episodes this year.

So the Nintendo Power Podcast is, as is in the title, a podcast, officially sanctioned by Nintendo of America hosted by former Nintendo Power Editor-in-Chief Christ Slate.  The first episode aired back in December 2017 although I personally did not get around to listening to the episode until around the middle of January, so at least I had two episodes to listen to.  And clocking in at just about an hour, they are very digestible.  

Each episode is built up of various segments that take cues from Nintendo Power magazine, which I do appreciate, mainly because it comes across as more of an adaptation of the magazine rather than an audio form.  Although it does tap into the nostalgic factor when they bring up sections similar to those of the magazine like Player's Pulse and developer interviews, but I realize anyone could call a segment Pak Watch. . .  I should also mention, that while I have absolutely no basis for a comparison as I do not really listen to other Nintendo focused podcasts, of which there are probably a few.  The point is, I found a Nintendo themed podcast that is easily digestible and I am going to stick with just this one as I do not have enough time for all of the podcasts that I would like to listen to, so Nintendo Power Podcast it is.

Something that I very much appreciate and was one of my main concerns going into the first episode, was that the episodes were going to be full of Super Mario sound effects, full of cringe worthy cheese, or produced with the mentality that video games are directed at a young demographic.  If you're familiar with the Nintendo Minute video episodes, they are not like that at all in regards to the cheese/corniness factor; and ignoring the obvious difference that Nintendo Power Podcast is audio only.  Another aspect I like is that the podcast as a whole does not seem to come across as trying to be a source for breaking news, squashing rumors, or a place to talk smack about Sony, Microsoft, or Ouya.  

Other than saying that I think that so far Chris Slate has done a great job with the writing and interviews, I am not really sure what else to say that would not come across as fan boy-ing (if I haven't already).  And really, I applaud Mr. Slate and his first three episodes for not coming across as only heaping praise on Nintendo and their family of products.  True they do have a lot of good things to say, and at least from my perspective, it all comes across as genuine and not in the realm of brown nosing.

So if you have not yet delved into the realm of Nintendo themed podcasts, used to be a subscriber or have fond memories of Nintendo Power Magazine, then there is nothing wrong with these hour long listening sessions.



~JWfW/JDub/Jaconian
I Descend With Arms Wide Open

Wednesday, March 14, 2018

MIDI Week Singles: "Maverick" - Tiny Barbarian DX: The Serpent Lord (PC)


"Maverick" from Tiny Barbarian DX: The Serpent Lord on the PC and Nintendo Switch (2013)
Composer: Jeff Ball
Label: Bandcamp
Developer: StarQuail Games



For reasons that will hopefully become clear in the coming days/weeks, I decided again to use Mr. Ball's music from Tiny Barbarian DX: The Serpent Lord for our weekly music article.  I had considered something from either The Lost Vikings or Völgarr: The Viking (which will have to be rectified), but nearly any song from Tiny Barbarian DX is pretty amazing.

What I love about "Maverick" specifically is that it is the first song in the game and soundtrack after the opening titles and right off the bat (or sword I guess), is that after a short seven second intro, the melody kicks in and is pretty much there for the remainder of the song.  What I like, and I may have already mentioned it three years ago, is that "Maverick" invokes the feeling of an 8 - 16bit action game, but doesn't sound exactly like it was composed 20 years earlier.   I cannot quite pinpoint what it is, maybe it's the program used or the specific tones.  Regardless, it's just a great song if you've got a damsel or damoiseau in distress somewhere and, apparently, an overly aggressive Serpent Lord that is standing in the way.  

Maybe there's a metaphor there?



~JWfW/JDub/Jaconian

Friday, March 9, 2018

A New Way to Craft a D&D Story: Part V


Disclaimer:  This is Part V in a now five part series (possibly six part series) that is looking at my thought and creation process for the last quest that our local D&D group played.  The short of it is that I bought a booster pack of pre-painted miniatures with the intent on writing a quest that included each of the miniatures.  Part I went into my initial thoughts with each of the miniatures, Part II looked at the developing story, Part III dealt with Gauntlet Charles' inclusion in the story and how involving his sister and husband inadvertently allowed me to conceive of the rest of the story, and Part IV took the story to a mining settlement along with a cut story line that involved a carrion crawler and the final run in with the Bullywugs.


So now the PCs head away to the east (apparently through the swamp, which is something that I had not thought of until now) after Cruenthas.  At this early time I had the idea of putting Cruenthas up in a tower, because wizards love towers, although that eventually turned into generic ruins that ended up requiring no map or real dungeon delving, but that comes a little later in the development cycle.

But I even included Horwan offering the hint that he was aware of a ruined tower out to the east, and again, mentioning something about "Everyone knows that evil wizards love towers, right?"  And "There were stories about a coven of witches that used to inhabit those ruins, but those were just stories we'd tell the children when then would misbehave."

Once the PC's came upon the ruins, I had it planned out that there was in fact a tower, possibly falling apart, but could be seen over the eight foot high stone walls that surrounded the structure; the walls were still intact.  Once inside, the ruins, inside the tower they would hear noises and shuffling from the cellar.  Upon opening or entering the cellar, the Clay Golem would attack.  After the battle, the PCs would find a journal left somewhere in tower that outlined what Cruenthas' plans were and why he did what he did.


At this part, I had some problems with the whole use of the journal.  First off, I don't really like the idea of the villain revealing their plans, or the idea that they were stupid enough to leave behind something that detailed their plans.  Or even that he would have written this down in a journal that could be found.  So the solution would be for Cruenthas to have never written anything about what he was doing. 


But, you cannot take that approach when writing a quest that keeps the players interested.  While some of the finer points that I have not revealed here work well in the context of telling a story, the players need some kind of information to be given to them.  What I ended up deciding upon was that Cruenthas was aware that someone had been tracking him and would end up being lead to the tower ruins, but not wanting a confrontation (for reasons that have yet to give/develop) he left the journal out in the open to be discovered, along with a note in the journal directing addressing the PC's.


I did not come up with a real satisfactory end story filled with pomp and circumstance, which is something that I know a number of the quests I've written lack.  The PCs had the final encounter with the Clay Golem, confirmed that the one they ended up trailing was indeed Cruenthas. . . and then what?  I did not leave any additional hints as to his location as I didn't really know myself at the time of writing.  I have an idea for where I want Cruenthas' arc to go, but nothing is solidified yet, or at least nothing that I want to reveal here.


So that was really it.  I was super happy with how this story developed, all because I wanted to not only try out a theory about using the pre-painted booster packs, but also as a test for myself.  Not that I consider myself to be this great storyteller, but that I wanted to create something that felt very solidified in the D&D universe, using monsters that I may not normally think of to use.  Like Bullywugs.  I see them nearly every time I flip through the "Monster Manual," but had never thought about using them before.  Now forced to use them because one was included in the Monster Menagerie II booster pack, I found that they worked very well within the setting, and also gave me an excuse to get the PCs out of Baldur's Gate as there were not any known (or marked on the map) swamps, although I admittedly ended up having a swamp be created magically, but it still worked I thought.  And I guess stay tuned for the P.S. where I will "briefly" talk about a last minute change because I wanted to avoid an anapotism.

And thanks for sticking it through with me until this bitter end.



~JWfW/JDub/Jaconian
Instrumental


P.S.  Welcome back weary reader to the section where I briefly (whatever that means coming out of my brain at this point) talk about a couple of the things that I ended up cutting out of this quest.  The biggest omission was something that I already talked about in Part IV, which was the encounter at the mine in the Trielta Hills.

And speaking of Trielta Hills, that was something else that I ended up having to change an hour or so before we started playing.  While finishing up and looking up descriptions of the various towns I had the PC's going through, I discovered that the town of Triel was not the Halfling settlement that I had originally thought it to be.  The town of Triel is actually a predominantly Human settlement.  I then decided to move everything in Triel to the Trielta Hills, but then where would the Gnomish Mine be?  It had to be far enough away that Horwan could not get back post-surgery.  It also had to be far enough away for it to make sense for Bara Gol'iza and her swamp/Bullywugs would not have been noticed by the rest of the population.  I then looked over maps and came to the conclusion that what used to have been known as the Hill of Lost Souls, but I could not find any information about it; plus on all of the 5th Edition maps, the lone mountain area was unnamed.  I decided that this mountain would work well for a small Gnomish mining camp.  This change then required me to go back in the story and change all of the references to having to travel north, to northeast.  Not a big deal, but something I still felt I had to do.

The other change was that I ended up changing Horwan's family name from Greenpatch to Dogwood.  For a short while, I toyed around with the idea Horwan was from a family of uncommonly attractive Halfilings, with the dogwood tree producing somewhat pretty flowers.  I liked the idea that before Horwan and Carlotta were married, that it was common for all the single lady Halflings to pine over  and gossip about whom among them he would end up marrying.  Then the small Halfling community was not too happy with Horwan when he ended up marrying a Human female instead, and because he had decided to build a Human sized dwelling into the side of his own hill.  I decided to cut this part out mainly to make the flow of the story go a bit more smoothly.  Although I did like the name Dogwood more than Greenpatch, so I ended up keeping that aspect of it.

At the moment, that is all I can remember about the removed content, although there was probably more, but nothing as "important" as what is already here.

Friday, March 2, 2018

Monthly Update: March 2018


And just like that it's March.  Completely bypassed Smarch this time around.  Lucked out there.

I'll be here all night folks.

Well, I feel like February inadvertently turned into a month long post about my coming up with, developing, writing, further developing, deleting, and more writing of a Dungeons & Dragons quest that I came up with earlier in the month.  And if you're not tired of hearing me ramble on, I have at least one more article, but will probably end up being two more.

With any luck then, I might actually get to writing my Game Review article for DOOM for the Switch, which I finished this last weekend.  I've told Conklederp that that game was a magnificent combination of being a stressful shitfest and an exhilarating ride through the exploding burning offal remains of half a dozen demons.  And the music, which we covered in a MIDI Week Single earlier in the year, was a great addition to the game that made me both dread strolling into large open areas, and at by the end of the ensuing massacre, made me feel super excited to be playing this ported game. 

I have also being working my way through The Legend of Zelda: Breath of the Wild, and the other night I managed to make my way to/through a second Divine Beast.  I should probably talk more about this game but I feel like it's already made a few headlines here and there, so I may just talk about periodic updates during Monthly Update articles.  That being said (or not), I can see why this game is getting the heaps of recognition it has over the last year.

In other Switch news, I started Perception up earlier in the week.  The game has an interesting premise in that it is a first person exploration horror game, where the woman you play is blind.  Yup.  The mechanic, so far is pretty well explained and I am enjoying (being frightened) the first couple of hours and if I ever manage to write my way out of my own brain D&D storytelling habits, I might actually be able to talk about this.  Well, Perception and Bayonetta, which I also picked up (because who doesn't enjoy a $22 discount* on a two pack of fairly well received games?  After playing the first stage/area, I will say that while I am enjoying the tongue-in-cheekiness of the game, I am finding the voice actor for Enzo a little annoying with his Joe Pesci impression.  BUT, I do love the fact that Dave Fennoy is (currently) playing a prominent role in the game.

And just so y'all don't think that I'd forgotten, I am still playing Heroes of the Monkey Tavern, although I seem to have hit a wall where I am not sure how to proceed without killing off a number of my characters, one of which has a resurrection spell.  But it is still a very fund game that happens to be causing me a bit of stress.  But it's a good stress, or so the game is trying to tell me.

And I feel like that has been kind of it for gaming in February.  I am hoping to get the group together again for some D&D action in our current month.  I am a little sadly amused at how I have mentally put away my 3DS after the B-Button debacle occurred back in December, and I have still yet to attempt to fix the thing.  I also have not been playing much in the way of PC games, partly because in the last few weeks I have found that I have less and less time spend on my PC, which really speaks to the awesomeness of the portability of the Switch.  Speaking of which, I am going to close this up and either try to find that damned treasure that some punk-ass Goron kid left hiding somewhere, or just turn in a bunch of my spirit orbs.

See y'all on Monday.



~JWfW/JDub/Jaconian


*The discount came about from Amazon's 20% off new game purchase, plus we still had a 10% off "moving" discount from when we moved back in November.