Los Toperas

Jornalismo, videogames e seres abjetos

25 abril 2006

[idéias] One Leg DDR Man Goes Nuts


Talvez se encontrássemos deficientes que jogam videogames poderíamos fazer uma matéria. Acho que até conseguimos encontrar, mas esse cara é insano.

23 abril 2006

[idéias] Silent Hill


Para quem (como eu) estava esperando que este pudesse ser o primeiro bom filme inspirado em games, tire suas próprias conclusões...

"Witless, soulless and joyless."
-- Ray Bennett, HOLLYWOOD REPORTER

"Not only can I not describe the plot of this movie, but I have a feeling the last scene reverses half of what I thought I knew (or didn't know)."
Click for Full Review
-- Roger Ebert, CHICAGO SUN-TIMES

"Silent Hill has plenty of bad acting, bad dialogue and a confusing plot -- all of which become exponentially more painful when the movie goes on forever."
-- Peter Hartlaub, SAN FRANCISCO CHRONICLE

"In the end, Silent Hill degenerates into an overblown replay of all those Twilight Zone and Stephen King stories in which outsiders stumble upon a time-warped location from which there's no escape."
-- Dennis Harvey, VARIETY

"This one is dumber than a bag of coffin nails, despite the directing hand of Christophe Gans."
-- Peter Howell, TORONTO STAR

"Uwe Boll had nothing to do with this movie, but it has his general feeling of murkiness and poor plot structure."
-- Kevin Carr, 7M PICTURES


(mais em Rotten Tomatoes)

20 abril 2006

[idéias] 2-D Institutions Commemorated

A lot of 2-D institutions have been faced with certain extinction in this modern, 3-D polygon driven world that exists these days. The sidescrolling platformer and the shooter have been driven to that edge. They haven't completely fallen over yet, but they're teetering there. Two others are near that edge as well... in fact, one has already fallen screaming into that abyss, while the other hangs by a thread, supported by the few meager releases that have come out over the past few years. It's those two that I want to talk about today, plus one other that's already long extinct.

Fonte: OPCFG

18 abril 2006

[histórico] Pequenos relatos de viagens imaginárias


Quando eu falo que não existe nada mais interessante do que pessoas com idéias interessantes, acho que a melhor ilustração para isso é a The Escapist. Eu sentei para escrever algo sobre a nova EGM e como é um porre ver as nossas idéias aparecendo em outros lugares, mas por causa do post anterior do Cláudio eu topei com este artigo, que por sua vez me levou a ler um inspirado manifesto sobre o Novo Jornalismo de Games, escrito em 2004.

Não concordo com tudo o que o autor escreve, mas essa não é a questão. O mais gratificante disso é ver que existe, sim, gente pensando seriamente sobre isso, sobre como mudar, como fazer melhor.

A primeira metade do artigo condensa algumas das nossa idéias, como a de que a web torna obsoleta a cobertura de "serviços" numa revista. E de que é possível fazer jornalismo de games fugindo desse modelo atual dominante, que descarta a possibilidade de uma escrita de qualidade de tal maneira que o público simplesmente se acostuma a não exigir isso da revista que compra todo mês.

A segunda metade traz o manifesto pelo "New Games Journalism" per se, e ele é de fato inspirador. Recomendo a leitura integral no link http://www.alwaysblack.com/blackbox/ngj.html

Novamente, isso não significa que devemos adotar esse ou qualquer modelo. Acho que não queremos mudar o mundo aqui, certo? O que importa é que nós estamos tentando criar o nosso novo jornalismo de games, os nossos pequenos relatos de viagens imaginárias. Uma revista para a qual, depois de impressa, depois de todo o suor e lágrimas derramados, a gente possa olhar e dizer "é, não ficou nada mal".


* * *

If Games Journalism is just a job to you, you really shouldn’t be doing it. The word should be “vocation”.


(...)

New Games Journalism (...) argues that the worth of a videogame lies not in the game, but in the gamer. What a gamer feels and thinks as this alien construct takes over all their sensory inputs is what’s interesting here, not just the mechanics of how it got there. Games have always been digital hallucinogens – but games journalism has been like chemistry, discussing the binding reactions to brain sites. What I’m suggesting says what it feels like as the chemical kicks in and reality is remixed around you.

(...)

While rewarding in itself, this form is interesting in that it fills a space in a traditional games magazine set-up. A game will be covered hugely in advance of its release, with an array of previews, first-plays, interviews before the orgasm of the review… where after the game may never, ever be mentioned again. No other pop-form disregards its subject with such alacrity.

(...)

The phrasing in the last line brings me to the second half of New Games Journalism’s dogma. “What it *felt* like to be there when it happened”. In videogames there is no “there”. (...) It’s all happening inside your head, induced by how the sound and light you’re bombarded with alters depending upon your whim and inclination. You’re experiencing something that simply doesn’t exist. This is the games-form’s own peculiar magic, and what we have to explain

(...)

This makes us Travel Journalists to Imaginary places.

(...)

[idéias] Escapist Magazine




Todos nós já conhecemos esta pérola semanal do jornalismo de games na internet, mas não custa registrar aqui uma revista que definitivamente serve de parâmetro para criarmos a nossa.

Escapist Magazine

[idéias] Lara's creator speaks



How many designs did you scrap before Lara?

About four or five. My initial design was a guy in some tombs. But when I started doing proper designs the female character just worked better.

Can Lara become an icon again for the next-gen?

Yes, I think she can. She's a really interesting character and Legend digs below the surface and gives a much clearer idea of her depth. But whether another gaming icon will replace her? I don't know.


Fonte: GamesBlosg

17 abril 2006

[idéias] Battle Theme FF VI


[idéias] 10 perguntas: David Hayter


Ok, ele pode ser canastrão, mas definitivamente tem algo a dizer.

Ah. E ele é o roteirista da adaptação de Watchmen.

***

What is your favorite TV program, past or current?

The Sopranos. Aside form the brilliant performances, this is one of the few shows where I have almost no idea where it is going from one moment to the next. This is very hard to accomplish without leaving the audience feeling cheated by inconsistent storytelling. In the end, every story-line surprises you completely, and yet, it all feels like it was inevitable from the beginning. That is the ultimate trick to telling a great story.

Also, I have to give props to Battlestar Gallactica for being absolutely, out-of-the-box amazing. I expected very little from this series when it started, and watched out of protest. This season's opening sequence was so jaw-droppingly perfect that I nearly wept.


What do you feel has been your most important professional accomplishment to date?

There have been many milestones in the course of my strange and varied career. Metal Gear Solid gave me enough name recognition to convince me that name-recognition was not really what I wanted, even thought it satisfied my desire to make some mark as an actor.

And X-Men obviously gave me my big break, but it did a lot more than that. Prior to writing on X-Men, I was primarily an actor and a producer. Learning the writing process under Bryan Singer's mentoring opened up the techniques and insights which went into developing a filmmaking style that was true to myself. X-Men not only opened the door for me, it forced me to... (continua)

[fonte: IGN]

[idéias] Dubladores de games


São poucos os dubladores de games que saem da obscuridade. Uma das poucas exceções talvez seja o canastrão David Hayter, a voz de Solid Snake e Naked Snake na série MGS (e que é co-roteirista dos filmes dos X-Men!). Mas alguns deles trabalham tanto e com resultados tão bons que deveriam ser tratados como heróis. Quais serão as diferenças entre trabalhar com dublagem convencional e com games? Será que a indústria reserva direitos iguais para esses dois segmentos? Será que é um ramo tão competitivo quando a TV? Como os produtores escolhem as vozes ideais para os personagens? Acho que essas e outras perguntas dariam uma boa pauta para uma entrevista.

Para ilustrar a idéia, uma entrevista com o Dominic Armato, também conhecido como Guybrush Threepwood.

***

When did you first hear of the two first Monkey Island games?

I actually played The Secret of Monkey Island on the first Sega CD system. I had gotten it for Christmas, it had just been released, and Monkey Island was one of the first titles available. I had played Loom on the PC, and I was a big fan of adventure games, so I thought I'd give it a try. I wasn't even aware that there was a sequel until a number of years later when I bought another LucasArts title and flipped through The Adventurer that was enclosed in the box.

What did you think of the ending to LeChuck's Revenge?

I'd be lying if I didn't admit that... (continua)

[fonte: The World of Monkey Island]

[idéias] S.S.T. Band

Além do vídeo, achei algumas informações bem interessantes a respeito da S.S.T. (Sega Sound Team) Band em um site francês e um japonês. A banda durou de 1988 a 1993 e dez após o fim dela, foi lançado um CD comemorativo. A exemplo da Kukeiha Club da Konami, o conjunto também gravou um disco com músicas que não pertencem a nenhum jogo.

This success stops not there, since in Japan where one is afraid of nothing, they are true groups of musicians who are created to play the musics of video games in studio and even on scene, for the greatest happiness of the fans!

Thus was born the S.S.T. Band ...!

Fontes: SegaKore
S.S.T. Band Backup Team

16 abril 2006

[idéias] S.S.T. Band Live - Magical Sound Shower (OutRun)


[idéias] Video Games Live - 8 bit music


[idéias] Video Games Live - Metal Gear Solid music


[idéias] Dragon Quest IV Overture


13 abril 2006

[idéias] Video game music: not just kid stuff

Encontrei um artigo excepcional sobre trilhas sonoras de games. O autor não apenas conta a história das músicas de jogos eletrônicos como também compara como os japoneses e os americanos encaram o tema. Para quem tiver interesse e tempo, vale a pena ler. No final ele também lista e comenta sobre algumas canções memoráveis.

In 1982, Clive Davis, president of Arista Records, wrote an editorial in Billboard refuting an industry fear that video games would drive the music industry out of business. The title was "You Can't Hum a Video Game." Although his main point was correct in that video games have not rendered recorded music obsolete, his title was dead wrong. Only three years later, Super Mario Bros. would be released, and its tunes would become ingrained on the brain of every American child to an extent few rock stars could match.

Fonte: VGMusic

[idéias] Metroid vs Alien


Many astute Metroid players who are also fans of sci-fi/horror films have noticed a number of similarities between the Metroid game series and the Alien movie series -- so many that it's entirely possible that the concept for Metroid was directly inspired by the Alien films. Here, then, is a breakdown of some of the more obvious similarities between the two franchises.

Fonte: Metroid Database

[idéias] Forgotten Videogame Heroes And Heroines

Over the years, a lot of video game heroes and heroines have come and gone. Many have survived to this day... Mario, Sonic The Hedgehog, Link, Samus Aran, Kirby and Pac-Man among them. Some vanished for a while, then resurfaced as either playable characters in other games, or have finally been given new games of their own...

Fonte: OPCFG

[idéias] Brazilian SMS Games!


The Sega Master System. Officially considered dead in the U.S. by 1991, it remained quite popular overseas, especially in Europe and Brazil. In fact, it was being produced right up until 1997 in Brazil. Until recently, people outside of Brazil had very little knowledge of what was released for the SMS there, but recently more and more Brazilian SMS games have been popping up on eBay. Because of this, I've been able to gather several cover shots of a lot of unreleased (well, unreleased outside of Brazil, anyway) SMS games.

Fonte: OPCFG

[idéias] Gêneros curiosos


Empresa anuncia jogo do gênero "Game Noir"

A desconhecida produtora de games polonesa Nibris anunciou ontem um ousado novo projeto. Trata-se de um game noir (referência ao film noir do cinema) ambientado na década de 1930 e totalmente em preto e branco!

O título será inspirado nos clássicos cinematográfico do gênero e no recente Sin City - com suas femme fatales, anti-heróis, tramas investigativas e muita fumaça de cigarro.

O jogo será lançado para o Nintendo Revolution e será batizado Sadness (tristeza). A premissa é sensacional. Resta esperar para ver se a qualidade do produto também o será.

(Fonte: Omelete)


Game online de Piratas do Caribe só em 2007

Anunciado em março do ano passado, o MMORPG de Piratas do Caribe ainda vai demorar pra ser lançado.

A Disney comunicou ontem que o jogo chegará às lojas só em 2007, perto do lançamento do terceiro filme da série. Uma prévia, porém, estará disponível para avaliação na feira Electronic Entertainment Expo, a famosa E3.

O game promete altas doses de ação e humor, conforme o jogador deixa seu pirata com estilo próprio e forma sua tripulação para se lançar em batalhas contra os mortos ou outros navios. Mais de 3 mil ilhas para visitar e explorar estão sendo planejadas.

A empresa revelou ainda que este será o primeiro MMORPG "família" do mercado, voltado a todas as faixas etárias.

Piratas do Caribe: O baú da morte, novamente dirigido por Gore Verbinski, estréia em 7 de julho de 2006 nos Estados Unidos e dia 21 do mesmo mês por aqui.

(idem)


*sigh* Com minha tara por jogos de piratas eu não duvido que seria capaz de jogar esse treco...

[idéias] Top 50 Favorite Game Ending Songs


Here's a little something I threw together just for fun. I had once thought about doing a Top 100 Favorite Game Songs feature, but I realized there are just simply too many songs that I like to narrow it down. But if keeping to a specific type, in this case the ending themes which I thought would dominate a Top 100 anyway, it was much easier to handle. As with my Top 100, I'm not necessarily claiming these are the 50 greatest game ending songs of all time, just my personal favorites of those I've heard.

Fonte: Flying Omelette

12 abril 2006

[idéias] Koichi Sugiyama


But anyway, the most famous work, is the huge musical opus for the matchless Dragon Quest Series. Especially his continuous symphonic suites with the London Symphony Orchestra & the Tokyo Philharmonic are outstanding. He was the leading protagonist who brought videogame music into orchestral halls, also because of his 5 game music concerts (OGC - Orchestral Game Concert), which were invented, moderated & partly conducted by himself. Over 16 composers (Nobuo Uematsu, Yoko Shimomura, Koji Kondo and many more) were involved in these unforgettable live recordings.

Fonte: Koichi Sugiyama Unofficial English Fanpage

[idéias] The Real Final Fantasy VII?

After Final Fantasy 6, Square had its employees work on a 3D graphics demo to hone their three-dimensional artistry. They produced the Final Fantasy SGI demo. This demo featured FF6's Locke, Terra, and Shadow and ran only on high-powered Silicon Graphics workstations.

Fonte: Fantasy Anime

[idéias] Killer List of Videogames

The KLOV® (Killer List of Videogames), the video-game department of The International Arcade Museum, has provided the Internet's largest database of coin-operated video-games since the earliest days of the Internet. Welcome to its web site! The International Arcade MuseumTM is the world's largest museum of the art, inventions, and history of the amusement and coin-operated machine industries.

Fonte: KLOV

11 abril 2006

[idéias] Um pouco mais sobre Yuzo Koshiro

Nació en Tokio el 12 de diciembre de 1967, su padre era un artista y su madre es una pianista ya retirada, fue un niño prodigio y ya con 3 años tocaba el piano enseñado por su madre que le hace descubrir a grandes autores clásicos como Bach, Mozart, Beethoven, Mahler, o Bruckner. A los 7 años ya sabía tocar el violín y a los 12 el violoncello, a la edad de 10 años tuvo como maestro a Joe Hisaishi un genial músico de anime (otro niño prodigio, a los 8 años hizo su primera composición!!) que a trabajado en películas de Hayao Miyazaki como La princesa Mononoke, Totoro o Laputa, durante 3 años estuvo estudiando con el maestro Hisaishi.

Fonte: Yuzo Database
Entrevista - FinalBoss

Entrevista – OPCFG
Entrevista – Kikizo Games

[idéias] Metal Gear Solid 2 Ending analysis

Here, Hideo Kojima is implying something that Cognitive Science has been trying to do for a while. A machine that is able to pass the Turing Test. This test was created to find out if a machine of some sort is "thinking", that it has “intelligence”. The main problem with defining if something has this characteristic, is that we are subjective beings. We cannot trust our feelings and intuition in defining what is alive and what is not.

Fonte: Junker HQ

[idéias] Defending the Third Dimension

Simply put, there’s more freedom to move about the game space. Those who can appreciate the science of a fine-tuned 3D fighting game know what I’m talking about. You can sidestep or break into a run in either direction. The whole arena is your oyster.

Fonte: Trigames.net

10 abril 2006

[idéias] Trial begins in Florida Xbox slayings


ORLANDO, Florida (AP) -- Kay Shukwit is still trying to cope with the August 2004 deaths of her daughter and five of the young woman's friends, who prosecutors said were beaten to death with aluminum bats over an Xbox video game system.

Fonte: CNN.com

[idéias] Unintentionally Freaky Mario Lego Creation


Gadzooks! That evil Mario head looks straight out of Terminator 2. The piece was created by a LEGO brick builder named “ONF,” using Bionicle pieces. For those not into bricks, Bionicle are the action figurine LEGOS. Impressive yes, impressively creepy.

Fonte: Kotaku & Brickshelf Gallery

09 abril 2006

[idéias] Anatomy of a 2D Side-Scroller


Na GDC 2004, o game designer Luis Barriga da Vicarious Visions fez uma conferência falando sobre diversos temas relacionados aos jogos bidimensionais. Para os que se interessarem, no segundo link é possível baixar o PowerPoint usado na palestra. No final da apresentação ele listou 10 jogos 2-D que devem servir de modelo para os desenvolvedores de games.

Description: With the advent and proliferation of the Gameboy Advance, web-based entertainment and numerous game-friendly cell phones over the last few years, 2D game development has become a sizeable sector of the gaming industry. This lecture presents and analyzes the fundamentals of a genre that dominated the market back in the days of 8-bit and 16-bit consoles and is enjoying a revival: the character based 2D side-scroller.

Fonte:
GDC 2004
Arquivo PPS (é só procurar na lista)

08 abril 2006

[idéias] A lenda do CD-ROM do SNES





Um dos episódios mais nebulosos da era 16-bits é, sem sombra de dúvida, o do CD-ROM para o Super Nintendo. Achei um artigo que conta toda a história, com detalhes sobre os acordos feitos entre Sony e Nintendo e Philips e Nintendo. A foto ao lado, por exemplo,mostra um protótipo do Play Station (com espaço entre as palavras, diferente do PlayStation que bem conhecemos). Este console seria feito pela Sony e seria compatível com jogos de SNES e CD-ROMs feitos pela própria Sony.

Uma história bem interessante.

Artigo - Super Famicom CD

[idéias] Músicas de Michael Jackson em Sonic 3


Aparentemente, Michael Jackson foi chamado para compor a trilha sonora de Sonic 3, para o Mega Drive. No entanto, quando os primeiros escândalos relacionando ele a pedofilia surgiram ele teria pulado fora de barco, ou simplesmente chutado pela Sega.

Ainda assim, ele teria composto alguns arranjos que foram incluídos no game. Este pequeno documentário fala sobre isso.



07 abril 2006

[idéias] Yuzo Koshiro


Yuzo Koshiro é um dos grandes nomes da música de videogames. Considero-o praticamente um deus da música, pelo conjunto e pioneirismo da sua obra. Ele consegue extrair lindas melodias de qualquer tipo de videogame, em qualquer estilo musical. Foi o primeiro a receber reconhecimento internacional, devido ao seu talento incomum, e por ter sido o primeiro compositor a exibir seu nome na tela-título dos jogos.

Fonte (o artigo está dividido em cinco partes):
Parte 1 – Introdução
Parte 2 – Freelancer
Parte 3 – Actraiser
Parte 4 – Streets of Rage
Parte 5 – Streets of Rage 2

06 abril 2006

[idéias] Perfil


Achei uma página interessante com dezenas de perfis de game designers. Uma pena estar em francês. Coloquei o link traduzido para o inglês com a tradução da ferramenta de idiomas do Google.

August 24, 1963, Japan, small Hideo Kojima pushes its first cry in a maternity of the town of Tokyo Setagaya before going to make its growth with Kobe. If it is one of the most famous names of the industry of the video game, it is however not its passion first, because all intended the man to embrace a career of scenario writer.

Fonte: Jeux Video

[idéias] Videogame Lookalikes


Everybody looks like somebody, and there's somebody in every game. I calculate the most striking similarities and bring the results to you.

Fonte: J.R. Antrim's Videogame Lookalikes

05 abril 2006

[idéias] Games pela paz


Two months ago, gameLab CEO Eric Zimmerman gave the three designers an assignment: to come up with a game based loosely on the Nobel Peace Prize. Each participant had 10 minutes to present the game idea, which was inspired by the greater emphasis of serious games at the GDC, and meant to be an homage / spoof of the genre.

Presenting to a packed room, Smith, known for his work on Deus Ex, listed his rejected concepts, including "Bono's Africa", a strategy game where you would...

[artigo do Next Generation]

[idéias] Don't shoot the puppy


A única coisa que você tem que fazer é NÃO mover o mouse.
Cuidado com as armadilhas que vão querer fazer você ceder à tentação.
Diabos, quem aguenta esse cachorro pulando?

Não atire no filhotinho.

[idéias] Façade


É este. O jogo que o NY Times classificou como "o futuro dos videogames", a história que a Newsweek afirmou "desafiar os limites dos games e da inteligência artificial", o interactive drama sobre o qual não páram de falar, o vencedor do Slamdance Festival, o inacreditável e único FAÇADE!

Só que ele não roda no meu PC.

04 abril 2006

[idéias] Ultimate Utopia XXIII


Temos que dar crédito para esses caras. O vídeo ficou muito bem feito e há a presença de vários elementos e músicas da série Final Fantasy. Consegui identificar algumas do VIII e do IV, creio eu...sugiro que façamos algo similar com Resident Evil, por exemplo. Eu posso ser o zumbi, o Claudio a Jill, o Alexei o Chris e o Sirangelo o Wesker.

Squaresoft virou Circlehard...sensacional!

01 abril 2006

[idéias] Weezer + Donkey Konga


O site Newgrounds está com um jogo que funciona exatamente igual ao Donkey Konga e traz duas músicas da banda Weezer. Sou suspeito para falar porque acho o som dos caras muito bom, mas eu achei o joguinho excelente.

Clique aqui para acessar o Newground e jogue. Tomem cuidado, eu estou meio viciado.

[idéias] The Making of Donkey Kong Country

In short, even though there is a tendency to think of Donkey Kong Country, the most popular game to appear on the SNES, as a Tim Stamper game, a lot of other people worked on it.

In fact, rather than wonder why the top names in gaming are so unknown, you may want to question what their role in game creation has become? Has game creation reached the point at which greats like Yu Suzuki and or Tim Stamper simply chair the committees working on Virtua Fighter and Donkey Kong games?

We sat down with Tim Stamper -- the leading creative force behind Rare Ltd., formerly one of Nintendo's most influential partners.

Fonte: Screenager Central

[idéias] Grand Theftendo


Grand Theftendo is a new homebrew game for the original Nintendo Entertainment System (NES). It is a tribute to Rockstar Games' Grand Theft Auto III running on the 8 bit, 256x240 resolution, 2 bit colour x 2 bit palette, 1.79 Mhz system, written entirely in 6502 Assembly Language!

Fonte: Grand Theftendo

[idéias] The Making of Super Mario Bros. 3

Translating all the diagrams and drawings into computer graphics is a long and complicated process. A tool that makes this procedure easier is the Character Generator Computer Aided Design (CGCAD) machine. Using this computer, designers can create “characters banks” which contain the graphic shapes used do draw images during game play. Each shape is given a number which the NES can use to acess the shape and combine it into a complete image.

Fonte: Nintendo Power