Sunday, August 24, 2008

Smoke Golf on the water

The story begins in 2007 with a glitch in Xbox 360 version of Tiger Woods PGA Tour 08 game that would allow the famous player to walk on water. Smart user Levinator25 found it and made a Youtube video to show it to the world:



But was it really a glitch? Apparently not - it seems that Tiger Wood has reached living god status and, just like Chuck Norris, he can walk on water:



EA might be evil, but they certainly got good marketing folks. I'm sold. This is how you handle online critique. Flawless victory and plus ten points for Gryffindor.

Friday, August 22, 2008

Window Pixel Art

Who said that Pixel Art is only limited to computer screen? Give computer science students a building and what you get is thirteen storey high pixel art, more or less serious. Let's begin with the first kind:


Now, you might need a bit of explanation on what it is that you are seeing here (and in the photo below). These two buildings are student dormitories of Politechnika Łódzka, my alma mater that I still have love-hate relationship with. The images, created by students turning their lights on and off in an organized manner, were the part of mourning after John Paul II's death in 2005. In Poland it was fashionable to show the overwhelming grief at that time, so I guess students jumped on that wagon too and used dorms' surface to express it.


Fun fact: I have been copying gigabytes of porn in one of the rooms shown in the above photo from a friend who lived there - although not exactly at the time the photo was taken. Not sure how that relates to the whole mourning slash grieving after Pope's death phenomenon, but it was the first thought that came to my mind after seeing this (the second one being "wow, I wonder if some couples were getting it on in one of the dark rooms...").

Even though the previous example is relatively non-game related (still, pixel art!), it provides nice introduction to digital expression via building lights and from there I'll smoothly transition to a more advanced student project named Projekt Piwo (Project Beer) at Politechnika Wrocławska.


Unfortunately, those guys don't have any good photos on their website, but check the following two movies: one showing Knight Rider theme and the other one displaying a game of Snake. Right, so it's not really interactive though, it's just a prepared animation, but notice that they use two window / pixel colours: yellowish and red. I find it pretty cool, actually.

I bet that now you can't help but wonder - is there an interactive building display out there somewhere? Could we actually be playing Snake on the building? The answer to that is Blinkenlights:


Blinkenlights are taking window pixel art concept one step further. Not only can a user program what is to be displayed on the building via a dedicated application to program your their own display patterns, but also play a game of Pong or Tetris on the building front - read more about the games here. If you are into "All your base are belong to us" meme, you will enjoy the following Blinkenlights backstage video even more, but even if you are normal not interested, do yourself a favour and have a look at how cool looks in action.

From mourning to arcade classics, the phenomena of window pixel art is definitely something I found worth of bringing to your attention.

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. While of course good number of pages are not available for viewing, most of the book is. 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.