Tyrian fan sites and Open Tyrian
Ladies and Gentlemen, Tyrian was my first project. It involved many talented people, primarily my old friend Jason Emery.
Ladies and Gentlemen, Tyrian was my first project. It involved many talented people, primarily my old friend Jason Emery.
I'm currently looking at the world of widgets, and trying to get one that will play all the original MODs I wrote along with all the game music I've written. I think that'd please a few people on here. It won't be downloadable or purchaseable for copyright reasons, but at least you'll be able to listen to it. Besides, folks on here already know how to get it anyway. :)
But an additional plus is the ability to listen to my video game music greatest hits collection. It's only about 4gb, but I believe that I should be able to narrow it down and do some sort of more regular weekly posting without having to do a full blog post.
Yes, yes, album is coming along too, and I need to get on the ball with that as well as the badass remix of a Deus Ex tune that Jimmy penned up. Hell, it's almost perfect as is but I'd be a fool not to get in there and mess around. What an inspiring remix.
Thanks for your patience. The current system I have on here only takes posts visible on the main page, which won't work too well.
I figure that you would all appreciate an update as well as a few words to make you chuckle.
John Romero introduced me to this site quite some time ago and it is a crying shame that I never gave it serious props until now.
OCR. Bask in its glory.
For years composers have felt inspired to rewrite (or more accurately remix) their favorite game music. I never thought much of the idea since all I ever wanted to do was take 8 bit tunes such as Metroid and make them fuller. Little did I know this in and of itself is a form of remixing.
But what was really cool about this? Well, possibly most of you have heard a song done in a different way that makes you say "huh, interesting", such as "Enter Sandman" by Metallica (the original being a heavy metal song) sung in the style of Frank Sinatra. It actually makes a good song in both genres oddly enough.
So take that and turn it on its ear for game music. Final Fantasy tracks turned into smooth jazz. The great Jake Kaufman "Virt" wrote one of his famous Contra remixes here, and that remix was so popular Konami asked him to score Contra 4.
Yeah, my stuff is on there, and there'll be at least a couple of tunes to follow. But what is REALLY cool about it is that there is a TON of music available for free. Not to mention detailed reviews of most of the songs that really are well written.
Just peruse it. Even if it takes an hour to find a piece of music you really like, wouldn't it be that way listening to the radio? Yep. Enjoy it. It is a gift.
For all my talk about going monk, I've got an excuse with this little recommendation.
No fancy graphics this time. Just words.
Well, I know I said April 1 folks, and I'm doing my best to get there. But it may not happen. If anything it'll be close.. within a month, two at the most.
I recently had an epiphany. An epiphany so obvious it really was humbling. And I wish to share this with my creative brothers and sisters.
After five years in California my family is returning to Texas. YEEEE-HAW!!
A little judicious levity this time around, folks. Santa preparing a molotov cocktail.
I sincerely hope you've enjoyed your holidays thusfar, wherever you are from and whatever your religion. A few thoughts have struck me as I sit at my parents-in-laws' ranch in Thrall, Texas, for as much nothing as there is out here, nothing is sometimes exactly what I need to let a good idea flutter into my ear.
Generational perception of progress in technology and the concept of ideals
As you all know, I like to reminisce. But at some point you need to look forward rather than backward. Put simply I'm trying to relate my "Ideals" series with the progress gaming has made. And as Andrew Sega so aptly put it, "sometimes you need to take stock of what you're doing, and why." Let's find out where we are.
Greetings all. Time to bare my soul yet again, without removing a single article of clothing. I think I'm one step ahead of a lot of industries, right?
I'm a guy, which means I'm attracted to the same things that a lot of other guys are attracted to. My wife in fact naturally poses in ways that would be right at home on the nose of a B-52 bomber, and it drives me up the wall. But that's just one of the things I love about her.
Breasts catch my attention. In fact they catch a lot of people's attention, and they catch more womens' attention than most would admit. Because of this they have been used for years in marketing campaigns and entertainment as a way to draw attention and hopefully dollars in sales.
In southern California breasts are not in short supply, and while I don't look at any deliberately, let's face it, plenty present themselves. Recently a pair presented themselves in a screenshot from a game, X Blades. A hot chick with a huge pair jaunts around slicing up enemies. It occurred to me that this is bad. Very very bad.
I like strong women in games. I've liked them in entertainment since Ripley shot up the Atmosphere Processing Station. But Ripley wasn't sporting a bouncing pair. Her sexuality is only ever, EVER displayed at the end of the first Alien film when she climbs into a suit to blast her first Alien into space from the Narcissus, and in that scene you're just about to bite your tongue in half because the giant dripping thing has just popped out of the air conditioning and she's practically hyperventiliating in fear hiding in a closet.
So chicks can be cool, and sexy at the same time, but not in a game. Take Nina from Soul Calibur 4. She's got the most desireable body of any woman other than maybe Jessica Rabbit. So much so that it is ALL you can focus on in a game of SC4. At least it is a big distraction for me. The same goes for X Blades. I won't play or buy it because I don't want to be staring at tits the whole time. Yeah, I need more willpower. But you can't deny that triple Gs really do anything for a game. A film, sure, but not in a game.
Greetings my friends! A bit under the gun and behind it all but at last I'm able to report that my second effort at Obsidian is now in stores: Neverwinter Nights 2: Storm of Zehir.
Another romp through the Forgotten Realms, this game takes a different tack than the others with an overhead map view rather than the typical Neverwinter Nights "close" party view camera and travel on a map (which oddly enough was what Curse of the Azure Bonds did even though it felt a lot more open world-ish back then). I feature as the voice of Volothamp Geddarm and wrote a couple of tunes, so not as involved composer-wise, but the soundtrack I must say is a step up from the last one: written by Rob King and Paul Romero (main theme), Andrew Barnabas and Paul Arnold (overland map + several others, particularly Crystal Caves which is gorgeous) and newcomers Kevin Chow and his team at Rogue Dao, the soundtrack with guidance from myself and lead designer Tony Evans is one of the best fantasy RPG soundtracks I've heard, let alone had the honor of working on.
A promotional release is on its way from Atari so stay tuned, once that happens I will distribute a few select tracks right here on CS.
The reviews seem to enjoy it! Admittedly our voice acting was not up to par, partly because of a disastrous writing schedule / pipeline which I'll detail later (it is a huge post in and of itself), and because I dared go non union as well as not be nearly as hands on. Overall not bad but a few voices really stick in the mind as pretty lousy. Still fortunately it doesn't drag the score down and the soundtrack more than makes up for it. While I've no wish to anger those who demand higher rates, the soundtrack was written for less than 50k that got us over 55 minutes of great music. A triumph of "less is more".
IGN: "The audio features some epic, Hollywood-esque fantasy music."
Gamespot: "The soundtrack is absolutely brilliant. This subtle, sweeping score is right up there with the best that Hollywood has to offer, giving you something to hum long after you've shut down the game. "
Now go out and buy it!
Hi there all, well the time has come to analyze one of my pillars, that pillar being the first way any person had a structure beyond pure imagination for pretending to be a part of a fantasy world: Dungeons and Dragons.
1987 was perhaps the greatest year of the golden age of video games. Ultima 5 was about to be released with Ultima 4 reaching its peak of perhaps the best game in the series. The Legend of Zelda, Metroid, Castlevania, Mega Man and Kid Icarus were released. One of the first hydraulic "mega" arcade games was released (After Burner II). Some of the most lasting game series' began their journey on this year.
It was also a year for some killer tunes. One of the first pieces of game music I remember enjoying in the arcade was "Twin Cobra". Written by Tatsuya Uemura, little did I know that this game was a sequel to "Tiger Heli".
Twin Cobra was one of the first shooters other than Gradius to provide a very cool set of power ups. The player would acquire colored floating power ups and each color would yield a different kind of shot. Yellow was a rapid fire shot that could, when increased in strength shoot in 4 directions. Red was a tracer that would increase in a frontal pattern. Green was a laser shot, and blue, the best of all, was a wide spread ball shot.
Enjoy the music of olde!
A lame attempt to link / ripoff / "use" other works as the "meat and potatoes" of my own site? I think not. This article has heart and I'd be an utter fool not to link it here. My only correction to its title would be "the rise and fall of game music". It doesn't address VO and sfx.
On The Fatman's site, his explanation is even shorter than mine: "just read it". 'Nuff said.
First, thanks to Darth Mandarb who uploaded this art to Pixel Joint.
No matter who you are
, you have to live somewhere. The street, an apartment, a hostel, a house, etc.. I'm sure a lot of people both here in the USA and overseas have been reading about the financial crisis brought about by people not being able to pay their mortages and financial companies going under who guaranteed those mortgages.
So today I looked at house prices in Irvine. That's Orange County, California. A 3 bedroom, 2 bath house (attached, average single family size) goes minimum for $400,000. No yard to speak of but 1500 square feet. And on Realtor.com there are about 430 such houses available. Granted, Irvine has a population of around 180,000 compared to Austin's 2 million.
Now we look at Austin, Texas. Over 4,000 houses available, and an equivalent house with about the same features and a corner lot goes for $90,000. Amazing, isn't it? Sorry, but humidity and not having a beach doesn't jack up the price four and a half times, ESPECIALLY if people can't afford it.
Just what crack are people smoking in SoCal? I did take economics. I studied the basics of supply and demand. But this isn't a natural case of supply and demand. Realtors and builders are jacking up prices in California because they believe people will still pay for them. The truth is they're not anymore. They can't. Four years ago I read that only 10% of the people moving into San Diego could afford a house. How can you stay in business? Only two ways: lower housing costs, or keep the prices the same or higher and hope the few that you DO sell will keep your own bills paid. With the financial crisis that's taking place stemming from overpriced housing in the first place, you'd think that would change in California. Nope. Greed wins.
I really hope something is done about this in our country. I'm ashamed of this sort of wanton greed. All I can do to change it is not buy a house. And if prices stay like this in Cali, I never will.
My wife was generous enough to let me play one of my birthday presents early. The final chapter in the Metroid Prime series: Metroid Prime 3: Corruption. Bless that Austin developer Retro for yet another very worthy Metroid title.
I confess, I've left a few still popular Nintendo "sure and steady" series' behind such as Zelda. But I'm still going strong in Castlevania, and I believe I've played every single Metroid game out there. Definitely haven't won them all (Fusion was a BITCH!), but it is the one series along with Half Life that hasn't let me down.
Life was simple back in the days of the Ad Lib soundcard. I thank my lucky stars each day that I was able to progress from such humble beginnings as writing music on an OPL chipset, but then a lot of people got their start in humble ways, whether it be strumming a guitar, singing, or saving every dollar from a guitar playing stint with Frank Zappa to build a small studio to record "Passion and Warfare".
Musicians and audio folk in general learn new things each day. On Friday I taught Fryda (Obsidian's technical sound designer) how to use delay rather than reverb to achieve a slap back effect for some voices on the deck of a masted vessel in one of our games. She used Waves Supertap 2 with some tweaking to achieve it and the game sounds 1% cooler. I'll take 1% in 5 minutes of fiddling any day.
But these lessons are constant and some of them aren't learned easily. In this new series "ode to pro audio" I intend to examine some of those unanswered questions.
What's the difference?
These days I'm studying small format consoles.
This is a recording of Jason Emery and Alex Brandon, roughly 1991 or so, at Alex's parents' house in Annapolis, Maryland. On the PC one of us is creating an adventure / RPG using Stuart Smith's Adventure Construction Set. The other is playing Mega Man 3. We switch not long after the recording begins.
This was the fuel for the fire that became our careers. I'm sure many of you have had similar experiences, from games to attempting to create them (as we clumsily were in this recording). Let posterity make its own judgements, and there's even a little humor in here. Enjoy this little slice of life.
Yet another long overdue update, dear readers.
Obsidian
My being overloaded with work is a given, but first to ship soon will be the next expansion pack for Neverwinter Nights 2: Storm of Zehir. While I don't want to give anything away before it is actually out I can say it has a killer soundtrack, with some hard work by both myself and the designers to implement it. Soon we should see some things trickling out of marketing with appropriate announcements. I also have the honor of voicing Volothamp Geddarm, a fairly well known character in the Forgotten Realms, as well as writing two of the game's pieces of music and the odd sound effect.
One thing I can tell you is that the toolset we're using to create these games is so limiting I'm amazed that we're still making competitive products with them. We have programmers who work wonders within their tangled mass of antiquated code, but things are still pretty old school. So for any of you who buy this, remember its based on a code base and audio implementation scheme that was started more than six years ago. Beat THAT.