Saturday, August 16, 2008

Art of Oddworld Inhabitants online!

I have a soft spot for artbooks - though unfortunately I rarely had funds to buy them. On the top of my list of coveted items was The Art of Oddworld Inhabitants: The First Ten Years (along with Imaginary Friends Studios artbooks bundle - too bad it sold out). Unfortunately, the price tag of 60USD made it quite problematic for me when I was still a student - and probably I was not alone.


Well, cheapskates of the world, I have good news for you: you can find this wonderful artbook on Google Books project. Wihle of course good number of pages are not available for viewing, there's a good deal of the book is viewable. If you are into graphic design, game art or simply interesting visuals - do yourself a favour and have a look.

If you haven't ever come across Oddworld Inhabitants, if name Lorne Lanning doesn't ring any bells, then why are you even reading this? Click the links above, watch this animation, join the ranks of fans of Oddworld and pray that Citizen Siege sees the light of the day some time in 2009...

Monday, August 11, 2008

Fear in virtual worlds, part III

The third part of my feature series on fear in videogames (the first one is here and the second one here).


Another game that contained a good dose of jumping moments was the original Manhunt. While most hide-in-the-shadows-and-stab-them-from-behind games do, the heavy dark atmosphere of this particular one was intensified by violent nature of the game and the presentation layer, namely noisy VHS look and dramatic camera action. Ambience was further amplified by excellent voice acting, occasional "Boo!" kind of scare, invisible demiurg scheming against the main protagonist and somewhat unpredictable enemies (the AI in Manhunt was interesting, hunting, chasing and going back to regroup). The last episode of the game, Deliverance, truly succeeded in keeping player at their toes. I don't know about others, but enemy that can't be killed instantly, has extremely powerful weapon and charges at the player out of nowhere definitely does qualify as scary in my book. While Manhunt didn't really scare me to death, it was quite intense and last levels made my hands sweat.


After that there was quite some time without virtual scares - until Doom III showed up. I remember it as being quite scary, even if this resulted from cheap tricks such as lights going out, imp bursting out of the ceiling and skulls flying through the room all of a sudden. But one can't deny the storyline, the increasingly thick atmosphere created by reading logs, hearing voice transmissions, and seeing people killed by hell's forces - which really makes player feel like a part of space base's population being decimated right now. I played Doom III alone at night and it made me jump more than a couple of times, although the scripted nature of the game took away some of the scare. Nevertheless, I didn't finish the game because of difficulty level and fear effect combined.

On a side note, I had a nightmare after playing Doom III repeatedly and watching The Matrix (there was also a hint of Donnerjack in it). The two experiences combined into a dream in which I had the opportunity to play the game in total virtual reality immersion (just like in the movie, even the chair and method of connecting was the same), but something went wrong and I could not get out. I remember the fear of dying (because death in the virtual world would result in me dying for real), I also remember dodging fireballs and trying to explain situation to some other player who, unaware of the danger, cheerfully charged at imps...


My totally scariest experience, also resulting in nightmares, was actually quite a recent one, namely playing F.E.A.R. (in this case truly nomen est omen!). The atmosphere was really scary, the enemies would sometimes appear all of a sudden, player would have weird flashbacks and visions, plus add a spooky little girl haunting player every now and then. The moment when dead tortured man moves all of a sudden, the unexpected appearance of the main antagonist on the roof, the corridor slowly feeling with blood - this was the epitome of my virtual scares.

I was playing F.E.A.R. alone at my place at night with high fever, as I was really ill. It felt damn real and I actually had a stomach ache too, so my poor mind interpreted the stimuli of hurting stomach and fear together as a good excuse to enter panic mode, as if something really bad was happening. With fever weakening borders between what's real and what isn't, pain in stomach and hands shaking I've finally decided that enough's enough, turned the computer off and went to sleep. I thought I would have a break from the thrill, however it turned out not to be that easy. I had terrible nightmares all night long, in my perception just as real as if I was still playing the damn game. Waking up from them was one of few times in my life when I was too frightened to get up and turn the light on. Truly one of the scariest game-induced traumas in my life.


Next in line of scares came the famous Ravenholm level in Half Life 2. It contained all the necessary horror ingredients - hints of danger that lies out there ("we don't go to Ravenholm"), spooky abandoned places, atmospheric sounds and finally the horror incarnated - howling, jumping zombie-like things that would hunt me (err, Gordon Freeman). This was truly a masterpiece in scaring a gamer, even more so because of the contrast with other levels, which, while sometimes tense, provided more "normal" setting, thus making Ravenholm part stand out so much more, amplifying the effect. And speaking of the effect, whenever I heard the characteristic howling of these terrifying creatures, I was reduced to shaking jelly before the monsters even arrived.

On a side note: bonus points for Gryffindor Valve for the character of father Grigorij.


The last scary game I have played so far is not chronologically the most recent, but I just had time to finally give it a try - Call of Cthulhu: Dark Corners of the Earth. It is the very definition of scary game, based on Lovecraft's prose, oozing with atmosphere and containing fear-centered gameplay. In the beginning, the player does not even have any weapon and is forced to hide, sneak and run away from enemies. There is no health indicator and being hurt is signalised to player via protagonist's heavy breathing and vision problems. Other than physical side, mental health also plays important role, with the main character losing his sanity over the events of the game. Fading or blurring vision, shaking hands, panting - the game does convey a sense of fright and horror very convincingly. So convincingly in fact, that it has joined a line of games I have been unable to finish due to being too scared to actually play it.

And so we have reached the end of the list of the games that have managed to make my hair stand on the end. In the final episode of the series, I will write a little more about what can really make the virtual experience so frightening. Stay tuned!

Saturday, August 02, 2008

Excellent Blender tutorials

Just a brief note to suggest some excellent Blender video tutorials I have recently stumbled upon on YouTube. The videos are very concise, precise and easy to follow (not to mention that the narrator's voice is appropriately deep, because honestly, squeaking of super3boy in his tutorials is getting on my nerves). They were made by Josh Beck, a technology teacher at iMAK (interactive Media Applications at Krueger) in San Antonio, Texas, for his students.



The tutorials are aimed at the beginners and more proficient Blender users might find them too basic, but they are excellent for getting one's feet wet with Blender without getting scared of its numerous functions, buttons and menus. Taking the stigma of being hard to learn off Blender is a hard task indeed, but I think if we get more videos like these, we might yet see Blender becoming even more popular.

I have seen a lot of tutorials on Blender, but in my not-so-humble opinion, these are the best entry-level video tutorials available on the web. Click here to see the full list of videos. Thanks a lot, Josh!

Friday, August 01, 2008

ZX Spectrum games bible is out!

In communist Poland of the eighties there was one computer magazine (quite popular, actually). It was divided into "clans": ZX Spectrum clan, Atari clan, Commodore clan, Amstrad clan. Plus game reviews, plus features. I was, of course, ZX Spectrum clan member and I remain one ever since.

Why do I even mention it? Because a book with ZX Spectrum games' reviews is out right now and I have contributed a review to it as well.


The project is called ZX Spectrum Games Bible, and while not the first one, it seems to strive to be the most complete one so far. There are of course online lists of best ZX Spectrum games (such as this one - great read!), but you know, a book is a book.

I learnt about it from Retro Gamer magazine I was reading at Heathrow airport, contacted the author and finally ended up writing one of many, many, many reviews included in it. Most of my favourite games were already taken, but I have found one game I have known under different name: Panama Joe, which I have come to know under the alias Montezuma's Revenge (you can play it in your browser on World of Spectrum). This is the excerpt from the review:

Today Panama Joe may seem simplistic, repetitive and hard as hell, but back in 1984 it was an epic adventure allowing players to experience the struggle with the dangers of Aztec pyramid and as such it deserves a place in the heart of every 8-bit veteran out there.

You can buy the book here. If you do, please let me know - it will definitely boost my ego.

Friday, July 25, 2008

FPS history on your PSP

I've been toying with the idea to write this for quite some time now, ever since DOSBox was compiled for PSP and I could play Wolfenstein 3D on it, the game that started it all. Just recently a separate build of the game was made for PSP, thus giving me an excuse to finally present the development of 3D first person perspective shooters (abbreviated to FPS) through the looking glass of PSP screen.

I have been growing up with first computers and following the development of video games industry since I was nine. There were many milestones in the industry of digital entertainment since then, but one of them was the moment when first person perspective hit the mainstream. Wolfenstein 3D was a breakthrough, it spread like fire, everyone played it and so from that point on the FPSes have developed into a separate genre. Looking at how these games look nowadays (Call of Duty 4, Crysis) it's hard to imagine how it all started...

So whether you are a young enthusiast who have missed on observing the FPS genre gradually evolve to what they are now, or an old melancholic who would like to take a nostalgic trip to the happy times when both life and games were simpler and more enjoyable - provided that you have PSP, you can now relive the whole experience. From the genre's grand ancestor that is Wolfenstein 3D to lively grandpa Quake, the whole family can can now sit in your pocket and you can revisit them while commuting to work or during that particularly boring lesson.

Wolfenstein 3D


Although technically it was not the first game ever to use first person perspective (some will say Catacomb Abyss was the first, but actually the idea of FPP was something that has begun already in ZX Spectrum era), this is the grandfather of all of them. Wolfenstein 3D was so successful

While the levels were almost 2D with constantly grey untextured floor and ceiling, with all corners being exactly 90 degrees, the 3D illusion created unprecedented sense of immersion. I have mentioned in my post on fear in games how I got shivers from the sound of heavy doors slamming in the distance when I played it as a kid. It just goes to show what impact this game had and it explains while it has spawned a whole army of followers.

The PSP version can be downloaded from here and as an additional bonus it contains Nazi Requiem music in the first menu - I included it on my list of the best game music remixes.


Doom


As a testament to how badly inaccurate my opinions may be sometimes, I should confess that when I first saw Doom on my friend's PC, I said "nah, this is just some sci-fi clone of Wolfenstein, this isn't gonna stick around". Boy, was I wrong.

Doom took the execution of FPS games one step further. The graphics were unparalleled, the monsters suggestively scary, the sounds and the music unsettling. While still relatively 2D - player was not allowed to look up and down yet - Doom's engine allowed for more than just square rooms and constant grey floor. All surfaces were textured, labirynth of walls were running in all directions (all of them vertical, though) , first attempts at water were made, floors were at different heights (just a mathematical illusion in fact) connected with elevators, switches activated moving walls - the immersion factor increased tremendously.

I remember first approaching the window and observed the mountains in the background. At that moment it seemed so real, I felt like I could step forward, enter the game world and go climb this misty peaks and there would be more of the world behind them. My best friend was subconsciously ducking in front of computer when imps hurled fireballs at him. We were both drawn into the world of Doom.

Doom improved on his predecessor in many other aspects, introducing many distinct enemy types, increased number and types of weapons (compared to four simple weapons in Wolfenstein 3D), armors as well as multiplayer (over local network). No wonder it was a huge hit with so many people having played it that it has been remade to almost every platform out there, including Gameboy Advance, Nintendo DS, mobile phones and of course PSP (get it here).


Hexen and Heretic


Essentially a fantazy shooting frenzy with thin layer of RPG on it, these two games based on Doom engine were quite popular in their time. And while neither of them really was as much of a breaktrough as Doom or later Quake, they have gained quite a following. They have also been remade for the PSP and can be downloaded here (together with older Doom version), so I included them on the list, but more because of their sentimental value than due to merit in shaping the history of FPSs.


Duke Nukem 3D


This game marked my entering into adolescence. I first played it at my friend's place after school and I was stunned by how the graphics shone, how interactive the environment was and how addictive Duke Nukem 3D turned out to be.

The simple fact that Duke would reload his pistol every eight or so shots and that the bullet shells would fly from it was a peak of realism at that time (compared to Doom it indeed was a huge step forward). Being able to use surveillance camera, turn on the movie in the theatre, switch lights on and off, operate different devices was a level of environment interaction unseen before. It also made multiplayer matches so much more fun (strippers!).

Wolfenstein 3D and Doom both included silent protagonist, but Duke Nukem was a talkative guy, commenting the action with catchy one-liners. The fact that our hero would occasionally crack some funny line was a definite novelty.

Even though contrary to its name Duke Nukem 3D was still not full 3D game, player would be allowed to look up and down. The perspective was distorted while doing so, but the illusion of going through a real world was one step ahead of Doom.

Duke Nukem 3D was also very important due to the fact that its engine got licensed and thus players received Blood and Shadow Warrior. The first one was a self-mocking horror pastiche, the other one Hong Kong ninja movies spoof with, both with memorable protagonists cracking cool lines while hacking swarms of enemies to pieces. Unfortunately, they have not been ported to PSP (yet?).

Download Duke Nukem 3D for PSP here.


Quake


I remember that Polish game magazine Secret Service wrote in their review of Quake:
Duke Nukem 3D unveils its secrets slowly and it always has something hidden up its sleeve, while Quake just shows off everything in one mighty blow and after that you are left with just more of the same

It was a little unfair to say that, especially since the two were obviously designed with different philosophies, both in terms on engine and of gameplay. Duke Nukem 3D had more parodistic tone to it, less powerful graphical engine, and many switches and devices to interact with, while Quake was serious, gritty, dark shooter with great gothic visuals and no funny distractions - it was all about pure slaughter in 3D environment.

Quake became the first truly 3D game in which player could turn their head around and look at level architecture. I am of course aware that technically it was still more of a 2.5D, but from the players perspective it was already a marvellous three dimensional world, complete with archways, spires, towers and occasional outdoor fragments. The violet clouds speeding over the horizon were making one hell of an impression. The dynamic lightning, while present, was still more of a hack from technical standpoint, as lightning maps were calculated during level creation, but the flying rockets would brighten up their immediate surroundings.

Quake was among the first games to profit from the hardware graphics acceleration that was just being born (we're talking about 1996). VQuake and GLQuake took advantage of the new graphical possibilities and Quake was the first FPS to use bilinear filtering, dynamic lights and higher colour palette.

Another thing that Quake has done for FPS development was introduction of client-server multiplayer. While it was technically possible to play Duke Nukem 3D over internet in multiplayer mode, it required additional program. It wasn't until Quake that internet FPS carnage has really begun.

It was also one of the first games that required using keyboard and mouse simultaneously. While Duke Nukem 3D and its counterparts could easily be finished without, this was not the case of Quake anymore, since flying enemies in real 3D were hard to shoot down using just keyboard. Although finishing the game without mouse aiming was feasible, it was definitely hard.

The port of Quake on PSP is almost perfect - it is running smoothly, it has mouse mapped to analog stick, it even allows multiplayer over Wi-fi in Ad Hoc mode, all the sounds are there. So you have no excuse not to download it.


Later times

What happened next? Quake II introduced OpenGL to the masses in the flashy galore of colourful lights, as well as popularised rocket jumps (one day it might also be remade for PSP). Half Life demonstrated how powerful a narrative using FPS can be. Unreal Tournament broke the rule that a FPS game must have single player story mode by essentially being just a multiplayer game. Quake III joined this school of thought and introduced great level design. Unreal Tournament 2003 dazed everyone with incredible graphics and its 2004 edition introduced vehicles as well as new story modes. Enemy Territory became first free multiplayer FPS that would include different classes of players. Far Cry raised the bar in graphics department, took players for a walk outside and topped that with pretty smart AI. The story continues...

But while all FPS lovers owe much to each of the aforementioned titles, it's really Wolfenstein 3D, Doom, Duke Nukem 3D and Quake that have laid the foundations for the genre. Playing them in chronological order give an opportunity to see how much FPS games have progressed over time. And having them all in my pocket on PSP is a marvel of XXI century, which I didn't even imagine when I was playing them as a kid, teenager and student.

Thursday, July 24, 2008

Linux cluster from Hell

I am a supporter, user and a fan of free 3D modelling, animating and more software - Blender 3D. Honestly, being a student or a small development house, there is no better option. It's totally free and has a huge number of features that should be enough for anyone below the level of Pixar. Which means most of the world.

But rendering of 3D scenes is a long process requiring immense processing power and in home conditions we, poor everymen, can only leave our computer for long nights of render... right?

The answer is no, you don't have to. For a price of a full-blown high-range PC you can have a do-it-yourself Linux cluster with 24 cores and 48Gb of RAM. The name is Helmer, as it comes from hell, obviously. Actually the name comes from IKEA cabinet that the whole cluster is sitting in. Read more on the project webpage on how to make it at home. If I ever become more obsessed with 3D graphics, that's the way I'm going to do it.


And here are plans for Helmer 2 and 3. Pretty impressive, if you ask me.

Monday, July 21, 2008

PSP Faker

...or how to fake orgasm firmware (yes, I have a sense of humour of a 12 year old, I know).

Remember how I wrote an angry rant on Sony forcing me to pirate their downloadable games? I actually oppose to pirating games and if I like a game, I buy it - yet Sony assumed that since I have Custom Firmware, I already am a thief.


Apparently I was not the only person annoyed by this issue and the help unexpectedly came from Dark Alex himself. He has written a plugin for Custom Firmware that emulates having regular firmware, so that Sony installer can install the game on the PSP when we buy it from Playstation Network Store. You can download it from DA's page or from PSPUpdates.

Beats and flOw didn't impress me, but it seems like I'll have to shell a couple of dollars for that incoming Super Stardust Portable...