Showing posts with label Minecraft. Show all posts
Showing posts with label Minecraft. Show all posts

Sunday, March 2, 2014

Creator Spotlight: Laura Shigihara



            Confession time.  I got the idea for the Creator Spotlight section of this blog almost entirely due to one person.  I rediscovered her work just a little while ago, and I'd been a huge fan for years before...not really sure how or why I forgot about it.  She reminded me of other great game creators that I respected...and I wanted to pay my dues to them.
Too often people get angry at developers and creators who don't deserve it.  I want to pay respects to people rather than getting angry at them.
            From the title, it ought to be obvious who I'm talking about, but let me just give a brief introduction.  A fantastic pianist and vocalist, capable of singing both in English and Japanese, and a member of the prestigious club of 3 composers who have actually made me break down and cry from playing a video game.  This is Laura Shigihara.

Talented to a fault, but also very humble, enthusiastic, and adorable, Laura Shigihara is one of a kind.
 
Laura on Youtube.  Check her out.  CHECK HER OUT NOW!!!
            While not nearly as obscure as Amon26, I don't believe Shigihara gets nearly enough credit.  True, she has had some mainstream recognition from her work on Plants Vs Zombies, Plants Vs Zombies 2, and thanks to Kotaku spotlighting her collaborations and covers of other video game music.  However, she's not a household name when...really, I believe she should be.  Shigihara may be relatively new to the composing scene compared to Uematsu, Mitsuda, Talarico, or Yamaoka, but that doesn't make her any less talented or worthy of praise.

Shigihara has also worked on this charity album with such great composers as Uematsu, Mitsuda,a nd Yamaoka...eerie, isn't it?
            There's something undeniably charming about Laura Shigihara that is apparent anytime she creates her music and talks to the audience.  She appears to be both humble and enthusiastic about her work, showing a true reverence and respect for gaming as a whole.  Her first soundtrack composition was for the small casual game Wobbly Bobbly, which she offered to do for free just because she was so excited to be working on a video game.  Such dedication shines through all her work and it has gained her employment on a number of games, including Minecraft, World of Warcraft, Basement Collection, and my personal favorite, To The Moon.

Wobbly Bobbly, the debut of a great composer.
            I first came across Shigihara's work when I played Plant's Vs Zombies.  She not only composed the entire sound track and was the sound designer on the game, but was also the vocalist, in English and Japanese, for the end theme, Zombie on your Lawn.  The song and music video were featured on Steam and the deciding factor in my purchase of the game.  However, I only really took notice of Laura Shigihara while playing the indie game, To The Moon.

            In To The Moon, Shigihara's music made for a fantastic emotional rollercoaster.  It could be quiet and somber, a little manic or silly for the lighter moments, or even bombastic in places.  What got me, though, was the song Everything's Alright.  This is sung at a key moment in To The Moon where love, true, unrequited love, is lost.  I first heard it when I was in a...less than stellar relationship.  I won't spoil the payoff, but it was beautiful, moving, and heartbreaking all in one.  For me, this piece was something sad, but also somewhat hopeful.  It was an anthem to me of love and became both the hope and the requiem of my own hopeless romance.  Even though my love is dead, I still listen to it frequently and never tire of the soft, thoughtful look at a flawed relationship that we want to work so well.
             I suppose that's what made me really sit up and pay attention.  You see, this song, and Shigihara's music as a whole, remind me of a saying from the game Soul Blazer.  The gist of it is that music is a funny kind of thing.  The same music we listen to can feel very triumphant or joyous when we are happy, or mournful and sad when we are depressed.  It spoke to me, I suppose you could say.  It made me feel.  Any game and any music that can do that, really make you feel something, is powerful.

Yeah...that's the moment.  The moment music begins to make you feel.
            Shigihara's music usually involves the piano as she is incredibly skilled as a pianist, but it doesn't have to.  Thanks to the advent of sound software and electronic keyboards, a piano can produce a much wider variety of sounds, which offer great variety to the music as a whole.  Which is quite good, as Shigihara's strength is in piano music and vocals.  She often collaborates with others when other instruments are needed, which have led to some fantastic renditions of classic video game music.

            Now, I am not an expert in music or composition by any means, so perhaps this is also pretty normal for those who can play.  However, Shigihara amazes me with her ability to play music by ear and compose her own original pieces.  Her original work can span any range, from being soft, quiet, and mournful, to being fast paced and energetic.  Cubeland, From the Ground Up, and Jump showcase this range and all her songs are immediately infectious and memorable.  I also can't forget when I saw her playing the Little Nemo themes by ear on her piano.  It sounded spot on and was a wonderful nostalgia trip for me.

            Shigihara is an amazing composer in her own right, however she has also dabbled in game design.  While work began on an RPG called Melolune, it never made it past the demo phase.  However a 3 hour demo is quite impressive, nonetheless and Shigihara has stated she is only on break from this game.  At the moment, she is working on a title called Rakuen, which focuses on a mother and son's relationship, and how stories told to the hospital bound boy are able to help him cope with his illness.  Along the way, the boy starts to learn about the patients in the hospital and tries to complete his own sets of challenges to meet the guardian of the forest from his stories, the mysterious Morizora.  Having heard some of the soundtrack for Rakuen, I can say it looks to be charming and playful, yet also a little somber, mysterious, and possibly even tragic.  In short, it sounds like an emotional journey that I can't wait to try.

Fantasy and reality mixing to create a journey of emotions.  Also, I want that kids hat.
            While I have many famous composers I admire, including Nobuo Uematsu, Akira Yamaoka, and Yasunori Mitsuda, I'd say Laura Shigihara deserves a place among the best of them.  Her music is hauntingly beautiful, memorable, and something that everyone, not just video gamers, should listen to.

Laura is also very vocal about her love of gaming.  She defends the works of others and is a voice of reason in the vitriol fueled games media machine.
            For more information on Shigihara's game, Rakuen, check here.  For all Shigihara's music, which you can purchase for a nominal fee, check here for her bandcamp page.  If you want to show some support, then check out her blog or her facebook pages, but above all else, look at her Youtube channel.  It features some beautiful covers of music, from Miyazaki and Megaman to Frozen and Final Fantasy.  And, just to cover all bases, for the EXCELLENT To The Moon, and other great emotional journeys, check here.

            We don't get composers like her everyday.  No matter what the future brings, we're all anxiously waiting to see what you come up with, Laura.  Keep on playing, keep on singing, keep on having fun.

Keep on making that wonderful music, you beautiful person.

Saturday, March 16, 2013

Ouya, Oh Yeah, Oh No!



            The Ouya.  I know that a lot of people have talked and speculated about the Ouya and joining a bandwagon isn't exactly my style.  But if the Ouya succeeds, it will have repercussions that many may not realize.  You see, provided the Ouya works, I think that it could well be the future of video gaming.  A middle finger to the bloated, expensive, frankly deplorable AAA video game market and just the shake up console gaming needs.  So, for the sake of the indie market and for how this new console could affect the video game industry, I've decided to take a moment to explore what the Ouya promises to be and what that means for the industry and gamers, good or bad.
Behold the Ouya.  The next big wild card in the console wars.
            Hardware.  The Ouya is an interesting machine, hardware wise.  It has an NVIDIA quad core processor, for moderate graphical prowess, certainly no match for a PS3, but at least as strong as most android or Iphones, possibly stronger depending on how it is used.  1GB of ram provides speed comparable with decent laptops for streaming or gaming.  8GB of flash memory allows for storage of games, which, while comparable to the PS3 and Wii U at launch, is still a rather small amount.  It can be expanded via USB storage.  It has full wifi, ethernet, and bluetooth capabilities, allowing internet connections of all varieties and wireless connectivity.  It has USB ports for porting programs from other systems and a relatively unique controller.  The Ouya controller resembles a Playstation Dual shock controller, with the face buttons changed to spell out O-U-Y-A.  There is also a touch screen included which can be used as a touch screen or to mimic a mouse, allowing for internet surfing and exploring the Ouya's stores or software.
If that controller's touch screen works out, this might be the make or break feature of the Ouya.
            What does all this mean?  Well, the Ouya is basically an iphone made into a console, though I think that's a gross oversimplification.  It shows the basic features of a video game console without any unnecessary extras crammed in.  No backwards compatibility with other systems, no DVD or blue-ray playback, no slots for CDS, etc.  It is a console that aims at digital distribution, streaming audio and video, and with the basic capabilities of a phone or medium range computer in terms of gaming.  The graphics of the Ouya will not be top of the line, however they will match and probably exceed those of top of the line Iphones, since they will not need a number of extra components which other consoles or phones would need for them to function properly.  The controller in particular seems steps above what the Xbox720 and PS4 are offering, by providing something sleek, which still has touch screen capabilities, making it even more attractive to some than a Wii U controller.  Thanks to it's supposed ability to mimic mouse movement, the controller has great potential for bringing PC games and console games closer together.

            Based on what can be gleaned from these specs, the Ouya seems to be aiming at gamers less interested in graphical fidelity and more invested in fun gameplay experiences, with the ability for it to be expanded into a digital multimedia system down the line.

            Price.  The Ouya aims to do what many console gamers have been dreaming of for decades.  Make a console that will not destroy their credit rating.  The Ouya aims to debut for only $100 at launch and one can assume that used versions could be sold for cheaper.  This proposition is a bit eyebrow raising.  True, many computer components are much cheaper if bought wholesale or if the company using them is in a contract with the manufacturer, but the price seems too good to be true.  Something that, as the software previews have shown, is at least as powerful as a low end PC with the capability to stream video from Onlive or Twitch TV that even a minor could afford simply by saving his allowance for a few months seems like a fantasy.  So, many are skeptical of the Ouya's ability to deliver on its low price promise considering the promised hardware and software involved.  I can only say this.  Is it possible?  Certainly.  It is possible to build a working console for that little, provided you have the capital to develop the necessary OS, get the manufacturing process hammered out, and to maintain manufacturing for an indefinite period of time.  And with the Ouya's pre-orders, successful kickstarter campaign, and any personal investment those behind it have made, I'd say it is possible to get the process rolling and make the Ouya with only a small loss for each machine sold.
The Ouya's managed to ship out its developer consoles already.  Will the commercial ones be as easy?
             However, price doesn't only figure into the hardware.  The Ouya's manufacturers have outlined that any software sold on their system will be split 70% to 30%, with the 30% going to the manufacturers, allowing them to feasibly continue producing Ouya consoles indefinitely, provided there is a strong software base.  More surprisingly, however, is that the Ouya requires at least one aspect of every piece of software on it to be completely free.  This has been dubbed, free-to-try.  This system can include whole games, demos, level packs, etc. but it ensures that any person who buys an Ouya will always have something to fiddle with even if they don't pay a penny over the $100 price tag.  I am not certain is this particular aspect of the Ouya is sustainable, however if the programs use in-game advertisements or other means, this business model could prove successful.
Seems too good to be true, doesn't it?  Still, cut out all the fat and just maybe the price can work...
            On the whole, the price point for the Ouya seems too good to be true.  Cheap, with free content being released constantly from both professional and independent developers.  What can this mean?  Well, it could mean one of two things.  It could mean that there will be much price gouging.  That free to play games with 90% of the content as purchasable DLC could become the norm.  This is a depressing thought, however if the market stays competitive on the Ouya, this may not be an issue, as price gouging games that are free could be beaten out by reasonably priced games that are complete, offering a free demo.  Conversely, it could mean that the Ouya is trying for an entirely different market than the bloated AAA console gaming crowd and will be aiming to make its money back through smaller products, but greater sales numbers, not unlike Steam.  Offering both a service and a price that makes gamers feel as if they are being respected, I can only hope that this is the case since it shows intelligent design with the marketing of both the console and the software.

            Approachability.  The price point already makes the Ouya approachable from almost any developer or gamer, however it seems to have far more than price going for it.  In their FAQs, the Ouya's manufacturers claim that a store similar to an app store will be set up to sell the software.  This can mean that anyone who develops a game for Ouya can sell it without the need of a publisher, beyond the Ouya's manufacturers, of course, without licensing fees, and without need for excessive testing from either the Ouya's manufacturers or the development team.  This could mean that the Ouya will have more experimental games, that it might be an open door to fledgling designers, or that it could be a playground for scammers.  The marketplace seems to be aiming at as low a barrier of entry as possible.  This could be solved with refunds provided for broken products, self regulating product reviews that shut down scams like those that appear on other app stores, or by regulation from the Ouya manufacturer, such as people releasing a scam being permanently banned from releasing on the console again.  Approachability is a double edged sword.
This is a mock up of what the Ouya app store could look like.
            This approachability seems to go beyond just a business model, however, with the Ouya being easily moddable without punishment from the manufacturers and with all the tools necessary to develop games for the Ouya included with the console.  It has been years since anything beyond the PC has allowed for such approachability and flexibility.  The Commodore 64 springs to mind with homebrew games being capable of being ported to a floppy disc and sold commercially.  What does this mean for the Ouya?  Well, let us do a little math.  Let's assume that 100,000 people buy an Ouya in the first year.  And of those 100,000, let's speculate that at least 1,000 develop a game to completion where it can be released on the Ouya's marketplace.  Now, assume one last time that of those 1,000 games, 100 are successful financially.  If we follow this model, then the Ouya could release at least 100 quality home brew games yearly.  This means that the Ouya could be a self sustaining gaming platform, without the need for support from large publishers or developers.
This is the Ouya taken apart.  Four screws.  That's all it takes to mod this baby.
            The Ouya seems to be a very approachable console, but it may end up being too approachable.  Releasing a scam game on an Iphone doesn't require as much effort as one might think and the same could be said of the Ouya.  Games with so many bugs or glitches that they are unplayable could also become a problem.  However, if the app store is properly regulated and decent games are released, both from professional designers and from regular people making homebrew games, it could become a timeless machine, where one does not need a $10,000,000 budget to make a game.  They just need the time and the will.

            Focus.  This category seems a bit odd, but just stick with me.  You see, the Ouya appears to be focusing, at the moment, on gamers.  Not simply hardcore or casual gamers, but gamers in general.  Developers like Mojang and Square-Enix have made promises of having Minecraft and Final Fantasy ready for the console, while any number of android apps which captured the imagination of casual gamers also seem to be lining up to be ported.  The promise of Onlive streaming services for games as well as Twitch TV, which showcases competitive video gaming, seems to further demonstrate the Ouya's focus of being a cheap, accessible console that all gamers can enjoy.
What does it take to make competitive video gaming relevant again?  Get it to the people!  The Ouya can do this.
             The Ouya also seems to embrace its limitations, with its conservative design and ambitions.  This means that the focus will be on smaller game development from teams of tens or even only a few people, without the bloated design groups of a AAA title like Dead Space 3 of Final Fantasy 13.  I have already explained how both illusion in gaming and how limitations can enhance a product, so hopefully recognizing this will allow it to avoid the excessive costs of the AAA console market while still delivering a solid product.

How gamer focused is the Ouya?  Someone has already developed and SNES emulator for it.  Nuff said.
            The Ouya's marketing also seems to rely heavily on indie game designers embracing them as a more cost effective way of getting their games out there and making money for their teams.  A more indie focused console could create a niche for itself that will either supplant mainstream console gaming or live alongside it as a niche.  Either way, the Ouya seems to win.  I believe that its focus, at least in this department, is admirable, as it does not aim to compete with the unique features of the Wii U or the graphically superior Xbox360/720 or PS3/4.  Instead, it aims to create a place for itself.

            Game Development.  Honestly, the Ouya's impact on game development is what has me the most excited.  They aim to streamline the development and release system while creating a more symbiotic relationship with developer and publisher.  Ouya games can be created on the Ouya or created separately and made to work on the Ouya, then submitted to the Ouya store and published with none of the hassle.  While I have said that this could lead to shoddy or buggy games, it also allows genuinely good game designers to release their titles without jumping through hoops for larger publishers, allowing them to remain small and independent, making a career out of their game design rather than being tied to a publisher for their paycheck.
Cryamore is PC Kickstarter JRPG.  That has promised Ouya support.  THIS is what you might expect from indie game designers for the Ouya.
            The Ouya seems to be aiming to put the power back into the hands of the developers rather than in a shareholder meeting asking the question "Is it guaranteed to sell?"  I am excited for the prospect because the Ouya could work alongside crowd sourcing websites like Kickstarter or Indiego to allow gamers to choose what gets made rather than a group of businessmen.  With any luck, this will also have a sort of self regulating effect.  Under this kind of system, gamers vote for games, sequels, genres, etc. with their wallets, allowing them to regulate the market based on demand.  If there is a demand for a JRPG, then one can be put on the Ouya and it will be successful.  Complemented by the free-to-try model that the Ouya is adopting, it would seem that gamers will be allowed to have all the choice in a game.  If they like the first level, or the demo, or the free game, they can throw money at it and be rewarded with what they want.

Some big developers have promised Ouya support, but don't expect Final Fantasy 13 on the Ouya.
Final Fantasy 3, though?  Yeah, I can see this on the Ouya.
In terms of game development, the Ouya could revolutionize the industry.  With the over bloated, often disrespectful, price gouging methodology of the modern console gaming scene, a crash like the video game crash of 1983 seems all but inevitable.  The Ouya, however, favoring the indie scene, could survive that crash and become a beacon for gaming culture, much like the NES did.  However, that is only one possible scenario.

            Conclusion.  The Ouya still has a lot to prove, to be honest.  The price point needs to be proven, the software support needs to be proven, the ability for developers to quickly and easily release products for the system needs to be proven, and some form of quality control will need to be exercised.  There are a number of ways the Ouya can fail, from internal bugs in the OS, to support falling through from its partners.  However, this is true of any product.  I am cautiously optimistic about the Ouya, thanks to being an avid member of Kickstarter.  I did not support the Ouya during its time on Kickstarter, but I have supported a number of indie game designers who promise Ouya support and seem excited at the prospect of a home console tailored for them.
This is every gamers dream.  As Jordan Mechner put it, a game console that's $99, plugs straight into the TV and has a huge library of games ready to try out of the box for no cost?  Yes, please!
             The Ouya may not revolutionize the games industry as I have said it could in my more extreme predictions, but I believe that it will be, at the very least, a moderately successful console.  If it can maintain a low price, stay in touch with its fans and supporters, exercise quality control to cut back on any would be scams, and truly support those who use the console as a development tool, I believe that it will be able to breathe some new life into the games industry, bringing casual games to a wider audience than before and giving indie developers a place they can call home.  If the information that is available to the public about the Ouya is true, then I am 100% confident that it will at least achieve some level of success.  It could become a mega hit which every console gamer will buy as their second or even first console after their main one becomes out dated.

            So, will I be getting one?  I'll have to wait on the game library to become more concrete before I decide on that.  And for a bit more information on how certain things are handled.  Computer technology isn't black magic, it's science, and computers, even supposedly plug and play machines, are often finicky.  I may wait till the Ouya gets some of its bugs or details hammered out before I jump into the Ouya pool headfirst.  I can say this, though.  It's a damn sight more likely that I'll buy an Ouya than a PS4 or Wii U.

            More information about the Ouya can be found at it's website, here, and at its Kickstarter page, here.